Torque3D/Engine/source/T3D/debris.h

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_ASSET_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