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153
Torque/SDK/engine/game/debris.h
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153
Torque/SDK/engine/game/debris.h
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//-----------------------------------------------------------------------------
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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 _DEBRIS_H_
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#define _DEBRIS_H_
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#ifndef _GAMEBASE_H_
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#include "game/gameBase.h"
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#endif
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class ParticleEmitterData;
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class ParticleEmitter;
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class ExplosionData;
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class TSPartInstance;
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class TSShapeInstance;
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class TSShape;
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//**************************************************************************
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// Debris Data
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//**************************************************************************
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struct DebrisData : public GameBaseData
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{
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typedef GameBaseData Parent;
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//-----------------------------------------------------------------------
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// Data Decarations
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//-----------------------------------------------------------------------
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enum DebrisDataConst
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{
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DDC_NUM_EMITTERS = 2,
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};
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//-----------------------------------------------------------------------
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// Debris datablock
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//-----------------------------------------------------------------------
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F32 velocity;
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F32 velocityVariance;
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F32 friction;
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F32 elasticity;
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F32 lifetime;
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F32 lifetimeVariance;
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U32 numBounces;
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U32 bounceVariance;
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F32 minSpinSpeed;
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F32 maxSpinSpeed;
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bool render2D;
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bool explodeOnMaxBounce; ///< explodes after it has bounced max times
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bool staticOnMaxBounce; ///< becomes static after bounced max times
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bool snapOnMaxBounce; ///< snap into a "resting" position on last bounce
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bool fade;
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bool useRadiusMass; ///< use mass calculations based on radius
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F32 baseRadius; ///< radius at which the standard elasticity and friction apply
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F32 gravModifier; ///< how much gravity affects debris
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F32 terminalVelocity; ///< max velocity magnitude
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bool ignoreWater;
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const char* shapeName;
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Resource<TSShape> shape;
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StringTableEntry textureName;
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TextureHandle texture;
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S32 explosionId;
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ExplosionData * explosion;
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ParticleEmitterData* emitterList[DDC_NUM_EMITTERS];
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S32 emitterIDList[DDC_NUM_EMITTERS];
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DebrisData();
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bool onAdd();
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bool preload( bool server, char errorBuffer[256] );
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static void initPersistFields();
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void packData(BitStream* stream);
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void unpackData(BitStream* stream);
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DECLARE_CONOBJECT(DebrisData);
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};
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DECLARE_CONSOLETYPE(DebrisData)
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//**************************************************************************
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// Debris
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//**************************************************************************
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class Debris : public GameBase
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{
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typedef GameBase Parent;
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private:
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S32 mNumBounces;
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F32 mSize;
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Point3F mLastPos;
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Point3F mVelocity;
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F32 mLifetime;
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DebrisData * mDataBlock;
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F32 mElapsedTime;
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TSShapeInstance * mShape;
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TSPartInstance * mPart;
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MatrixF mInitialTrans;
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F32 mXRotSpeed;
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F32 mZRotSpeed;
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Point3F mRotAngles;
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F32 mRadius;
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bool mStatic;
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F32 mElasticity;
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F32 mFriction;
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ParticleEmitter * mEmitterList[ DebrisData::DDC_NUM_EMITTERS ];
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bool bounce( const Point3F &nextPos, F32 dt );
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void computeNewState( Point3F &newPos, Point3F &newVel, F32 dt );
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void explode();
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void render2D();
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void rotate( F32 dt );
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protected:
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virtual void processTick(const Move* move);
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virtual void advanceTime( F32 dt );
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bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
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void renderObject(SceneState *state, SceneRenderImage *image);
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bool onAdd();
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void onRemove();
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void updateEmitters( Point3F &pos, Point3F &vel, U32 ms );
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public:
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Debris();
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~Debris();
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static void initPersistFields();
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bool onNewDataBlock( GameBaseData* dptr );
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void init( const Point3F &position, const Point3F &velocity );
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void setLifetime( F32 lifetime ){ mLifetime = lifetime; }
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void setPartInstance( TSPartInstance *part ){ mPart = part; }
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void setSize( F32 size );
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void setVelocity( const Point3F &vel ){ mVelocity = vel; }
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void setRotAngles( const Point3F &angles ){ mRotAngles = angles; }
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DECLARE_CONOBJECT(Debris);
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};
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#endif
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