Torque3D/Engine/source/T3D/item.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

195 lines
5.3 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 _ITEM_H_
#define _ITEM_H_
#ifndef _SHAPEBASE_H_
#include "T3D/shapeBase.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
class PhysicsBody;
//----------------------------------------------------------------------------
struct ItemData: public ShapeBaseData {
typedef ShapeBaseData Parent;
F32 friction;
F32 elasticity;
bool sticky;
F32 gravityMod;
F32 maxVelocity;
bool lightOnlyStatic;
S32 lightType;
LinearColorF lightColor;
S32 lightTime;
F32 lightRadius;
bool simpleServerCollision;
ItemData();
DECLARE_CONOBJECT(ItemData);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class Item: public ShapeBase
{
protected:
typedef ShapeBase Parent;
enum MaskBits {
HiddenMask = Parent::NextFreeMask,
ThrowSrcMask = Parent::NextFreeMask << 1,
PositionMask = Parent::NextFreeMask << 2,
RotationMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
// Client interpolation data
struct StateDelta {
Point3F pos;
VectorF posVec;
S32 warpTicks;
Point3F warpOffset;
F32 dt;
};
StateDelta mDelta;
// Static attributes
ItemData* mDataBlock;
bool mStatic;
bool mRotate;
//
VectorF mVelocity;
bool mAtRest;
S32 mAtRestCounter;
static const S32 csmAtRestTimer;
bool mInLiquid;
ShapeBase* mCollisionObject;
U32 mCollisionTimeout;
PhysicsBody *mPhysicsRep;
bool mSubclassItemHandlesScene; ///< A subclass of Item will handle all of the adding to the scene
protected:
DECLARE_CALLBACK( void, onStickyCollision, ( const char* objID ));
DECLARE_CALLBACK( void, onEnterLiquid, ( const char* objID, F32 waterCoverage, const char* liquidType ));
DECLARE_CALLBACK( void, onLeaveLiquid, ( const char* objID, const char* liquidType ));
public:
void registerLights(LightManager * lightManager, bool lightingScene);
enum LightType
{
NoLight = 0,
ConstantLight,
PulsingLight,
NumLightTypes,
};
private:
S32 mDropTime;
LightInfo* mLight;
public:
Point3F mStickyCollisionPos;
Point3F mStickyCollisionNormal;
//
private:
OrthoBoxConvex mConvex;
Box3F mWorkingQueryBox;
void updateVelocity(const F32 dt);
void updatePos(const U32 mask, const F32 dt);
void updateWorkingCollisionSet(const U32 mask, const F32 dt);
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
void buildConvex(const Box3F& box, Convex* convex);
void onDeleteNotify(SimObject*);
static bool _setStatic(void *object, const char *index, const char *data);
static bool _setRotate(void *object, const char *index, const char *data);
protected:
void _updatePhysics();
void prepRenderImage(SceneRenderState *state);
void advanceTime(F32 dt);
public:
DECLARE_CONOBJECT(Item);
DECLARE_CATEGORY("Item");
Item();
~Item();
static void initPersistFields();
static void consoleInit();
bool onAdd();
void onRemove();
bool onNewDataBlock( GameBaseData *dptr, bool reload );
bool isStatic() { return mStatic; }
bool isAtRest() { return mAtRest; }
bool isRotating() { return mRotate; }
Point3F getVelocity() const;
void setVelocity(const VectorF& vel);
void applyImpulse(const Point3F& pos,const VectorF& vec);
void setCollisionTimeout(ShapeBase* obj);
ShapeBase* getCollisionObject() { return mCollisionObject; };
void processTick(const Move *move);
void interpolateTick(F32 delta);
virtual void setTransform(const MatrixF &mat);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
typedef Item::LightType ItemLightType;
DefineEnumType( ItemLightType );
#endif