Torque3D/Engine/source/T3D/physics/physicsShape.h

273 lines
7.2 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 _PHYSICSSHAPE_H_
#define _PHYSICSSHAPE_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#ifndef _SIMOBJECTREF_H_
#include "console/simObjectRef.h"
#endif
#include "T3D/assets/ShapeAsset.h"
class TSShapeInstance;
class PhysicsBody;
class PhysicsWorld;
class PhysicsDebrisData;
class ExplosionData;
class PhysicsShapeData : public GameBaseData
{
typedef GameBaseData Parent;
void _onResourceChanged( const Torque::Path &path );
public:
PhysicsShapeData();
virtual ~PhysicsShapeData();
DECLARE_CONOBJECT(PhysicsShapeData);
static void initPersistFields();
bool onAdd();
void onRemove();
// GameBaseData
void packData(BitStream* stream);
void unpackData(BitStream* stream);
bool preload(bool server, String &errorBuffer );
public:
DECLARE_SHAPEASSET(PhysicsShapeData, Shape, onShapeChanged);
DECLARE_ASSET_SETGET(PhysicsShapeData, Shape);
/// The shared unscaled collision shape.
PhysicsCollisionRef colShape;
///
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;
enum SimType
{
/// This physics representation only exists on the client
/// world and the server only does ghosting.
SimType_ClientOnly,
/// The physics representation only exists on the server world
/// and the client gets delta updates for rendering.
SimType_ServerOnly,
/// The physics representation exists on the client and the server
/// worlds with corrections occuring when the client gets out of sync.
SimType_ClientServer,
/// The bits used to pack the SimType field.
SimType_Bits = 3,
} simType;
SimObjectRef< PhysicsDebrisData > debris;
SimObjectRef< ExplosionData > explosion;
SimObjectRef< PhysicsShapeData > destroyedShape;
void onShapeChanged() {}
};
typedef PhysicsShapeData::SimType PhysicsSimType;
DefineEnumType( PhysicsSimType );
class TSThread;
/// A simple single body dynamic physics object.
class PhysicsShape : public GameBase
{
typedef GameBase Parent;
protected:
/// The abstracted physics actor.
PhysicsBody *mPhysicsRep;
///
PhysicsWorld *mWorld;
/// The starting position to place the shape when
/// the level begins or is reset.
MatrixF mResetPos;
//VectorF mBuildScale;
//F32 mBuildAngDrag;
//F32 mBuildLinDrag;
/// The rendered shape.
TSShapeInstance *mShapeInst;
/// The current physics state.
PhysicsState mState;
/// The previous and current render states.
PhysicsState mRenderState[2];
/// True if the PhysicsShape has been destroyed ( gameplay ).
bool mDestroyed;
/// Enables automatic playing of the animation named "ambient" (if it exists)
/// when the PhysicsShape is loaded.
bool mPlayAmbient;
S32 mAmbientSeq;
TSThread* mAmbientThread;
/// If a specified to create one in the PhysicsShape data, this is the
/// subshape created when this PhysicsShape is destroyed.
/// Is only assigned (non null) on the serverside PhysicsShape.
SimObjectPtr< PhysicsShape > mDestroyedShape;
///
enum MaskBits
{
StateMask = Parent::NextFreeMask << 0,
ResetPosMask = Parent::NextFreeMask << 1,
DamageMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
bool _createShape();
void _initAmbient();
///
void _applyCorrection( const MatrixF &mat );
void _onPhysicsReset( PhysicsResetEvent reset );
void _updateContainerForces();
/// If true then no corrections are sent from the server
/// and/or applied from the client.
///
/// This is only ment for debugging.
///
static bool smNoCorrections;
/// If true then no smoothing is done on the client when
/// applying server corrections.
///
/// This is only ment for debugging.
///
static bool smNoSmoothing;
public:
PhysicsShape();
virtual ~PhysicsShape();
DECLARE_CONOBJECT( PhysicsShape );
/// Returns the PhysicsShapeData datablock.
PhysicsShapeData* getDataBlock() { return static_cast<PhysicsShapeData*>( Parent::getDataBlock() ); }
// SimObject
static void consoleInit();
static void initPersistFields();
void inspectPostApply();
bool onAdd();
void onRemove();
// SceneObject
void prepRenderImage( SceneRenderState *state );
void setTransform( const MatrixF &mat );
F32 getMass() const;
Point3F getVelocity() const { return mState.linVelocity; }
void applyImpulse( const Point3F &pos, const VectorF &vec );
void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
void applyTorque( const Point3F &torque );
void applyForce( const Point3F &force );
void setScale(const VectorF & scale);
// GameBase
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void interpolateTick( F32 delta );
void processTick( const Move *move );
void advanceTime( F32 timeDelta );
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
bool isDestroyed() const { return mDestroyed; }
void destroy();
void restore();
/// Save the current transform as where we return to when a physics reset
/// event occurs. This is automatically set in onAdd but some manipulators
/// such as Prefab need to make use of this.
void storeRestorePos();
};
#endif // _PHYSICSSHAPE_H_