2017-04-17 06:17:10 -06:00

272 lines
8.1 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _VEHICLE_H_
#define _VEHICLE_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;
//----------------------------------------------------------------------------
struct VehicleData: public ShapeBaseData
{
typedef ShapeBaseData Parent;
struct Body {
enum Sounds {
SoftImpactSound,
HardImpactSound,
MaxSounds,
};
AudioProfile* sound[MaxSounds];
F32 restitution;
F32 friction;
} body;
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,
};
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;
F32 maxSteeringAngle;
F32 collDamageThresholdVel;
F32 collDamageMultiplier;
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
F32 jetForce;
F32 jetEnergyDrain; ///< Energy drain/tick
F32 minJetEnergy;
ParticleEmitterData * dustEmitter;
S32 dustID;
F32 triggerDustHeight; ///< height vehicle has to be under to kick up dust
F32 dustHeight; ///< dust height above ground
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;
ParticleEmitterData* splashEmitterList[VC_NUM_SPLASH_EMITTERS];
S32 splashEmitterIDList[VC_NUM_SPLASH_EMITTERS];
F32 splashFreqMod;
F32 splashVelEpsilon;
//
VehicleData();
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
DECLARE_CONOBJECT(VehicleData);
};
//----------------------------------------------------------------------------
class Vehicle: public ShapeBase
{
typedef ShapeBase Parent;
protected:
enum CollisionFaceFlags {
BodyCollision = 0x1,
WheelCollision = 0x2,
};
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
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
VehicleData* mDataBlock;
bool inLiquid;
AUDIOHANDLE waterWakeHandle;
Point3F mCameraOffset; ///< 3rd person camera
// Control
Point2F mSteering;
F32 mThrottle;
bool mJetting;
// Rigid Body
bool mDisableMove;
CollisionList mCollisionList;
CollisionList mContacts;
Rigid mRigid;
ShapeBaseConvex mConvex;
int restCount;
ParticleEmitter *mDustEmitterList[VehicleData::VC_NUM_DUST_EMITTERS];
ParticleEmitter *mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
ParticleEmitter *mSplashEmitterList[VehicleData::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;
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 updateLiftoffDust( F32 dt );
void updateDamageSmoke( F32 dt );
void updateWorkingCollisionSet(const U32 mask);
virtual U32 getCollisionMask();
void updateFroth( F32 dt );
bool collidingWithWater( Point3F &waterHeight );
void renderImage(SceneState *state, SceneRenderImage *image);
void renderMountedImage(SceneState *state, ShapeImageRenderImage *image);
virtual bool getAIMove(Move* move);
public:
// Test code...
static ClippedPolyList* sPolyList;
static S32 sVehicleCount;
//
Vehicle();
static void initPersistFields();
void processTick(const Move *move);
bool onAdd();
void onRemove();
Point2F getSteering() {return mSteering;}
/// 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 vehicle and all mounted objects
void disableCollision();
/// Enables collisions for this vehicle and all mounted objects
void enableCollision();
/// Returns the velocity of the vehicle
Point3F getVelocity() const;
void setEnergyLevel(F32 energy);
///@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);
void mountObject(ShapeBase* obj, U32 node);
///@}
DECLARE_CONOBJECT(Vehicle);
};
#endif