Torque3D/Engine/source/T3D/debris.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
6.4 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.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _DEBRIS_H_
#define _DEBRIS_H_
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#include "T3D/assets/ShapeAsset.h"
class ParticleEmitterData;
class ParticleEmitter;
class ExplosionData;
class TSPartInstance;
class TSShapeInstance;
class TSShape;
//**************************************************************************
// Debris Data
//**************************************************************************
struct DebrisData : public GameBaseData
{
typedef GameBaseData Parent;
//-----------------------------------------------------------------------
// Data Decs
//-----------------------------------------------------------------------
enum DebrisDataConst
{
DDC_NUM_EMITTERS = 2,
};
//-----------------------------------------------------------------------
// Debris datablock
//-----------------------------------------------------------------------
F32 velocity;
F32 velocityVariance;
F32 friction;
F32 elasticity;
F32 lifetime;
F32 lifetimeVariance;
S32 numBounces;
S32 bounceVariance;
F32 minSpinSpeed;
F32 maxSpinSpeed;
bool explodeOnMaxBounce; // explodes after it has bounced max times
bool staticOnMaxBounce; // becomes static after bounced max times
bool snapOnMaxBounce; // snap into a "resting" position on last bounce
bool fade;
bool useRadiusMass; // use mass calculations based on radius
F32 baseRadius; // radius at which the standard elasticity and friction apply
F32 gravModifier; // how much gravity affects debris
F32 terminalVelocity; // max velocity magnitude
bool ignoreWater;
DECLARE_SHAPEASSET(DebrisData, Shape, onShapeChanged);
DECLARE_SHAPEASSET_SETGET(DebrisData, Shape);
StringTableEntry textureName;
S32 explosionId;
ExplosionData * explosion;
ParticleEmitterData* emitterList[DDC_NUM_EMITTERS];
S32 emitterIDList[DDC_NUM_EMITTERS];
DebrisData();
bool onAdd();
bool preload( bool server, String &errorStr );
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
DECLARE_CONOBJECT(DebrisData);
public:
/*C*/ DebrisData(const DebrisData&, bool = false);
/*D*/ ~DebrisData();
DebrisData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0);
virtual void onPerformSubstitutions();
virtual bool allowSubstitutions() const { return true; }
void onShapeChanged() {}
};
//**************************************************************************
// Debris
//**************************************************************************
class Debris : public GameBase
{
typedef GameBase Parent;
private:
S32 mNumBounces;
F32 mSize;
Point3F mLastPos;
Point3F mVelocity;
F32 mLifetime;
DebrisData * mDataBlock;
F32 mElapsedTime;
TSShapeInstance * mShape;
TSPartInstance * mPart;
MatrixF mInitialTrans;
F32 mXRotSpeed;
F32 mZRotSpeed;
Point3F mRotAngles;
F32 mRadius;
bool mStatic;
F32 mElasticity;
F32 mFriction;
SimObjectPtr<ParticleEmitter> mEmitterList[ DebrisData::DDC_NUM_EMITTERS ];
/// Bounce the debris - returns true if debris bounces.
bool bounce( const Point3F &nextPos, F32 dt );
/// Compute state of debris as if it hasn't collided with anything.
void computeNewState( Point3F &newPos, Point3F &newVel, F32 dt );
void explode();
void rotate( F32 dt );
protected:
virtual void processTick(const Move* move);
virtual void advanceTime( F32 dt );
void prepRenderImage(SceneRenderState *state);
void prepBatchRender(SceneRenderState *state);
bool onAdd();
void onRemove();
void updateEmitters( Point3F &pos, Point3F &vel, U32 ms );
public:
Debris();
~Debris();
static void initPersistFields();
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void init( const Point3F &position, const Point3F &velocity );
void setLifetime( F32 lifetime ){ mLifetime = lifetime; }
void setPartInstance( TSPartInstance *part ){ mPart = part; }
void setSize( F32 size );
void setVelocity( const Point3F &vel ){ mVelocity = vel; }
void setRotAngles( const Point3F &angles ){ mRotAngles = angles; }
DECLARE_CONOBJECT(Debris);
private:
SimObject* ss_object;
S32 ss_index;
public:
void setSubstitutionData(SimObject* obj, S32 idx=0) { ss_object = obj; ss_index = idx; }
};
#endif