//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _RIGIDSHAPE_H_ #define _RIGIDSHAPE_H_ #ifndef _SHAPEBASE_H_ #include "game/shapeBase.h" #endif #ifndef _RIGID_H_ #include "game/rigid.h" #endif #ifndef _BOXCONVEX_H_ #include "collision/boxConvex.h" #endif class ParticleEmitter; class ParticleEmitterData; class ClippedPolyList; //---------------------------------------------------------------------------- class RigidShapeData : public ShapeBaseData { typedef ShapeBaseData Parent; protected: bool onAdd(); //-------------------------------------- Console set variables public: struct Body { enum Sounds { SoftImpactSound, HardImpactSound, MaxSounds, }; AudioProfile* sound[MaxSounds]; F32 restitution; F32 friction; } body; enum RigidShapeConsts { VC_NUM_DUST_EMITTERS = 1, VC_NUM_BUBBLE_EMITTERS = 1, VC_NUM_SPLASH_EMITTERS = 2, VC_BUBBLE_EMITTER = VC_NUM_BUBBLE_EMITTERS, }; enum Sounds { ExitWater, ImpactSoft, ImpactMedium, ImpactHard, Wake, MaxSounds }; AudioProfile* waterSound[MaxSounds]; F32 exitSplashSoundVel; F32 softSplashSoundVel; F32 medSplashSoundVel; F32 hardSplashSoundVel; F32 minImpactSpeed; F32 softImpactSpeed; F32 hardImpactSpeed; F32 minRollSpeed; bool cameraRoll; ///< Roll the 3rd party camera F32 cameraLag; ///< Amount of camera lag (lag += car velocity * lag) F32 cameraDecay; ///< Rate at which camera returns to target pos. F32 cameraOffset; ///< Vertical offset F32 minDrag; F32 maxDrag; S32 integration; ///< # of physics steps per tick F32 collisionTol; ///< Collision distance tolerance F32 contactTol; ///< Contact velocity tolerance Point3F massCenter; ///< Center of mass for rigid body Point3F massBox; ///< Size of inertial box ParticleEmitterData * dustEmitter; S32 dustID; F32 triggerDustHeight; ///< height shape has to be under to kick up dust F32 dustHeight; ///< dust height above ground ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS]; S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS]; F32 splashFreqMod; F32 splashVelEpsilon; F32 dragForce; F32 vertFactor; F32 normalForce; F32 restorativeForce; F32 rollForce; F32 pitchForce; ParticleEmitterData * dustTrailEmitter; S32 dustTrailID; Point3F dustTrailOffset; F32 triggerTrailHeight; F32 dustTrailFreqMod; //-------------------------------------- load set variables public: RigidShapeData(); ~RigidShapeData(); static void initPersistFields(); void packData(BitStream*); void unpackData(BitStream*); bool preload(bool server, char errorBuffer[256]); DECLARE_CONOBJECT(RigidShapeData); }; //---------------------------------------------------------------------------- class RigidShape: public ShapeBase { typedef ShapeBase Parent; private: RigidShapeData* mDataBlock; ParticleEmitter * mDustTrailEmitter; protected: enum CollisionFaceFlags { BodyCollision = BIT(0), WheelCollision = BIT(1), }; enum MaskBits { PositionMask = Parent::NextFreeMask << 0, EnergyMask = Parent::NextFreeMask << 1, FreezeMask = Parent::NextFreeMask << 2, NextFreeMask = Parent::NextFreeMask << 3 }; void updateDustTrail( F32 dt ); struct StateDelta { Move move; ///< Last move from server F32 dt; ///< Last interpolation time // Interpolation data Point3F pos; Point3F posVec; QuatF rot[2]; // Warp data S32 warpTicks; ///< Number of ticks to warp S32 warpCount; ///< Current pos in warp Point3F warpOffset; QuatF warpRot[2]; // Point3F cameraOffset; Point3F cameraVec; Point3F cameraRot; Point3F cameraRotVec; }; StateDelta mDelta; S32 mPredictionCount; ///< Number of ticks to predict bool inLiquid; AUDIOHANDLE waterWakeHandle; Point3F mCameraOffset; ///< 3rd person camera // Rigid Body bool mDisableMove; CollisionList mCollisionList; CollisionList mContacts; Rigid mRigid; ShapeBaseConvex mConvex; int restCount; ParticleEmitter *mDustEmitterList[RigidShapeData::VC_NUM_DUST_EMITTERS]; ParticleEmitter *mSplashEmitterList[RigidShapeData::VC_NUM_SPLASH_EMITTERS]; // bool onNewDataBlock(GameBaseData* dptr); void updatePos(F32 dt); bool updateCollision(F32 dt); bool resolveCollision(Rigid& ns,CollisionList& cList); bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt); bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt); bool findContacts(Rigid& ns,CollisionList& cList); void checkTriggers(); static void findCallback(SceneObject* obj,void * key); void setPosition(const Point3F& pos,const QuatF& rot); void setRenderPosition(const Point3F& pos,const QuatF& rot); void setTransform(const MatrixF& mat); // virtual bool collideBody(const MatrixF& mat,Collision* info) = 0; void updateMove(const Move* move); void writePacketData(GameConnection * conn, BitStream *stream); void readPacketData (GameConnection * conn, BitStream *stream); void updateLiftoffDust( F32 dt ); void updateWorkingCollisionSet(const U32 mask); U32 getCollisionMask(); void updateFroth( F32 dt ); bool collidingWithWater( Point3F &waterHeight ); void renderImage(SceneState *state, SceneRenderImage *image); void updateForces(F32); public: // Test code... static ClippedPolyList* sPolyList; // RigidShape(); ~RigidShape(); 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 interpolateTick(F32 dt); void advanceTime(F32 dt); /// Disables collisions for this shape void disableCollision(); /// Enables collisions for this shape void enableCollision(); /// Returns the velocity of the shape Point3F getVelocity() const; void setEnergyLevel(F32 energy); // xgalaxy cool hacks void reset(); void freezeSim(bool frozen); ///@name Rigid body methods ///@{ /// This method will get the velocity of the object, taking into account /// angular velocity. /// @param r Point on the object you want the velocity of, relative to Center of Mass /// @param vel Velocity (out) void getVelocity(const Point3F& r, Point3F* vel); /// Applies an impulse force /// @param r Point on the object to apply impulse to, r is relative to Center of Mass /// @param impulse Impulse vector to apply. void applyImpulse(const Point3F &r, const Point3F &impulse); void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot); void getCameraTransform(F32* pos, MatrixF* mat); ///@} U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream); void unpackUpdate(NetConnection *conn, BitStream *stream); DECLARE_CONOBJECT(RigidShape); }; #endif