Torque3D/Engine/source/T3D/physics/physicsDebris.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

194 lines
4.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PHYSICS_DEBRIS_H_
#define _PHYSICS_DEBRIS_H_
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
#include "T3D/assets/ShapeAsset.h"
class TSShapeInstance;
class TSShape;
//**************************************************************************
// Debris Data
//**************************************************************************
class PhysicsDebrisData : public GameBaseData
{
typedef GameBaseData Parent;
public:
F32 lifetime;
F32 lifetimeVariance;
///
F32 mass;
///
F32 dynamicFriction;
///
F32 staticFriction;
///
F32 restitution;
///
F32 linearDamping;
///
F32 angularDamping;
///
F32 linearSleepThreshold;
///
F32 angularSleepThreshold;
// A scale applied to the normal linear and angular damping
// when the object enters a water volume.
F32 waterDampingScale;
// The density of this object used for water buoyancy effects.
F32 buoyancyDensity;
/// Is rendererd during shadow passes.
bool castShadows;
DECLARE_SHAPEASSET(PhysicsDebrisData, Shape, onShapeChanged);
DECLARE_SHAPEASSET_SETGET(PhysicsDebrisData, Shape);
PhysicsDebrisData();
bool onAdd();
bool preload( bool server, String &errorStr );
static void initPersistFields();
void packData( BitStream *stream );
void unpackData( BitStream *stream );
void onShapeChanged() {}
DECLARE_CONOBJECT( PhysicsDebrisData );
};
class PhysicsBody;
class PhysicsWorld;
class PhysicsDebris : public GameBase
{
typedef GameBase Parent;
public:
/// Helper method which creates debris based on the
/// datablock and initial state.
///
/// It can return NULL if the system quality settings
/// are set to disable the debris.
///
static PhysicsDebris* create( PhysicsDebrisData *datablock,
const MatrixF &transform,
const VectorF &linVel );
PhysicsDebris();
virtual ~PhysicsDebris();
DECLARE_CONOBJECT(PhysicsDebris);
static void initPersistFields();
bool onAdd();
void onRemove();
void applyImpulse( const Point3F &pos, const VectorF &vec );
void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
protected:
/// The global object lifetime scalar.
static F32 smLifetimeScale;
void processTick( const Move *move );
void advanceTime( F32 dt );
void interpolateTick( F32 delta );
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void prepRenderImage( SceneRenderState *state );
void prepBatchRender( SceneRenderState *state );
void _deleteFragments();
void _createFragments();
void _updateForces( PhysicsBody *body, const Box3F &bounds );
void _findNodes( U32 objId, Vector<U32> &nodeIds );
void _onPhysicsReset( PhysicsResetEvent reset );
protected:
F32 mLifetime;
Point3F mInitialLinVel;
PhysicsDebrisData *mDataBlock;
TSShapeInstance *mShapeInstance;
PhysicsWorld *mWorld;
struct Fragment
{
Vector<U32> nodeIds;
PhysicsBody *body;
// The delta state.
Point3F pos;
Point3F lastPos;
QuatF rot;
QuatF lastRot;
};
typedef Vector<Fragment> FragmentVector;
FragmentVector mFragments;
};
#endif // _PHYSICS_DEBRIS_H_