mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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136 lines
3.8 KiB
C++
136 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _PHYSICSBEHAVIOR_H_
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#define _PHYSICSBEHAVIOR_H_
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#include "T3D/components/component.h"
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef _ENTITY_H_
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#include "T3D/entity.h"
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#endif
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#ifndef _CONVEX_H_
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#include "collision/convex.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 _RIGID_H_
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#include "T3D/rigid.h"
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#endif
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#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
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#include "T3D/physics/physicsBody.h"
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#endif
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#ifndef _RENDER_COMPONENT_INTERFACE_H_
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#include "T3D/components/render/renderComponentInterface.h"
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#endif
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class TSShapeInstance;
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class SceneRenderState;
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class PhysicsBody;
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class PhysicsBehaviorInstance;
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class PhysicsComponent : public Component
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{
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typedef Component Parent;
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protected:
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bool mStatic;
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bool mAtRest;
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S32 mAtRestCounter;
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VectorF mGravity;
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VectorF mVelocity;
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F32 mDrag;
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F32 mMass;
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F32 mGravityMod;
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S32 csmAtRestTimer;
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F32 sAtRestVelocity; // Min speed after collisio
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public:
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enum MaskBits {
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PositionMask = Parent::NextFreeMask << 0,
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FreezeMask = Parent::NextFreeMask << 1,
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ForceMoveMask = Parent::NextFreeMask << 2,
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VelocityMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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struct StateDelta
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{
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Move move; ///< Last move from server
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F32 dt; ///< Last interpolation time
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// Interpolation data
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Point3F pos;
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Point3F posVec;
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QuatF rot[2];
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// Warp data
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S32 warpTicks; ///< Number of ticks to warp
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S32 warpCount; ///< Current pos in warp
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Point3F warpOffset;
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QuatF warpRot[2];
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};
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StateDelta mDelta;
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S32 mPredictionCount; ///< Number of ticks to predict
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public:
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PhysicsComponent();
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virtual ~PhysicsComponent();
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DECLARE_CONOBJECT(PhysicsComponent);
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static void initPersistFields();
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virtual void interpolateTick(F32 dt);
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virtual void updatePos(const U32 /*mask*/, const F32 dt){}
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virtual void _updatePhysics();
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virtual PhysicsBody *getPhysicsRep();
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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virtual void onComponentAdd();
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void updateContainer();
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virtual void updateVelocity(const F32 dt);
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virtual Point3F getVelocity() { return mVelocity; }
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virtual void getOriginVector(const Point3F &p, Point3F* r);
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virtual void getVelocity(const Point3F& r, Point3F* v);
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virtual void setVelocity(const VectorF& vel);
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virtual void setTransform(const MatrixF& mat);
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virtual void setPosition(const Point3F& pos);
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void setRenderPosition(const Point3F& pos, F32 dt);
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virtual void applyImpulse(const Point3F&, const VectorF& vec);
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virtual F32 getZeroImpulse(const Point3F& r, const Point3F& normal);
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virtual void accumulateForce(F32 dt, Point3F force);
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//Rigid Body Collision Conveinence Hooks
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virtual bool updateCollision(F32 dt, Rigid& ns, CollisionList &cList) { return false; }
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virtual bool resolveContacts(Rigid& ns, CollisionList& cList, F32 dt) { return false; }
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//virtual bool resolveCollision(Rigid& ns, CollisionList& cList) { return false; }
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virtual bool resolveCollision(const Point3F& p, const Point3F &normal) { return false; }
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};
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#endif // _COMPONENT_H_
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