mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
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
194 lines
5.3 KiB
C++
194 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _ITEM_H_
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#define _ITEM_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.h"
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#endif
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#ifndef _BOXCONVEX_H_
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#include "collision/boxConvex.h"
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#endif
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#ifndef _DYNAMIC_CONSOLETYPES_H_
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#include "console/dynamicTypes.h"
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#endif
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class PhysicsBody;
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//----------------------------------------------------------------------------
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struct ItemData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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F32 friction;
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F32 elasticity;
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bool sticky;
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F32 gravityMod;
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F32 maxVelocity;
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bool lightOnlyStatic;
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S32 lightType;
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LinearColorF lightColor;
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S32 lightTime;
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F32 lightRadius;
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bool simpleServerCollision;
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ItemData();
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DECLARE_CONOBJECT(ItemData);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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//----------------------------------------------------------------------------
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class Item: public ShapeBase
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{
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protected:
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typedef ShapeBase Parent;
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enum MaskBits {
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HiddenMask = Parent::NextFreeMask,
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ThrowSrcMask = Parent::NextFreeMask << 1,
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PositionMask = Parent::NextFreeMask << 2,
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RotationMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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// Client interpolation data
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struct StateDelta {
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Point3F pos;
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VectorF posVec;
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S32 warpTicks;
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Point3F warpOffset;
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F32 dt;
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};
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StateDelta mDelta;
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// Static attributes
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ItemData* mDataBlock;
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bool mStatic;
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bool mRotate;
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//
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VectorF mVelocity;
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bool mAtRest;
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S32 mAtRestCounter;
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static const S32 csmAtRestTimer;
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bool mInLiquid;
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ShapeBase* mCollisionObject;
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U32 mCollisionTimeout;
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PhysicsBody *mPhysicsRep;
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bool mSubclassItemHandlesScene; ///< A subclass of Item will handle all of the adding to the scene
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protected:
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DECLARE_CALLBACK( void, onStickyCollision, ( const char* objID ));
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DECLARE_CALLBACK( void, onEnterLiquid, ( const char* objID, F32 waterCoverage, const char* liquidType ));
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DECLARE_CALLBACK( void, onLeaveLiquid, ( const char* objID, const char* liquidType ));
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public:
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void registerLights(LightManager * lightManager, bool lightingScene);
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enum LightType
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{
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NoLight = 0,
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ConstantLight,
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PulsingLight,
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NumLightTypes,
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};
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private:
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S32 mDropTime;
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LightInfo* mLight;
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public:
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Point3F mStickyCollisionPos;
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Point3F mStickyCollisionNormal;
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//
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private:
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OrthoBoxConvex mConvex;
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Box3F mWorkingQueryBox;
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void updateVelocity(const F32 dt);
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void updatePos(const U32 mask, const F32 dt);
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void updateWorkingCollisionSet(const U32 mask, const F32 dt);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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void buildConvex(const Box3F& box, Convex* convex);
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void onDeleteNotify(SimObject*);
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static bool _setStatic(void *object, const char *index, const char *data);
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static bool _setRotate(void *object, const char *index, const char *data);
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protected:
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void _updatePhysics();
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void prepRenderImage(SceneRenderState *state);
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void advanceTime(F32 dt);
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public:
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DECLARE_CONOBJECT(Item);
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Item();
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~Item();
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static void initPersistFields();
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static void consoleInit();
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bool onAdd();
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void onRemove();
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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bool isStatic() { return mStatic; }
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bool isAtRest() { return mAtRest; }
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bool isRotating() { return mRotate; }
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Point3F getVelocity() const;
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void setVelocity(const VectorF& vel);
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void applyImpulse(const Point3F& pos,const VectorF& vec);
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void setCollisionTimeout(ShapeBase* obj);
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ShapeBase* getCollisionObject() { return mCollisionObject; };
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void processTick(const Move *move);
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void interpolateTick(F32 delta);
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virtual void setTransform(const MatrixF &mat);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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};
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typedef Item::LightType ItemLightType;
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DefineEnumType( ItemLightType );
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#endif
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