Torque3D/Engine/source/T3D/vehicles/vehicle.h
AzaezelX 8821f62b0c misc fixes
utilize specialty case soundarray macros.
 slim duplicate entries in vehicle already hand;ed by rigidshape.
create a gamebasedata::onnewdatablock which calls onremove and onadd for the db for those classes like wheeledvehicle that expect mounting logic to occur
2022-12-27 21:10:15 -06:00

171 lines
5.2 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 _VEHICLE_H_
#define _VEHICLE_H_
#ifndef _SHAPEBASE_H_
#include "T3D/rigidShape.h"
#endif
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
struct RenderInst;
class Vehicle;
//----------------------------------------------------------------------------
struct VehicleData : public RigidShapeData
{
typedef RigidShapeData Parent;
enum VehicleConsts
{
VC_NUM_DUST_EMITTERS = 1,
VC_NUM_DAMAGE_EMITTER_AREAS = 2,
VC_NUM_DAMAGE_LEVELS = 2,
VC_NUM_BUBBLE_EMITTERS = 1,
VC_NUM_DAMAGE_EMITTERS = VC_NUM_DAMAGE_LEVELS + VC_NUM_BUBBLE_EMITTERS,
VC_NUM_SPLASH_EMITTERS = 2,
VC_BUBBLE_EMITTER = VC_NUM_DAMAGE_EMITTERS - VC_NUM_BUBBLE_EMITTERS,
};
F32 maxSteeringAngle;
F32 collDamageThresholdVel;
F32 collDamageMultiplier;
F32 jetForce;
F32 jetEnergyDrain; ///< Energy drain/tick
F32 minJetEnergy;
F32 steeringReturn;
F32 steeringReturnSpeedScale;
bool powerSteering;
ParticleEmitterData * damageEmitterList[ VC_NUM_DAMAGE_EMITTERS ];
Point3F damageEmitterOffset[ VC_NUM_DAMAGE_EMITTER_AREAS ];
S32 damageEmitterIDList[ VC_NUM_DAMAGE_EMITTERS ];
F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ];
F32 numDmgEmitterAreas;
bool enablePhysicsRep;
//
VehicleData();
bool preload(bool server, String &errorStr);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
DECLARE_CONOBJECT(VehicleData);
};
//----------------------------------------------------------------------------
class PhysicsBody;
class Vehicle : public RigidShape
{
typedef RigidShape Parent;
protected:
VehicleData* mDataBlock;
SFXSource* mWakeSound;
// Control
Point2F mSteering;
F32 mThrottle;
bool mJetting;
GFXStateBlockRef mSolidSB;
SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
//
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
static void findCallback(SceneObject* obj,void * key);
// virtual bool collideBody(const MatrixF& mat,Collision* info) = 0;
virtual void updateMove(const Move* move);
virtual void updateForces(F32 dt);
void writePacketData(GameConnection * conn, BitStream *stream);
void readPacketData (GameConnection * conn, BitStream *stream);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void setControllingClient(GameConnection* connection);
void updateLiftoffDust( F32 dt );
void updateDamageSmoke( F32 dt );
virtual U32 getCollisionMask();
void updateFroth( F32 dt );
/// ObjectRenderInst delegate hooked up in prepBatchRender
/// if GameBase::gShowBoundingBox is true.
void _renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
/// ObjectRenderInst delegate hooked up in prepBatchRender
/// if GameBase::gShowBoundingBox is true.
void _renderMuzzleVector( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
public:
// Test code...
static ClippedPolyList* sPolyList;
static S32 sVehicleCount;
//
Vehicle();
static void consoleInit();
static void initPersistFields();
void processTick(const Move *move);
bool onAdd();
void onRemove();
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void advanceTime(F32 dt);
void prepBatchRender( SceneRenderState *state, S32 mountedImageIndex );
///@name Rigid body methods
///@{
void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
void getCameraTransform(F32* pos, MatrixF* mat);
///@}
/// @name Mounted objects
/// @{
virtual void mountObject( SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity );
/// @}
DECLARE_CONOBJECT(Vehicle);
};
#endif