158 lines
3.8 KiB
C++
Executable File
158 lines
3.8 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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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 _ITEM_H_
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#define _ITEM_H_
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#ifndef _SHAPEBASE_H_
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#include "game/shapeBase.h"
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#endif
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#ifndef _BOXCONVEX_H_
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#include "collision/boxConvex.h"
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#endif
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#include "lightingSystem/sgLightManager.h"
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//----------------------------------------------------------------------------
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struct ItemData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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F32 friction;
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F32 elasticity;
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bool sticky;
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F32 gravityMod;
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F32 maxVelocity;
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S32 dynamicTypeField;
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StringTableEntry pickUpName;
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bool lightOnlyStatic;
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S32 lightType;
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ColorF lightColor;
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S32 lightTime;
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F32 lightRadius;
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ItemData();
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DECLARE_CONOBJECT(ItemData);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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//----------------------------------------------------------------------------
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class Item: public ShapeBase
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{
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typedef ShapeBase Parent;
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/// Client interpolation data
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struct StateDelta
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{
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Point3F pos;
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VectorF posVec;
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S32 warpTicks;
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Point3F warpOffset;
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F32 dt;
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};
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StateDelta delta;
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// Static attributes
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ItemData* mDataBlock;
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static F32 mGravity;
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bool mCollidable;
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bool mStatic;
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bool mRotate;
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//
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VectorF mVelocity;
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bool mAtRest;
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S32 mAtRestCounter;
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static const S32 csmAtRestTimer;
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bool mInLiquid;
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ShapeBase* mCollisionObject;
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U32 mCollisionTimeout;
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public:
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void registerLights(LightManager *lightManager, bool lightingScene);
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enum LightType
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{
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NoLight = 0,
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ConstantLight,
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PulsingLight,
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NumLightTypes,
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};
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private:
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S32 mDropTime;
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LightInfo mLight;
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public:
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Point3F mStickyCollisionPos;
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Point3F mStickyCollisionNormal;
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//
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private:
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OrthoBoxConvex mConvex;
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Box3F mWorkingQueryBox;
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void updateVelocity(const F32 dt);
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void updatePos(const U32 mask, const F32 dt);
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void updateWorkingCollisionSet(const U32 mask, const F32 dt);
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bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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void buildConvex(const Box3F& box, Convex* convex);
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void onDeleteNotify(SimObject*);
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bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
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public:
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DECLARE_CONOBJECT(Item);
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enum MaskBits {
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HiddenMask = Parent::NextFreeMask,
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ThrowSrcMask = Parent::NextFreeMask << 1,
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PositionMask = Parent::NextFreeMask << 2,
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RotationMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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Item();
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~Item();
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static void initPersistFields();
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static void consoleInit();
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bool onAdd();
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void onRemove();
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bool onNewDataBlock(GameBaseData* dptr);
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bool isStatic() { return mStatic; }
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bool isRotating() { return mRotate; }
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Point3F getVelocity() const;
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void setVelocity(const VectorF& vel);
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void applyImpulse(const Point3F& pos,const VectorF& vec);
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void setCollisionTimeout(ShapeBase* obj);
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ShapeBase* getCollisionObject() { return mCollisionObject; };
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void processTick(const Move *move);
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void interpolateTick(F32 delta);
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void setTransform(const MatrixF &mat);
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void renderImage(SceneState *state, SceneRenderImage *image);
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//virtual void renderShadow(F32 dist, F32 fogAmount);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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};
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#endif
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