Torque3D/Engine/source/T3D/rigidShape.h
AzaezelX afb39d398f code review:
1) got rid of evey class having it's own gravity
2) rigidshape inheritance simplifications
3) gravitymod from physicszones taking buoyancy into account natively (we still track raw bouyancy to cancel it out for player)
4) disableMove used throughout
5) items can now also be influenced by the appliedforce from physicszones
2020-10-02 13:53:46 -05:00

310 lines
8.9 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 _RIGIDSHAPE_H_
#define _RIGIDSHAPE_H_
#ifndef _SHAPEBASE_H_
#include "T3D/shapeBase.h"
#endif
#ifndef _RIGID_H_
#include "T3D/rigid.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
class RigidShapeData : public ShapeBaseData
{
typedef ShapeBaseData Parent;
protected:
bool onAdd();
//-------------------------------------- Console set variables
public:
struct Body
{
enum Sounds
{
SoftImpactSound,
HardImpactSound,
MaxSounds,
};
SFXTrack* sound[MaxSounds];
F32 restitution;
F32 friction;
} body;
enum RigidShapeConsts
{
VC_NUM_DUST_EMITTERS = 1,
VC_NUM_BUBBLE_EMITTERS = 1,
VC_NUM_SPLASH_EMITTERS = 2,
VC_BUBBLE_EMITTER = VC_NUM_BUBBLE_EMITTERS,
};
enum Sounds
{
ExitWater,
ImpactSoft,
ImpactMedium,
ImpactHard,
Wake,
MaxSounds
};
SFXTrack* waterSound[MaxSounds];
F32 exitSplashSoundVel;
F32 softSplashSoundVel;
F32 medSplashSoundVel;
F32 hardSplashSoundVel;
F32 minImpactSpeed;
F32 softImpactSpeed;
F32 hardImpactSpeed;
F32 minRollSpeed;
bool cameraRoll; ///< Roll the 3rd party camera
F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag)
F32 cameraDecay; ///< Rate at which camera returns to target pos.
F32 cameraOffset; ///< Vertical offset
F32 minDrag;
F32 maxDrag;
S32 integration; ///< # of physics steps per tick
F32 collisionTol; ///< Collision distance tolerance
F32 contactTol; ///< Contact velocity tolerance
Point3F massCenter; ///< Center of mass for rigid body
Point3F massBox; ///< Size of inertial box
ParticleEmitterData * dustEmitter;
S32 dustID;
F32 triggerDustHeight; ///< height shape has to be under to kick up dust
F32 dustHeight; ///< dust height above ground
ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS];
S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS];
F32 splashFreqMod;
F32 splashVelEpsilon;
bool enablePhysicsRep;
F32 dragForce;
F32 vertFactor;
ParticleEmitterData * dustTrailEmitter;
S32 dustTrailID;
//-------------------------------------- load set variables
public:
RigidShapeData();
~RigidShapeData();
static void initPersistFields();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, String &errorStr);
DECLARE_CONOBJECT(RigidShapeData);
DECLARE_CALLBACK(void, onEnterLiquid, (RigidShape* obj, F32 coverage, const char* type));
DECLARE_CALLBACK(void, onLeaveLiquid, (RigidShape* obj, const char* type));
};
//----------------------------------------------------------------------------
class RigidShape: public ShapeBase
{
typedef ShapeBase Parent;
private:
RigidShapeData* mDataBlock;
SimObjectPtr<ParticleEmitter> mDustTrailEmitter;
protected:
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
FreezeMask = Parent::NextFreeMask << 2,
ForceMoveMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
void updateDustTrail( F32 dt );
struct StateDelta
{
Move move; ///< Last move from server
F32 dt; ///< Last interpolation time
// Interpolation data
Point3F pos;
Point3F posVec;
QuatF rot[2];
// Warp data
S32 warpTicks; ///< Number of ticks to warp
S32 warpCount; ///< Current pos in warp
Point3F warpOffset;
QuatF warpRot[2];
//
Point3F cameraOffset;
Point3F cameraVec;
Point3F cameraRot;
Point3F cameraRotVec;
};
PhysicsBody* mPhysicsRep;
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
bool inLiquid;
Point3F mCameraOffset; ///< 3rd person camera
// Rigid Body
bool mDisableMove;
CollisionList mCollisionList;
CollisionList mContacts;
ShapeBaseConvex mConvex;
S32 restCount;
SimObjectPtr<ParticleEmitter> mDustEmitterList[RigidShapeData::VC_NUM_DUST_EMITTERS];
SimObjectPtr<ParticleEmitter> mSplashEmitterList[RigidShapeData::VC_NUM_SPLASH_EMITTERS];
GFXStateBlockRef mSolidSB;
Box3F mWorkingQueryBox;
S32 mWorkingQueryBoxCountDown;
//
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
bool updateCollision(F32 dt);
bool resolveCollision(Rigid& ns,CollisionList& cList);
bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
void checkTriggers();
static void findCallback(SceneObject* obj,void * key);
void setPosition(const Point3F& pos,const QuatF& rot);
void setRenderPosition(const Point3F& pos,const QuatF& rot);
void setTransform(const MatrixF& mat);
// virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
void updateMove(const Move* move);
void writePacketData(GameConnection * conn, BitStream *stream);
void readPacketData (GameConnection * conn, BitStream *stream);
void updateLiftoffDust( F32 dt );
void updateWorkingCollisionSet(const U32 mask);
U32 getCollisionMask();
void updateFroth( F32 dt );
bool collidingWithWater( Point3F &waterHeight );
void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void updateForces(F32 dt);
public:
// Test code...
static ClippedPolyList* sPolyList;
Rigid mRigid;
//
RigidShape();
~RigidShape();
static void consoleInit();
static void initPersistFields();
void processTick(const Move *move);
bool onAdd();
void onRemove();
void _createPhysics();
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void interpolateTick(F32 dt);
void advanceTime(F32 dt);
/// Disables collisions for this shape
void disableCollision();
/// Enables collisions for this shape
void enableCollision();
/// Returns the velocity of the shape
Point3F getVelocity() const;
void setEnergyLevel(F32 energy);
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
// xgalaxy cool hacks
void reset();
void freezeSim(bool frozen);
///@name Rigid body methods
///@{
/// This method will get the velocity of the object, taking into account
/// angular velocity.
/// @param r Point on the object you want the velocity of, relative to Center of Mass
/// @param vel Velocity (out)
void getVelocity(const Point3F& r, Point3F* vel);
/// Applies an impulse force
/// @param r Point on the object to apply impulse to, r is relative to Center of Mass
/// @param impulse Impulse vector to apply.
void applyImpulse(const Point3F &r, const Point3F &impulse);
/// Forces the client to jump to the RigidShape's transform rather
/// then warp to it.
void forceClientTransform();
void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
void getCameraTransform(F32* pos, MatrixF* mat);
///@}
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
DECLARE_CONOBJECT(RigidShape);
};
#endif