openblocks/core/src/objects/part/basepart.h

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No EOL
4.3 KiB
C++

#pragma once
#include <list>
#include <memory>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include "datatypes/cframe.h"
#include "datatypes/color3.h"
#include "datatypes/signal.h"
#include "datatypes/vector.h"
#include "objects/base/instance.h"
#include "enum/surface.h"
#include <mutex>
#include <optional>
#include <reactphysics3d/reactphysics3d.h>
#include <vector>
#include "objects/annotation.h"
#include "objects/pvinstance.h"
namespace rp = reactphysics3d;
// For easy construction from C++. Maybe should be removed?
struct PartConstructParams {
Vector3 position;
Vector3 rotation;
Vector3 size;
Color3 color;
bool anchored = false;
bool locked = false;
};
class Workspace;
#ifndef __SIMULATION_TICKET
#define __SIMULATION_TICKET
class BasePart;
typedef std::list<std::shared_ptr<BasePart>>::iterator SimulationTicket;
#endif
class DEF_INST_ABSTRACT_(explorer_icon="part") BasePart : public PVInstance {
AUTOGEN_PREAMBLE
protected:
// Joints where this part is Part0
std::vector<std::weak_ptr<JointInstance>> primaryJoints;
// Joints where this part is Part1
std::vector<std::weak_ptr<JointInstance>> secondaryJoints;
void trackJoint(std::shared_ptr<JointInstance>);
void untrackJoint(std::shared_ptr<JointInstance>);
SurfaceType surfaceFromFace(NormalId);
bool checkJointContinuity(std::shared_ptr<BasePart>);
bool checkJointContinuityUp(std::shared_ptr<BasePart>);
bool checkJointContinuityDown(std::shared_ptr<BasePart>);
bool checkSurfacesTouching(CFrame surfaceFrame, Vector3 size, Vector3 myFace, Vector3 otherFace, std::shared_ptr<BasePart> otherPart);
friend JointInstance;
friend Workspace;
virtual void OnWorkspaceAdded(std::optional<std::shared_ptr<Workspace>> oldWorkspace, std::shared_ptr<Workspace> newWorkspace) override;
virtual void OnWorkspaceRemoved(std::shared_ptr<Workspace> oldWorkspace) override;
void OnAncestryChanged(std::optional<std::shared_ptr<Instance>> child, std::optional<std::shared_ptr<Instance>> newParent) override;
void onUpdated(std::string);
BasePart(const InstanceType*);
BasePart(const InstanceType*, PartConstructParams params);
public:
DEF_PROP_CATEGORY(DATA)
DEF_PROP_(on_update=onUpdated) Vector3 velocity;
[[ def_prop(name="CFrame", on_update=onUpdated), cframe_position_prop(name="Position"), cframe_rotation_prop(name="Rotation") ]]
CFrame cframe;
DEF_PROP_CATEGORY(PART)
// Special compatibility changes for this property were made in
// Instance::Serialize
DEF_PROP_(on_update=onUpdated) Vector3 size;
DEF_PROP_CATEGORY(APPEARANCE)
DEF_PROP Color3 color;
DEF_PROP float transparency = 0.f;
DEF_PROP_CATEGORY(BEHAVIOR)
DEF_PROP_(on_update=onUpdated) bool anchored = false;
DEF_PROP_(on_update=onUpdated) bool canCollide = true;
DEF_PROP bool locked = false;
DEF_PROP_CATEGORY(SURFACE)
DEF_PROP SurfaceType topSurface = SurfaceType::Studs;
DEF_PROP SurfaceType bottomSurface = SurfaceType::Inlet;
DEF_PROP SurfaceType leftSurface = SurfaceType::Smooth;
DEF_PROP SurfaceType rightSurface = SurfaceType::Smooth;
DEF_PROP SurfaceType frontSurface = SurfaceType::Smooth;
DEF_PROP SurfaceType backSurface = SurfaceType::Smooth;
DEF_PROP_CATEGORY(SURFACE_INPUT)
DEF_PROP float topParamA = -0.5;
DEF_PROP float bottomParamA = -0.5;
DEF_PROP float leftParamA = -0.5;
DEF_PROP float rightParamA = -0.5;
DEF_PROP float frontParamA = -0.5;
DEF_PROP float backParamA = -0.5;
DEF_PROP float topParamB = 0.5;
DEF_PROP float bottomParamB = 0.5;
DEF_PROP float leftParamB = 0.5;
DEF_PROP float rightParamB = 0.5;
DEF_PROP float frontParamB = 0.5;
DEF_PROP float backParamB = 0.5;
DEF_SIGNAL SignalSource Touched;
DEF_SIGNAL SignalSource TouchEnded;
rp::RigidBody* rigidBody = nullptr;
std::optional<SimulationTicket> simulationTicket;
bool rigidBodyDirty = true;
inline SurfaceType GetSurfaceFromFace(NormalId face) { return surfaceFromFace(face); }
float GetSurfaceParamA(Vector3 face);
float GetSurfaceParamB(Vector3 face);
~BasePart() override;
inline Vector3 position() { return cframe.Position(); }
void MakeJoints();
void BreakJoints();
// Calculate size of axis-aligned bounding box
Vector3 GetAABB();
};