Adds the Entity object.

This commit is contained in:
Areloch 2016-05-13 23:58:57 -05:00
parent b64123a452
commit 2e339bafba
3 changed files with 2195 additions and 3 deletions

1898
Engine/source/T3D/Entity.cpp Normal file

File diff suppressed because it is too large Load diff

287
Engine/source/T3D/Entity.h Normal file
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@ -0,0 +1,287 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef ENTITY_H
#define ENTITY_H
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _MOVEMANAGER_H_
#include "T3D/gameBase/moveManager.h"
#endif
#ifndef COMPONENT_H
#include "T3D/Components/Component.h"
#endif
#ifndef MROTATION_H
#include "math/mRotation.h"
#endif
#ifndef _CONTAINERQUERY_H_
#include "T3D/containerQuery.h"
#endif
//**************************************************************************
// Entity
//**************************************************************************
class Entity : public GameBase
{
typedef GameBase Parent;
friend class Component;
private:
Point3F mPos;
RotationF mRot;
Vector<Component*> mComponents;
Vector<Component*> mToLoadComponents;
bool mStartComponentUpdate;
ContainerQueryInfo containerInfo;
bool mInitialized;
Signal< void(Component*) > Entity::onComponentAdded;
Signal< void(Component*) > Entity::onComponentRemoved;
Signal< void(MatrixF*) > Entity::onTransformSet;
protected:
virtual void processTick(const Move* move);
virtual void advanceTime(F32 dt);
virtual void interpolateTick(F32 delta);
void prepRenderImage(SceneRenderState *state);
virtual bool onAdd();
virtual void onRemove();
public:
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];
};
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
BoundsMask = Parent::NextFreeMask << 1,
ComponentsMask = Parent::NextFreeMask << 2,
NoWarpMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
Move lastMove;
//
Entity();
~Entity();
static void initPersistFields();
virtual void onPostAdd();
virtual void setTransform(const MatrixF &mat);
virtual void setRenderTransform(const MatrixF &mat);
void setTransform(Point3F position, RotationF rotation);
void setRenderTransform(Point3F position, RotationF rotation);
virtual MatrixF getTransform();
virtual Point3F getPosition() const { return mPos; }
//void setTransform(Point3F position, RotationF rot);
//void setRotation(RotationF rotation);
void setRotation(RotationF rotation) {
mRot = rotation;
setMaskBits(TransformMask);
};
RotationF getRotation() { return mRot; }
void setMountOffset(Point3F posOffset);
void setMountRotation(EulerF rotOffset);
//static bool _setEulerRotation( void *object, const char *index, const char *data );
static bool _setPosition(void *object, const char *index, const char *data);
static const char * _getPosition(void* obj, const char* data);
static bool _setRotation(void *object, const char *index, const char *data);
static const char * _getRotation(void* obj, const char* data);
virtual void getMountTransform(S32 index, const MatrixF &xfm, MatrixF *outMat);
virtual void getRenderMountTransform(F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat);
void setForwardVector(VectorF newForward, VectorF upVector = VectorF::Zero);
virtual void mountObject(SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity);
void mountObject(SceneObject* objB, MatrixF txfm);
void onMount(SceneObject *obj, S32 node);
void onUnmount(SceneObject *obj, S32 node);
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void setComponentsDirty();
void setComponentDirty(Component *comp, bool forceUpdate = false);
//Components
virtual bool deferAddingComponents() const { return true; }
template <class T>
T* getComponent();
template <class T>
Vector<T*> getComponents();
Component* getComponent(String componentType);
U32 getComponentCount() const
{
return mComponents.size();
}
virtual void setObjectBox(Box3F objBox);
void resetWorldBox() { Parent::resetWorldBox(); }
void resetObjectBox() { Parent::resetObjectBox(); }
void resetRenderWorldBox() { Parent::resetRenderWorldBox(); }
//function redirects for collisions
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
virtual void buildConvex(const Box3F& box, Convex* convex);
Signal< void(SimObject*, String, String) > onDataSet;
virtual void setDataField(StringTableEntry slotName, const char *array, const char *value);
virtual void onStaticModified(const char* slotName, const char* newValue);
//void pushEvent(const char* eventName, Vector<const char*> eventParams);
void updateContainer();
ContainerQueryInfo getContainerInfo() { return containerInfo; }
//camera stuff
virtual void getCameraTransform(F32* pos, MatrixF* mat);
virtual void onCameraScopeQuery(NetConnection* connection, CameraScopeQuery* query);
//Heirarchy stuff
virtual void addObject(SimObject* object);
virtual void removeObject(SimObject* object);
virtual SimObject* findObjectByInternalName(StringTableEntry internalName, bool searchChildren);
//component stuff
bool addComponent(Component *comp);
bool removeComponent(Component *comp, bool deleteComponent);
void clearComponents(bool deleteComponents = true);
Component* getComponent(const U32 index) const;
void onInspect();
void onEndInspect();
virtual void write(Stream &stream, U32 tabStop, U32 flags);
// TamlChildren
virtual U32 getTamlChildCount(void) const
{
U32 componentCount = getComponentCount();
U32 childSize = (U32)size();
return componentCount + childSize;
}
virtual SimObject* getTamlChild(const U32 childIndex) const;
virtual void addTamlChild(SimObject* pSimObject)
{
// Sanity!
AssertFatal(pSimObject != NULL, "SimSet::addTamlChild() - Cannot add a NULL child object.");
addObject(pSimObject);
}
Box3F getObjectBox() { return mObjBox; }
MatrixF getWorldToObj() { return mWorldToObj; }
MatrixF getObjToWorld() { return mObjToWorld; }
DECLARE_CONOBJECT(Entity);
};
template <class T>
T *Entity::getComponent()
{
U32 componentCount = getComponentCount();
for (U32 i = 0; i < componentCount; i++)
{
T* t = dynamic_cast<T *>(mComponents[i]);
if (t)
{
return t;
}
}
return NULL;
}
template <class T>
Vector<T*> Entity::getComponents()
{
Vector<T*> foundObjects;
T *curObj;
Component* comp;
// Loop through our child objects.
for (U32 i = 0; i < mComponents.size(); i++)
{
if (!mComponents[i]->isEnabled())
continue;
curObj = dynamic_cast<T*>(mComponents[i]);
// Add this child object if appropriate.
if (curObj)
foundObjects.push_back(curObj);
}
return foundObjects;
}
#endif //ENTITY_H

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@ -147,21 +147,25 @@ enum SceneObjectTypes
/// @see PhysicalZone
PhysicalZoneObjectType = BIT( 22 ),
EntityObjectType = BIT(23),
/// @}
};
enum SceneObjectTypeMasks
{
STATIC_COLLISION_TYPEMASK = StaticShapeObjectType,
STATIC_COLLISION_TYPEMASK = (StaticShapeObjectType |
EntityObjectType),
DAMAGEABLE_TYPEMASK = ( PlayerObjectType |
EntityObjectType |
VehicleObjectType ),
/// Typemask for objects that should be rendered into shadow passes.
/// These should be all objects that are either meant to receive or cast
/// shadows or both.
SHADOW_TYPEMASK = ( StaticShapeObjectType |
DynamicShapeObjectType ),
DynamicShapeObjectType |
EntityObjectType),
/// Typemask for objects that should be subjected to more fine-grained
/// culling tests. Anything that is trivial rendering stuff or doesn't
@ -172,6 +176,7 @@ enum SceneObjectTypeMasks
CULLING_INCLUDE_TYPEMASK = ( GameBaseObjectType | // Includes most other renderable types; but broader than we ideally want.
StaticShapeObjectType |
DynamicShapeObjectType |
EntityObjectType |
ZoneObjectType ), // This improves the result of zone traversals.
/// Mask for objects that should be specifically excluded from zone culling.
@ -185,7 +190,9 @@ enum SceneObjectTypeMasks
StaticShapeObjectType |
DynamicShapeObjectType |
LightObjectType | // Flares.
GameBaseObjectType ),
GameBaseObjectType |
TriggerObjectType |
EntityObjectType),
/// Typemask to use for rendering when inside the editor.
EDITOR_RENDER_TYPEMASK = U32( -1 ),