Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

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@ -1,168 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2013 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 COMPONENT_ASSET_H
#include "ComponentAsset.h"
#endif
#ifndef _ASSET_MANAGER_H_
#include "assets/assetManager.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _TAML_
#include "persistence/taml/taml.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
// Debug Profiling.
#include "platform/profiler.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ComponentAsset);
ConsoleType(ComponentAssetPtr, TypeComponentAssetPtr, ComponentAsset, ASSET_ID_FIELD_PREFIX)
//-----------------------------------------------------------------------------
ConsoleGetType(TypeComponentAssetPtr)
{
// Fetch asset Id.
return (*((AssetPtr<ComponentAsset>*)dptr)).getAssetId();
}
//-----------------------------------------------------------------------------
ConsoleSetType(TypeComponentAssetPtr)
{
// Was a single argument specified?
if (argc == 1)
{
// Yes, so fetch field value.
const char* pFieldValue = argv[0];
// Fetch asset pointer.
AssetPtr<ComponentAsset>* pAssetPtr = dynamic_cast<AssetPtr<ComponentAsset>*>((AssetPtrBase*)(dptr));
// Is the asset pointer the correct type?
if (pAssetPtr == NULL)
{
// No, so fail.
//Con::warnf("(TypeComponentAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
return;
}
// Set asset.
pAssetPtr->setAssetId(pFieldValue);
return;
}
// Warn.
Con::warnf("(TypeComponentAssetPtr) - Cannot set multiple args to a single asset.");
}
//-----------------------------------------------------------------------------
ComponentAsset::ComponentAsset()
{
mComponentName = StringTable->EmptyString();
mComponentClass = StringTable->EmptyString();
mFriendlyName = StringTable->EmptyString();
mComponentType = StringTable->EmptyString();
mDescription = StringTable->EmptyString();
mScriptFile = StringTable->EmptyString();
}
//-----------------------------------------------------------------------------
ComponentAsset::~ComponentAsset()
{
}
//-----------------------------------------------------------------------------
void ComponentAsset::initPersistFields()
{
// Call parent.
Parent::initPersistFields();
addField("componentName", TypeString, Offset(mComponentName, ComponentAsset), "Unique Name of the component. Defines the namespace of the scripts for the component.");
addField("componentClass", TypeString, Offset(mComponentClass, ComponentAsset), "Class of object this component uses.");
addField("friendlyName", TypeString, Offset(mFriendlyName, ComponentAsset), "The human-readble name for the component.");
addField("componentType", TypeString, Offset(mComponentType, ComponentAsset), "The category of the component for organizing in the editor.");
addField("description", TypeString, Offset(mDescription, ComponentAsset), "Simple description of the component.");
addProtectedField("scriptFile", TypeAssetLooseFilePath, Offset(mScriptFile, ComponentAsset),
&setScriptFile, &getScriptFile, "A script file with additional scripted functionality for this component.");
}
//------------------------------------------------------------------------------
void ComponentAsset::copyTo(SimObject* object)
{
// Call to parent.
Parent::copyTo(object);
}
void ComponentAsset::initializeAsset()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if(Platform::isFile(mScriptFile))
Con::executeFile(mScriptFile, false, false);
}
void ComponentAsset::onAssetRefresh()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptFile))
Con::executeFile(mScriptFile, false, false);
}
void ComponentAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
AssertFatal(pScriptFile != NULL, "Cannot use a NULL script file.");
// Fetch image file.
pScriptFile = StringTable->insert(pScriptFile);
// Ignore no change,
if (pScriptFile == mScriptFile)
return;
// Update.
mScriptFile = getOwned() ? expandAssetFilePath(pScriptFile) : StringTable->insert(pScriptFile);
// Refresh the asset.
refreshAsset();
}

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#pragma once
//-----------------------------------------------------------------------------
// Copyright (c) 2013 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 COMPONENT_ASSET_H
#define COMPONENT_ASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
//-----------------------------------------------------------------------------
class ComponentAsset : public AssetBase
{
typedef AssetBase Parent;
StringTableEntry mComponentName;
StringTableEntry mComponentClass;
StringTableEntry mFriendlyName;
StringTableEntry mComponentType;
StringTableEntry mDescription;
StringTableEntry mScriptFile;
public:
ComponentAsset();
virtual ~ComponentAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(ComponentAsset);
StringTableEntry getComponentName() { return mComponentName; }
StringTableEntry getComponentClass() { return mComponentClass; }
StringTableEntry getFriendlyName() { return mFriendlyName; }
StringTableEntry getComponentType() { return mComponentType; }
StringTableEntry getDescription() { return mDescription; }
void setComponentName(StringTableEntry name) { mComponentName = name; }
void setComponentClass(StringTableEntry name) { mComponentClass = name; }
void setFriendlyName(StringTableEntry name) { mFriendlyName = name; }
void setComponentType(StringTableEntry typeName) { mComponentType = typeName; }
void setDescription(StringTableEntry description) { mDescription = description; }
AssetDefinition* getAssetDefinition() { return mpAssetDefinition; }
void setScriptFile(const char* pScriptFile);
inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
protected:
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<ComponentAsset*>(obj)->setScriptFile(data); return false; }
static const char* getScriptFile(void* obj, const char* data) { return static_cast<ComponentAsset*>(obj)->getScriptFile(); }
};
DefineConsoleType(TypeComponentAssetPtr, ComponentAsset)
#endif // _ASSET_BASE_H_

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@ -40,8 +40,6 @@
#include "assets/assetPtr.h"
#endif
#include "T3D/entity.h"
// Debug Profiling.
#include "platform/profiler.h"

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/animation/animationComponent.h"
#include "T3D/components/animation/animationComponent_ScriptBinding.h"
#include "T3D/components/render/meshComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "sim/netConnection.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "gfx/sim/debugDraw.h"
extern bool gEditingMission;
//////////////////////////////////////////////////////////////////////////
// Callbacks
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_CALLBACK( AnimationComponent, onAnimationStart, void, ( Component* obj, const String& animName ), ( obj, animName ),
"@brief Called when we collide with another object.\n\n"
"@param obj The ShapeBase object\n"
"@param collObj The object we collided with\n"
"@param vec Collision impact vector\n"
"@param len Length of the impact vector\n" );
IMPLEMENT_CALLBACK(AnimationComponent, onAnimationEnd, void, (Component* obj, const char* animName), (obj, animName),
"@brief Called when we collide with another object.\n\n"
"@param obj The ShapeBase object\n"
"@param collObj The object we collided with\n"
"@param vec Collision impact vector\n"
"@param len Length of the impact vector\n" );
IMPLEMENT_CALLBACK(AnimationComponent, onAnimationTrigger, void, (Component* obj, const String& animName, S32 triggerID), (obj, animName, triggerID),
"@brief Called when we collide with another object.\n\n"
"@param obj The ShapeBase object\n"
"@param collObj The object we collided with\n"
"@param vec Collision impact vector\n"
"@param len Length of the impact vector\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
AnimationComponent::AnimationComponent() : Component()
{
mNetworked = true;
mFriendlyName = "Animation(Component)";
mComponentType = "Animation";
mDescription = getDescriptionText("Allows a rendered mesh to be animated");
mOwnerRenderInst = NULL;
mOwnerShapeInstance = NULL;
for (U32 i = 0; i < MaxScriptThreads; i++)
{
mAnimationThreads[i].sequence = -1;
mAnimationThreads[i].thread = 0;
mAnimationThreads[i].sound = 0;
mAnimationThreads[i].state = Thread::Stop;
mAnimationThreads[i].atEnd = false;
mAnimationThreads[i].timescale = 1.f;
mAnimationThreads[i].position = -1.f;
mAnimationThreads[i].transition = true;
}
}
AnimationComponent::~AnimationComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(AnimationComponent);
bool AnimationComponent::onAdd()
{
if (!Parent::onAdd())
return false;
//we need at least one layer
for (U32 i = 0; i < MaxScriptThreads; i++)
{
Thread& st = mAnimationThreads[i];
if (st.sequence != -1)
{
// TG: Need to see about suppressing non-cyclic sounds
// if the sequences were activated before the object was
// ghosted.
// TG: Cyclic animations need to have a random pos if
// they were started before the object was ghosted.
// If there was something running on the old shape, the thread
// needs to be reset. Otherwise we assume that it's been
// initialized either by the constructor or from the server.
bool reset = st.thread != 0;
st.thread = 0;
if (st.sequence != -1)
{
setThreadSequence(i, st.sequence, reset);
}
}
if (st.thread)
updateThread(st);
}
return true;
}
void AnimationComponent::onRemove()
{
Parent::onRemove();
mOwnerRenderInst = NULL;
}
void AnimationComponent::onComponentAdd()
{
//test if this is a shape component!
RenderComponentInterface *shapeInstanceInterface = mOwner->getComponent<RenderComponentInterface>();
if (shapeInstanceInterface)
{
shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged);
targetShapeChanged(shapeInstanceInterface);
}
}
void AnimationComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
//test if this is a shape component!
RenderComponentInterface *shapeInstanceInterface = dynamic_cast<RenderComponentInterface*>(comp);
if (shapeInstanceInterface)
{
shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged);
targetShapeChanged(shapeInstanceInterface);
}
}
void AnimationComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
//test if this is a shape component!
RenderComponentInterface *shapeInstanceInterface = dynamic_cast<RenderComponentInterface*>(comp);
if (shapeInstanceInterface)
{
shapeInstanceInterface->onShapeInstanceChanged.remove(this, &AnimationComponent::targetShapeChanged);
mOwnerRenderInst = NULL;
}
}
void AnimationComponent::targetShapeChanged(RenderComponentInterface* instanceInterface)
{
mOwnerRenderInst = instanceInterface;
if (!mOwnerRenderInst || !getShape())
return;
MeshComponent* meshComp = dynamic_cast<MeshComponent*>(mOwnerRenderInst);
mOwnerShapeInstance = meshComp->getShapeInstance();
if (!mOwnerShapeInstance)
return;
for (U32 i = 0; i < MaxScriptThreads; i++)
{
Thread& st = mAnimationThreads[i];
st.thread = mOwnerShapeInstance->addThread();
}
}
void AnimationComponent::initPersistFields()
{
Parent::initPersistFields();
}
U32 AnimationComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
for (int i = 0; i < MaxScriptThreads; i++)
{
Thread& st = mAnimationThreads[i];
if (stream->writeFlag((st.sequence != -1 || st.state == Thread::Destroy) && (mask & (ThreadMaskN << i))))
{
stream->writeInt(st.sequence, ThreadSequenceBits);
stream->writeInt(st.state, 2);
stream->write(st.timescale);
stream->write(st.position);
stream->writeFlag(st.atEnd);
stream->writeFlag(st.transition);
}
}
return retMask;
}
void AnimationComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
for (S32 i = 0; i < MaxScriptThreads; i++)
{
if (stream->readFlag())
{
Thread& st = mAnimationThreads[i];
U32 seq = stream->readInt(ThreadSequenceBits);
st.state = stream->readInt(2);
stream->read( &st.timescale );
stream->read( &st.position );
st.atEnd = stream->readFlag();
bool transition = stream->readFlag();
if (!st.thread || st.sequence != seq && st.state != Thread::Destroy)
setThreadSequence(i, seq, false, transition);
else
updateThread(st);
}
}
}
void AnimationComponent::processTick()
{
Parent::processTick();
if (!isActive())
return;
if (isServerObject())
{
// Server only...
advanceThreads(TickSec);
}
}
void AnimationComponent::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
// On the client, the shape threads and images are
// advanced at framerate.
advanceThreads(dt);
}
//
const char *AnimationComponent::getThreadSequenceName(U32 slot)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence == -1)
{
// Invalid Animation.
return "";
}
// Name Index
TSShape* shape = getShape();
if (shape)
{
const U32 nameIndex = shape->sequences[st.sequence].nameIndex;
// Return Name.
return shape->getName(nameIndex);
}
return "";
}
bool AnimationComponent::setThreadSequence(U32 slot, S32 seq, bool reset, bool transition, F32 transTime)
{
Thread& st = mAnimationThreads[slot];
if (st.thread && st.sequence == seq && st.state == Thread::Play && !reset)
return true;
// Handle a -1 sequence, as this may be set when a thread has been destroyed.
if (seq == -1)
return true;
if (seq < MaxSequenceIndex)
{
setMaskBits(ThreadMaskN << slot);
st.sequence = seq;
st.transition = transition;
if (reset)
{
st.state = Thread::Play;
st.atEnd = false;
st.timescale = 1.f;
st.position = 0.f;
}
if (mOwnerShapeInstance)
{
if (!st.thread)
st.thread = mOwnerShapeInstance->addThread();
if (transition)
{
mOwnerShapeInstance->transitionToSequence(st.thread, seq, st.position, transTime, true);
}
else
{
mOwnerShapeInstance->setSequence(st.thread, seq, 0);
stopThreadSound(st);
}
updateThread(st);
}
return true;
}
return false;
}
S32 AnimationComponent::getThreadSequenceID(S32 slot)
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
return mAnimationThreads[slot].sequence;
}
else
{
return -1;
}
}
void AnimationComponent::updateThread(Thread& st)
{
if (!mOwnerRenderInst)
return;
switch (st.state)
{
case Thread::Stop:
{
mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 0.0f : 1.0f);
} // Drop through to pause state
case Thread::Pause:
{
if (st.position != -1.f)
{
mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
mOwnerShapeInstance->setPos(st.thread, st.position);
}
mOwnerShapeInstance->setTimeScale(st.thread, 0.f);
stopThreadSound(st);
} break;
case Thread::Play:
{
if (st.atEnd)
{
mOwnerShapeInstance->setTimeScale(st.thread, 1);
mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 1.0f : 0.0f);
mOwnerShapeInstance->setTimeScale(st.thread, 0);
stopThreadSound(st);
st.state = Thread::Stop;
}
else
{
if (st.position != -1.f)
{
mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
mOwnerShapeInstance->setPos(st.thread, st.position);
}
mOwnerShapeInstance->setTimeScale(st.thread, st.timescale);
if (!st.sound)
{
startSequenceSound(st);
}
}
} break;
case Thread::Destroy:
{
stopThreadSound(st);
st.atEnd = true;
st.sequence = -1;
if (st.thread)
{
mOwnerShapeInstance->destroyThread(st.thread);
st.thread = 0;
}
} break;
}
}
bool AnimationComponent::stopThread(U32 slot)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1 && st.state != Thread::Stop)
{
setMaskBits(ThreadMaskN << slot);
st.state = Thread::Stop;
updateThread(st);
return true;
}
return false;
}
bool AnimationComponent::destroyThread(U32 slot)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1 && st.state != Thread::Destroy)
{
setMaskBits(ThreadMaskN << slot);
st.state = Thread::Destroy;
updateThread(st);
return true;
}
return false;
}
bool AnimationComponent::pauseThread(U32 slot)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1 && st.state != Thread::Pause)
{
setMaskBits(ThreadMaskN << slot);
st.state = Thread::Pause;
updateThread(st);
return true;
}
return false;
}
bool AnimationComponent::playThread(U32 slot)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1 && st.state != Thread::Play)
{
setMaskBits(ThreadMaskN << slot);
st.state = Thread::Play;
updateThread(st);
return true;
}
return false;
}
bool AnimationComponent::playThread(U32 slot, const char* name, bool transition, F32 transitionTime)
{
if (slot < AnimationComponent::MaxScriptThreads)
{
if (!dStrEqual(name, ""))
{
if (TSShape* shape = getShape())
{
S32 seq = shape->findSequence(name);
if (seq != -1 && setThreadSequence(slot, seq, true, transition, transitionTime))
{
return true;
}
else if (seq == -1)
{
//We tried to play a non-existaint sequence, so stop the thread just in case
destroyThread(slot);
return false;
}
}
}
else
{
if (playThread(slot))
return true;
}
}
return false;
}
bool AnimationComponent::setThreadAnimation(U32 slot, const char* name)
{
if (slot < AnimationComponent::MaxScriptThreads)
{
if (!dStrEqual(name, ""))
{
if (TSShape* shape = getShape())
{
S32 seq = shape->findSequence(name);
if (seq != -1 && setThreadSequence(slot, seq, false, false))
{
Thread& st = mAnimationThreads[slot];
if (st.position == -1)
st.position = 0;
//st.state = Thread::Pause;
return true;
}
else if (seq == -1)
{
//We tried to play a non-existaint sequence, so stop the thread just in case
destroyThread(slot);
return false;
}
}
}
else
{
if (playThread(slot))
return true;
}
}
return false;
}
bool AnimationComponent::setThreadPosition(U32 slot, F32 pos)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1)
{
setMaskBits(ThreadMaskN << slot);
st.position = pos;
st.atEnd = false;
updateThread(st);
return true;
}
return false;
}
bool AnimationComponent::setThreadDir(U32 slot, bool forward)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1)
{
if ((st.timescale >= 0.f) != forward)
{
setMaskBits(ThreadMaskN << slot);
st.timescale *= -1.f;
st.atEnd = false;
updateThread(st);
}
return true;
}
return false;
}
bool AnimationComponent::setThreadTimeScale(U32 slot, F32 timeScale)
{
Thread& st = mAnimationThreads[slot];
if (st.sequence != -1)
{
if (st.timescale != timeScale)
{
setMaskBits(ThreadMaskN << slot);
st.timescale = timeScale;
updateThread(st);
}
return true;
}
return false;
}
void AnimationComponent::stopThreadSound(Thread& thread)
{
return;
}
void AnimationComponent::startSequenceSound(Thread& thread)
{
return;
}
void AnimationComponent::advanceThreads(F32 dt)
{
if (!mOwnerRenderInst)
return;
if (mOwnerShapeInstance == nullptr || !getShape())
return;
for (U32 i = 0; i < MaxScriptThreads; i++)
{
Thread& st = mAnimationThreads[i];
if (st.thread && st.sequence != -1)
{
if (!getShape()->sequences[st.sequence].isCyclic() &&
!st.atEnd &&
((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))
{
st.atEnd = true;
updateThread(st);
if (!isClientObject())
{
Con::executef(this, "onAnimationEnd", st.thread->getSequenceName());
}
}
// Make sure the thread is still valid after the call to onEndSequence_callback().
// Someone could have called destroyThread() while in there.
if (st.thread)
{
mOwnerShapeInstance->advanceTime(dt, st.thread);
}
if (mOwnerShapeInstance && !isClientObject())
{
for (U32 stateIDx = 1; stateIDx < 32; stateIDx++)
{
if (mOwnerShapeInstance->getTriggerState(stateIDx))
{
const char* animName = st.thread->getSequenceName().c_str();
onAnimationTrigger_callback(this, animName, stateIDx);
}
}
}
if (isClientObject())
{
mOwnerShapeInstance->animate();
/*mOwnerShapeInstance->animateGround();
MatrixF groundTransform = mOwnerShapeInstance->getGroundTransform();
if (groundTransform != MatrixF::Identity)
{
mOwner->setPosition(groundTransform.getPosition());
}*/
}
}
}
}
TSShape* AnimationComponent::getShape()
{
if (mOwner == NULL)
return NULL;
if (mOwnerRenderInst == NULL)
return NULL;
return mOwnerRenderInst->getShape();
}
S32 AnimationComponent::getAnimationCount()
{
if (getShape())
return getShape()->sequences.size();
else
return 0;
}
S32 AnimationComponent::getAnimationIndex(const char* name)
{
if (getShape())
return getShape()->findSequence(name);
else
return -1;
}
const char* AnimationComponent::getAnimationName(S32 index)
{
if (getShape())
{
if (index >= 0 && index < getShape()->sequences.size())
return getShape()->getName(getShape()->sequences[index].nameIndex);
}
return "";
}

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//-----------------------------------------------------------------------------
// 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 ANIMATION_COMPONENT_H
#define ANIMATION_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShapeInstance.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
class SceneRenderState;
class AnimationComponent : public Component
{
typedef Component Parent;
public:
enum PublicConstants {
ThreadSequenceBits = 6,
MaxSequenceIndex = (1 << ThreadSequenceBits) - 1,
MaxScriptThreads = 16, ///< Should be a power of 2
};
enum MaskBits {
ThreadMaskN = Parent::NextFreeMask << 0,
ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
NextFreeMask = ThreadMaskN << MaxScriptThreads
};
protected:
struct Thread
{
/// State of the animation thread.
enum State
{
Play, Stop, Pause, Destroy
};
TSThread* thread; ///< Pointer to 3space data.
U32 state; ///< State of the thread
///
/// @see Thread::State
S32 sequence; ///< The animation sequence which is running in this thread.
F32 timescale; ///< Timescale
U32 sound; ///< Handle to sound.
bool atEnd; ///< Are we at the end of this thread?
F32 position;
bool transition;
};
Thread mAnimationThreads[MaxScriptThreads];
protected:
RenderComponentInterface * mOwnerRenderInst;
TSShapeInstance *mOwnerShapeInstance;
public:
AnimationComponent();
virtual ~AnimationComponent();
DECLARE_CONOBJECT(AnimationComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
TSShape* getShape();
virtual void targetShapeChanged(RenderComponentInterface* instanceInterface);
virtual void processTick();
virtual void advanceTime(F32 dt);
const char *getThreadSequenceName(U32 slot);
bool setThreadSequence(U32 slot, S32 seq, bool reset = true, bool transition = true, F32 transitionTime = 0.5);
void updateThread(Thread& st);
bool stopThread(U32 slot);
bool destroyThread(U32 slot);
bool pauseThread(U32 slot);
bool playThread(U32 slot);
bool playThread(U32 slot, const char* name, bool transition, F32 transitionTime);
bool setThreadAnimation(U32 slot, const char* name);
bool setThreadPosition(U32 slot, F32 pos);
bool setThreadDir(U32 slot, bool forward);
bool setThreadTimeScale(U32 slot, F32 timeScale);
void stopThreadSound(Thread& thread);
void startSequenceSound(Thread& thread);
void advanceThreads(F32 dt);
S32 getThreadSequenceID(S32 slot);
//other helper functions
S32 getAnimationCount();
S32 getAnimationIndex(const char* name);
const char* getAnimationName(S32 index);
//callbacks
DECLARE_CALLBACK(void, onAnimationStart, (Component* obj, const String& animName));
DECLARE_CALLBACK(void, onAnimationEnd, (Component* obj, const char* animName));
DECLARE_CALLBACK(void, onAnimationTrigger, (Component* obj, const String& animName, S32 triggerID));
};
#endif //_ANIMATION_COMPONENT_H

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@ -1,222 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/animation/animationComponent.h"
DefineEngineMethod(AnimationComponent, playThread, bool, (S32 slot, const char* name, bool transition, F32 transitionTime), (-1, "", true, 0.5),
"@brief Start a new animation thread, or restart one that has been paused or "
"stopped.\n\n"
"@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1
"@param name name of the animation sequence to play in this slot. If not "
"specified, the paused or stopped thread in this slot will be resumed.\n"
"@return true if successful, false if failed\n\n"
"@tsexample\n"
"%obj.playThread( 0, \"ambient\" ); // Play the ambient sequence in slot 0\n"
"%obj.setThreadTimeScale( 0, 0.5 ); // Play at half-speed\n"
"%obj.pauseThread( 0 ); // Pause the sequence\n"
"%obj.playThread( 0 ); // Resume playback\n"
"%obj.playThread( 0, \"spin\" ); // Replace the sequence in slot 0\n"
"@endtsexample\n"
"@see pauseThread()\n"
"@see stopThread()\n"
"@see setThreadDir()\n"
"@see setThreadTimeScale()\n"
"@see destroyThread()\n")
{
return object->playThread(slot, name, transition, transitionTime);
}
DefineEngineMethod(AnimationComponent, setThreadDir, bool, (S32 slot, bool fwd), ,
"@brief Set the playback direction of an animation thread.\n\n"
"@param slot thread slot to modify\n"
"@param fwd true to play the animation forwards, false to play backwards\n"
"@return true if successful, false if failed\n\n"
"@see playThread()\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->setThreadDir(slot, fwd))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, setThreadTimeScale, bool, (S32 slot, F32 scale), ,
"@brief Set the playback time scale of an animation thread.\n\n"
"@param slot thread slot to modify\n"
"@param scale new thread time scale (1=normal speed, 0.5=half speed etc)\n"
"@return true if successful, false if failed\n\n"
"@see playThread\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->setThreadTimeScale(slot, scale))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, setThreadPosition, bool, (S32 slot, F32 pos), ,
"@brief Set the position within an animation thread.\n\n"
"@param slot thread slot to modify\n"
"@param pos position within thread\n"
"@return true if successful, false if failed\n\n"
"@see playThread\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->setThreadPosition(slot, pos))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, setThreadAnimation, bool, (S32 slot, const char* name), (""),
"@brief Force-sets the animation in a particular thread without starting it playing."
"@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1
"@param name name of the animation sequence to play in this slot. If not "
"specified, the paused or stopped thread in this slot will be resumed.\n"
"@return true if successful, false if failed\n\n")
{
return object->setThreadAnimation(slot, name);
}
DefineEngineMethod(AnimationComponent, getThreadAnimation, String, (S32 slot), ,
"@brief Force-sets the animation in a particular thread without starting it playing."
"@param slot thread slot to play. Valid range is 0 - 3)\n" // 3 = AnimationComponent::MaxScriptThreads-1
"@param name name of the animation sequence to play in this slot. If not "
"specified, the paused or stopped thread in this slot will be resumed.\n"
"@return true if successful, false if failed\n\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (TSShape* shape = object->getShape())
{
S32 seq = object->getThreadSequenceID(slot);
if (seq != -1)
{
String animationName = object->getAnimationName(seq);
return animationName;
}
}
}
return "";
}
DefineEngineMethod(AnimationComponent, stopThread, bool, (S32 slot), ,
"@brief Stop an animation thread.\n\n"
"If restarted using playThread, the animation "
"will start from the beginning again.\n"
"@param slot thread slot to stop\n"
"@return true if successful, false if failed\n\n"
"@see playThread\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->stopThread(slot))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, destroyThread, bool, (S32 slot), ,
"@brief Destroy an animation thread, which prevents it from playing.\n\n"
"@param slot thread slot to destroy\n"
"@return true if successful, false if failed\n\n"
"@see playThread\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->destroyThread(slot))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, pauseThread, bool, (S32 slot), ,
"@brief Pause an animation thread.\n\n"
"If restarted using playThread, the animation "
"will resume from the paused position.\n"
"@param slot thread slot to stop\n"
"@return true if successful, false if failed\n\n"
"@see playThread\n")
{
if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
{
if (object->pauseThread(slot))
return true;
}
return false;
}
DefineEngineMethod(AnimationComponent, getAnimationCount, S32, (), ,
"Get the total number of sequences in the shape.\n"
"@return the number of sequences in the shape\n\n")
{
return object->getAnimationCount();
}
DefineEngineMethod(AnimationComponent, getAnimationIndex, S32, (const char* name), ,
"Find the index of the sequence with the given name.\n"
"@param name name of the sequence to lookup\n"
"@return index of the sequence with matching name, or -1 if not found\n\n"
"@tsexample\n"
"// Check if a given sequence exists in the shape\n"
"if ( %this.getSequenceIndex( \"walk\" ) == -1 )\n"
" echo( \"Could not find 'walk' sequence\" );\n"
"@endtsexample\n")
{
return object->getAnimationIndex(name);
}
DefineEngineMethod(AnimationComponent, getAnimationName, const char*, (S32 index), ,
"Get the name of the indexed sequence.\n"
"@param index index of the sequence to query (valid range is 0 - getSequenceCount()-1)\n"
"@return the name of the sequence\n\n"
"@tsexample\n"
"// print the name of all sequences in the shape\n"
"%count = %this.getSequenceCount();\n"
"for ( %i = 0; %i < %count; %i++ )\n"
" echo( %i SPC %this.getSequenceName( %i ) );\n"
"@endtsexample\n")
{
return object->getAnimationName(index);
}

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@ -1,422 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/audio/SoundComponent.h"
#include "core/stream/bitStream.h"
#include "sim/netConnection.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxSource.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxDescription.h"
#include "T3D/sfx/sfx3DWorld.h"
#include "sfx/sfxTrack.h"
#include "sfx/sfxTypes.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDrawUtil.h"
// Timeout for non-looping sounds on a channel
static SimTime sAudioTimeout = 500;
extern bool gEditingMission;
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
SoundComponent::SoundComponent() : Component()
{
//These flags inform that, in this particular component, we network down to the client, which enables the pack/unpackData functions to operate
mNetworked = true;
mFriendlyName = "Sound(Component)";
mComponentType = "Sound";
mDescription = getDescriptionText("Stores up to 4 sounds for playback.");
for (U32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++) {
mSoundThread[slotNum].play = false;
mSoundThread[slotNum].profile = 0;
mSoundThread[slotNum].sound = 0;
mSoundFile[slotNum] = NULL;
mPreviewSound[slotNum] = false;
mPlay[slotNum] = false;
}
}
SoundComponent::~SoundComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(SoundComponent);
//Standard onAdd function, for when the component is created
bool SoundComponent::onAdd()
{
if (!Parent::onAdd())
return false;
for (U32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
mPreviewSound[slotNum] = false;
return true;
}
//Standard onRemove function, when the component object is deleted
void SoundComponent::onRemove()
{
Parent::onRemove();
}
//This is called when the component has been added to an entity
void SoundComponent::onComponentAdd()
{
Parent::onComponentAdd();
//Con::printf("We were added to an entity! SoundComponent reporting in for owner entity %i", mOwner->getId());
}
//This is called when the component has been removed from an entity
void SoundComponent::onComponentRemove()
{
//Con::printf("We were removed from our entity! SoundComponent signing off for owner entity %i", mOwner->getId());
Parent::onComponentRemove();
}
//This is called any time a component is added to an entity. Every component currently owned by the entity is informed of the event.
//This allows you to do dependency behavior, like collisions being aware of a mesh component, etc
void SoundComponent::componentAddedToOwner(Component *comp)
{
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
if (mPlay[slotNum])
{
playAudio(slotNum, mSoundFile[slotNum]);
}
}
//Con::printf("Our owner entity has a new component being added! SoundComponent welcomes component %i of type %s", comp->getId(), comp->getClassRep()->getNameSpace());
}
//This is called any time a component is removed from an entity. Every component current owned by the entity is informed of the event.
//This allows cleanup and dependency management.
void SoundComponent::componentRemovedFromOwner(Component *comp)
{
//Con::printf("Our owner entity has a removed a component! SoundComponent waves farewell to component %i of type %s", comp->getId(), comp->getClassRep()->getNameSpace());
}
//Regular init persist fields function to set up static fields.
void SoundComponent::initPersistFields()
{
//addArray("Sounds", MaxSoundThreads);
addField("mSoundFile", TypeSFXTrackName, Offset(mSoundFile, SoundComponent), MaxSoundThreads, "If the text will not fit in the control, the deniedSound is played.");
addProtectedField("mPreviewSound", TypeBool, Offset(mPreviewSound, SoundComponent),
&_previewSound, &defaultProtectedGetFn, MaxSoundThreads, "Preview Sound", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
addProtectedField("play", TypeBool, Offset(mPlay, SoundComponent),
&_autoplay, &defaultProtectedGetFn, MaxSoundThreads, "Whether playback of the emitter's sound should start as soon as the emitter object is added to the level.\n"
"If this is true, the emitter will immediately start to play when the level is loaded.");
//endArray("Sounds");
Parent::initPersistFields();
}
bool SoundComponent::_previewSound(void *object, const char *index, const char *data)
{
U32 slotNum = (index != NULL) ? dAtoui(index) : 0;
SoundComponent* component = reinterpret_cast< SoundComponent* >(object);
if (!component->mPreviewSound[slotNum])
component->playAudio(slotNum, component->mSoundFile[slotNum]);
else
component->stopAudio(slotNum);
component->mPreviewSound[slotNum] = !component->mPreviewSound[slotNum];
return false;
}
bool SoundComponent::_autoplay(void *object, const char *index, const char *data)
{
U32 slotNum = (index != NULL) ? dAtoui(index) : 0;
SoundComponent* component = reinterpret_cast< SoundComponent* >(object);
component->mPlay[slotNum] = dAtoui(data);
if (component->mPlay[slotNum])
component->playAudio(slotNum, component->mSoundFile[slotNum]);
else
component->stopAudio(slotNum);
return false;
}
U32 SoundComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (mask & InitialUpdateMask)
{
// mask off sounds that aren't playing
S32 slotNum;
for (slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
if (!mSoundThread[slotNum].play)
mask &= ~(SoundMaskN << slotNum);
}
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
stream->writeFlag(mPreviewSound[slotNum]);
if (stream->writeFlag(mask & SoundMask))
{
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
Sound& st = mSoundThread[slotNum];
if (stream->writeFlag(mask & (SoundMaskN << slotNum)))
{
if (stream->writeFlag(st.play))
//stream->writeRangedU32(st.profile->getId(), DataBlockObjectIdFirst,
// DataBlockObjectIdLast);
stream->writeString(st.profile->getName());
}
}
}
return retMask;
}
void SoundComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
mPreviewSound[slotNum] = stream->readFlag();
if (stream->readFlag())
{
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
if (stream->readFlag())
{
Sound& st = mSoundThread[slotNum];
st.play = stream->readFlag();
if (st.play)
{
//st.profile = (SFXTrack*)stream->readRangedU32(DataBlockObjectIdFirst,
// DataBlockObjectIdLast);
char profileName[255];
stream->readString(profileName);
if (!Sim::findObject(profileName, st.profile))
Con::errorf("Could not find SFXTrack");
}
//if (isProperlyAdded())
updateAudioState(st);
}
}
}
}
//This allows custom behavior in the event the owner is being edited
void SoundComponent::onInspect()
{
}
//This allows cleanup of the custom editor behavior if our owner stopped being edited
void SoundComponent::onEndInspect()
{
}
//Process tick update function, natch
void SoundComponent::processTick()
{
Parent::processTick();
}
//Client-side advance function
void SoundComponent::advanceTime(F32 dt)
{
}
//Client-side interpolation function
void SoundComponent::interpolateTick(F32 delta)
{
}
void SoundComponent::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !mOwner || !gEditingMission)
return;
ObjectRenderInst* ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
ri->renderDelegate.bind(this, &SoundComponent::_renderObject);
ri->type = RenderPassManager::RIT_Editor;
ri->defaultKey = 0;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst(ri);
}
void SoundComponent::_renderObject(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat)
{
if (overrideMat)
return;
GFXStateBlockDesc desc;
desc.setBlend(true);
MatrixF camera = GFX->getWorldMatrix();
camera.inverse();
Point3F pos = mOwner->getPosition();
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
if (mPreviewSound[slotNum])
{
Sound& st = mSoundThread[slotNum];
if (st.sound && st.sound->getDescription())
{
F32 minRad = st.sound->getDescription()->mMinDistance;
F32 falloffRad = st.sound->getDescription()->mMaxDistance;
SphereF sphere(pos, falloffRad);
if (sphere.isContained(camera.getPosition()))
desc.setCullMode(GFXCullNone);
GFX->getDrawUtil()->drawSphere(desc, minRad, pos, ColorI(255, 0, 255, 64));
GFX->getDrawUtil()->drawSphere(desc, falloffRad, pos, ColorI(128, 0, 128, 64));
}
}
}
}
void SoundComponent::playAudio(U32 slotNum, SFXTrack* _profile)
{
AssertFatal(slotNum < MaxSoundThreads, "ShapeBase::playAudio() bad slot index");
SFXTrack* profile = (_profile != NULL) ? _profile : mSoundFile[slotNum];
Sound& st = mSoundThread[slotNum];
if (profile && (!st.play || st.profile != profile))
{
setMaskBits(SoundMaskN << slotNum);
st.play = true;
st.profile = profile;
updateAudioState(st);
}
}
void SoundComponent::stopAudio(U32 slotNum)
{
AssertFatal(slotNum < MaxSoundThreads, "ShapeBase::stopAudio() bad slot index");
Sound& st = mSoundThread[slotNum];
if (st.play)
{
st.play = false;
setMaskBits(SoundMaskN << slotNum);
updateAudioState(st);
}
}
void SoundComponent::updateServerAudio()
{
// Timeout non-looping sounds
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
Sound& st = mSoundThread[slotNum];
if (st.play && st.timeout && st.timeout < Sim::getCurrentTime())
{
//clearMaskBits(SoundMaskN << slotNum);
st.play = false;
}
}
}
void SoundComponent::updateAudioState(Sound& st)
{
SFX_DELETE(st.sound);
if (st.play && st.profile)
{
if (isClientObject())
{
//if (Sim::findObject(SimObjectId((uintptr_t)st.profile), st.profile))
// {
MatrixF transform = mOwner->getTransform();
st.sound = SFX->createSource(st.profile, &transform);
if (st.sound)
st.sound->play();
//}
else
st.play = false;
}
else
{
// Non-looping sounds timeout on the server
st.timeout = 0;
if (!st.profile->getDescription()->mIsLooping)
st.timeout = Sim::getCurrentTime() + sAudioTimeout;
}
}
else
st.play = false;
}
void SoundComponent::updateAudioPos()
{
for (S32 slotNum = 0; slotNum < MaxSoundThreads; slotNum++)
{
SFXSource* source = mSoundThread[slotNum].sound;
if (source)
source->setTransform(mOwner->getTransform());
}
}
//----------------------------------------------------------------------------
DefineEngineMethod(SoundComponent, playAudio, bool, (S32 slot, SFXTrack* track), (0, nullAsType<SFXTrack*>()),
"@brief Attach a sound to this shape and start playing it.\n\n"
"@param slot Audio slot index for the sound (valid range is 0 - 3)\n" // 3 = ShapeBase::MaxSoundThreads-1
"@param track SFXTrack to play\n"
"@return true if the sound was attached successfully, false if failed\n\n"
"@see stopAudio()\n")
{
if (track && slot >= 0 && slot < SoundComponent::MaxSoundThreads) {
object->playAudio(slot, track);
return true;
}
return false;
}
DefineEngineMethod(SoundComponent, stopAudio, bool, (S32 slot), ,
"@brief Stop a sound started with playAudio.\n\n"
"@param slot audio slot index (started with playAudio)\n"
"@return true if the sound was stopped successfully, false if failed\n\n"
"@see playAudio()\n")
{
if (slot >= 0 && slot < SoundComponent::MaxSoundThreads) {
object->stopAudio(slot);
return true;
}
return false;
}

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@ -1,129 +0,0 @@
//-----------------------------------------------------------------------------
// 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 EXAMPLE_COMPONENT_H
#define EXAMPLE_COMPONENT_H
#pragma once
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
class SFXSource;
//SoundComponent
//A basic example of the various functions you can utilize to make your own component!
//This example doesn't really DO anything, persay, but you can readily copy it as a base
//and use it as a starting point for your own.
class SoundComponent : public Component, public RenderComponentInterface, public EditorInspectInterface
{
typedef Component Parent;
public:
enum PublicConstants
{
MaxSoundThreads = 4, ///< Should be a power of 2
};
/// @name Network state masks
/// @{
///
enum SoundComponentMasks
{
SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
};
enum BaseMaskConstants
{
SoundMask = (SoundMaskN << MaxSoundThreads) - SoundMaskN,
};
/// @name Scripted Sound
/// @{
struct Sound {
bool play; ///< Are we playing this sound?
SimTime timeout; ///< Time until we stop playing this sound.
SFXTrack* profile; ///< Profile on server
SFXSource* sound; ///< Sound on client
Sound()
{
play = false;
timeout = 0;
profile = NULL;
sound = NULL;
}
};
Sound mSoundThread[MaxSoundThreads];
SFXTrack* mSoundFile[MaxSoundThreads];
bool mPreviewSound[MaxSoundThreads];
bool mPlay[MaxSoundThreads];
/// @}
SoundComponent();
virtual ~SoundComponent();
DECLARE_CONOBJECT(SoundComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
static bool _previewSound(void *object, const char *index, const char *data);
static bool _autoplay(void *object, const char *index, const char *data);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void onComponentRemove();
virtual void onComponentAdd();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void onInspect();
virtual void onEndInspect();
virtual void processTick();
virtual void advanceTime(F32 dt);
virtual void interpolateTick(F32 delta);
void prepRenderImage(SceneRenderState* state);
void _renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
virtual void playAudio(U32 slotNum, SFXTrack* profile = NULL);
virtual void stopAudio(U32 slot);
virtual void updateServerAudio();
virtual void updateAudioState(Sound& st);
virtual void updateAudioPos();
//why god why
virtual TSShape* getShape() { return NULL; };
Signal< void(RenderComponentInterface*) > onShapeChanged;
virtual TSShapeInstance* getShapeInstance() { return NULL; };
Signal< void(RenderComponentInterface*) > onShapeInstanceChanged;
virtual MatrixF getNodeTransform(S32 nodeIdx) { return MatrixF::Identity; };
virtual Vector<MatrixF> getNodeTransforms() { return NULL; };
virtual void setNodeTransforms(Vector<MatrixF> transforms) {};
};
#endif

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@ -1,485 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/camera/cameraComponent.h"
#include "T3D/components/camera/cameraComponent_ScriptBinding.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/gameFunctions.h"
#include "math/mathUtils.h"
#include "T3D/components/render/renderComponentInterface.h"
IMPLEMENT_CALLBACK( CameraComponent, validateCameraFov, F32, (F32 fov), (fov),
"@brief Called on the server when the client has requested a FOV change.\n\n"
"When the client requests that its field of view should be changed (because "
"they want to use a sniper scope, for example) this new FOV needs to be validated "
"by the server. This method is called if it exists (it is optional) to validate "
"the requested FOV, and modify it if necessary. This could be as simple as checking "
"that the FOV falls within a correct range, to making sure that the FOV matches the "
"capabilities of the current weapon.\n\n"
"Following this method, ShapeBase ensures that the given FOV still falls within "
"the datablock's mCameraMinFov and mCameraMaxFov. If that is good enough for your "
"purposes, then you do not need to define the validateCameraFov() callback for "
"your ShapeBase.\n\n"
"@param fov The FOV that has been requested by the client.\n"
"@return The FOV as validated by the server.\n\n"
"@see ShapeBaseData\n\n");
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
CameraComponent::CameraComponent() : Component()
{
mClientScreen = Point2F(1, 1);
mCameraFov = mCameraDefaultFov = 80;
mCameraMinFov = 5;
mCameraMaxFov = 175;
mTargetNodeIdx = -1;
mPosOffset = Point3F(0, 0, 0);
mRotOffset = EulerF(0, 0, 0);
mTargetNode = "";
mUseParentTransform = true;
mNetworked = true;
mFriendlyName = "Camera(Component)";
}
CameraComponent::~CameraComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(CameraComponent);
bool CameraComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void CameraComponent::onRemove()
{
Parent::onRemove();
}
void CameraComponent::initPersistFields()
{
Parent::initPersistFields();
addProtectedField("FOV", TypeF32, Offset(mCameraFov, CameraComponent), &_setCameraFov, defaultProtectedGetFn, "");
addField("MinFOV", TypeF32, Offset(mCameraMinFov, CameraComponent), "");
addField("MaxFOV", TypeF32, Offset(mCameraMaxFov, CameraComponent), "");
addField("ScreenAspect", TypePoint2I, Offset(mClientScreen, CameraComponent), "");
addProtectedField("targetNode", TypeString, Offset(mTargetNode, CameraComponent), &_setNode, defaultProtectedGetFn, "");
addProtectedField("positionOffset", TypePoint3F, Offset(mPosOffset, CameraComponent), &_setPosOffset, defaultProtectedGetFn, "");
addProtectedField("rotationOffset", TypeRotationF, Offset(mRotOffset, CameraComponent), &_setRotOffset, defaultProtectedGetFn, "");
addField("useParentTransform", TypeBool, Offset(mUseParentTransform, CameraComponent), "");
}
bool CameraComponent::_setNode(void *object, const char *index, const char *data)
{
CameraComponent *mcc = static_cast<CameraComponent*>(object);
mcc->mTargetNode = StringTable->insert(data);
mcc->setMaskBits(OffsetMask);
return true;
}
bool CameraComponent::_setPosOffset(void *object, const char *index, const char *data)
{
CameraComponent *mcc = static_cast<CameraComponent*>(object);
if (mcc)
{
Point3F pos;
Con::setData(TypePoint3F, &pos, 0, 1, &data);
mcc->mPosOffset = pos;
mcc->setMaskBits(OffsetMask);
return true;
}
return false;
}
bool CameraComponent::_setRotOffset(void *object, const char *index, const char *data)
{
CameraComponent *mcc = static_cast<CameraComponent*>(object);
if (mcc)
{
RotationF rot;
Con::setData(TypeRotationF, &rot, 0, 1, &data);
mcc->mRotOffset = rot;
mcc->setMaskBits(OffsetMask);
return true;
}
return false;
}
bool CameraComponent::isValidCameraFov(F32 fov)
{
return((fov >= mCameraMinFov) && (fov <= mCameraMaxFov));
}
bool CameraComponent::_setCameraFov(void *object, const char *index, const char *data)
{
CameraComponent *cCI = static_cast<CameraComponent*>(object);
cCI->setCameraFov(dAtof(data));
return true;
}
void CameraComponent::setCameraFov(F32 fov)
{
mCameraFov = mClampF(fov, mCameraMinFov, mCameraMaxFov);
if (isClientObject())
GameSetCameraTargetFov(mCameraFov);
if (isServerObject())
setMaskBits(FOVMask);
}
void CameraComponent::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)
{
// update the camera query
query->camera = mOwner;//this;
if(GameConnection * con = dynamic_cast<GameConnection*>(cr))
{
// get the fov from the connection (in deg)
F32 fov;
if (con->getControlCameraFov(&fov))
{
query->fov = mDegToRad(fov/2);
query->sinFov = mSin(query->fov);
query->cosFov = mCos(query->fov);
}
else
{
query->fov = mDegToRad(mCameraFov/2);
query->sinFov = mSin(query->fov);
query->cosFov = mCos(query->fov);
}
}
// use eye rather than camera transform (good enough and faster)
MatrixF camTransform = mOwner->getTransform();
camTransform.getColumn(3, &query->pos);
camTransform.getColumn(1, &query->orientation);
// Get the visible distance.
if (mOwner->getSceneManager() != NULL)
query->visibleDistance = mOwner->getSceneManager()->getVisibleDistance();
}
bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
{
// Returns camera to world space transform
// Handles first person / third person camera position
if (mTargetNodeIdx == -1)
{
if (mUseParentTransform)
{
MatrixF rMat = mOwner->getRenderTransform();
rMat.mul(mRotOffset.asMatrixF());
mat->set(rMat.toEuler(), rMat.getPosition() + mPosOffset);
}
else
{
mat->set(mRotOffset.asEulerF(), mPosOffset);
}
return true;
}
else
{
RenderComponentInterface *renderInterface = mOwner->getComponent<RenderComponentInterface>();
if (!renderInterface)
return false;
if (mUseParentTransform)
{
MatrixF rMat = mOwner->getRenderTransform();
Point3F position = rMat.getPosition();
RotationF rot = mRotOffset;
if (mTargetNodeIdx != -1)
{
Point3F nodPos;
MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
nodeTrans.getColumn(3, &nodPos);
// Scale the camera position before applying the transform
const Point3F& scale = mOwner->getScale();
nodPos.convolve(scale);
mOwner->getRenderTransform().mulP(nodPos, &position);
nodeTrans.mul(rMat);
rot = nodeTrans;
}
position += mPosOffset;
MatrixF rotMat = rot.asMatrixF();
MatrixF rotOffsetMat = mRotOffset.asMatrixF();
rotMat.mul(rotOffsetMat);
rot = RotationF(rotMat);
mat->set(rot.asEulerF(), position);
}
else
{
MatrixF rMat = mOwner->getRenderTransform();
Point3F position = rMat.getPosition();
RotationF rot = mRotOffset;
if (mTargetNodeIdx != -1)
{
Point3F nodPos;
MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
nodeTrans.getColumn(3, &nodPos);
// Scale the camera position before applying the transform
const Point3F& scale = mOwner->getScale();
nodPos.convolve(scale);
position = nodPos;
}
position += mPosOffset;
mat->set(rot.asEulerF(), position);
}
return true;
}
}
void CameraComponent::getCameraParameters(F32 *min, F32* max, Point3F* off, MatrixF* rot)
{
*min = 0.2f;
*max = 0.f;
off->set(0, 0, 0);
rot->identity();
}
U32 CameraComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retmask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & FOVMask))
{
stream->write(mCameraFov);
}
if (stream->writeFlag(mask & OffsetMask))
{
RenderComponentInterface* renderInterface = getOwner()->getComponent<RenderComponentInterface>();
if (renderInterface && renderInterface->getShape())
{
S32 nodeIndex = renderInterface->getShape()->findNode(mTargetNode);
mTargetNodeIdx = nodeIndex;
}
if(stream->writeFlag(mTargetNodeIdx > -1))
stream->writeInt(mTargetNodeIdx, 32);
//send offsets here
stream->writeCompressedPoint(mPosOffset);
stream->writeCompressedPoint(mRotOffset.asEulerF());
stream->writeFlag(mUseParentTransform);
}
return retmask;
}
void CameraComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag())
{
F32 fov;
stream->read(&fov);
setCameraFov(fov);
}
if(stream->readFlag())
{
if (stream->readFlag())
mTargetNodeIdx = stream->readInt(32);
else
mTargetNodeIdx = -1;
stream->readCompressedPoint(&mPosOffset);
EulerF rot;
stream->readCompressedPoint(&rot);
mRotOffset = RotationF(rot);
mUseParentTransform = stream->readFlag();
}
}
void CameraComponent::setForwardVector(VectorF newForward, VectorF upVector)
{
MatrixF mat;
F32 pos = 0;
getCameraTransform(&pos, &mat);
mPosOffset = mat.getPosition();
VectorF up(0.0f, 0.0f, 1.0f);
VectorF axisX;
VectorF axisY = newForward;
VectorF axisZ;
if (upVector != VectorF::Zero)
up = upVector;
// Validate and normalize input:
F32 lenSq;
lenSq = axisY.lenSquared();
if (lenSq < 0.000001f)
{
axisY.set(0.0f, 1.0f, 0.0f);
Con::errorf("Entity::setForwardVector() - degenerate forward vector");
}
else
{
axisY /= mSqrt(lenSq);
}
lenSq = up.lenSquared();
if (lenSq < 0.000001f)
{
up.set(0.0f, 0.0f, 1.0f);
Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
}
else
{
up /= mSqrt(lenSq);
}
if (fabsf(mDot(up, axisY)) > 0.9999f)
{
Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
// i haven't really tested this, but i think it generates something which should be not parallel to the previous vector:
F32 tmp = up.x;
up.x = -up.y;
up.y = up.z;
up.z = tmp;
}
// construct the remaining axes:
mCross(axisY, up, &axisX);
mCross(axisX, axisY, &axisZ);
mat.setColumn(0, axisX);
mat.setColumn(1, axisY);
mat.setColumn(2, axisZ);
mRotOffset = RotationF(mat.toEuler());
mRotOffset.y = 0;
setMaskBits(OffsetMask);
}
void CameraComponent::setPosition(Point3F newPos)
{
mPosOffset = newPos;
setMaskBits(OffsetMask);
}
void CameraComponent::setRotation(RotationF newRot)
{
mRotOffset = newRot;
setMaskBits(OffsetMask);
}
Frustum CameraComponent::getFrustum()
{
Frustum visFrustum;
F32 aspectRatio = mClientScreen.x / mClientScreen.y;
visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());
return visFrustum;
}

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@ -1,159 +0,0 @@
//-----------------------------------------------------------------------------
// 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 CAMERA_COMPONENT_H
#define CAMERA_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
class SceneRenderState;
struct CameraScopeQuery;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class CameraComponent : public Component, public CameraInterface
{
typedef Component Parent;
F32 mCameraFov; ///< The camera vertical FOV in degrees.
Point2F mClientScreen; ///< The dimensions of the client's screen. Used to calculate the aspect ratio.
F32 mCameraDefaultFov; ///< Default vertical FOV in degrees.
F32 mCameraMinFov; ///< Min vertical FOV allowed in degrees.
F32 mCameraMaxFov; ///< Max vertical FOV allowed in degrees.
protected:
Point3F mPosOffset;
RotationF mRotOffset;
StringTableEntry mTargetNode;
S32 mTargetNodeIdx;
bool mUseParentTransform;
enum
{
FOVMask = Parent::NextFreeMask,
OffsetMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2,
};
public:
CameraComponent();
virtual ~CameraComponent();
DECLARE_CONOBJECT(CameraComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
static bool _setCameraFov(void *object, const char *index, const char *data);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
static bool _setNode(void *object, const char *index, const char *data);
static bool _setPosOffset(void *object, const char *index, const char *data);
static bool _setRotOffset(void *object, const char *index, const char *data);
void setRotOffset(RotationF rot)
{
mRotOffset = rot;
setMaskBits(OffsetMask);
}
RotationF getRotOffset()
{
return mRotOffset;
}
Point3F getPosOffset()
{
return mPosOffset;
}
/// Gets the minimum viewing distance, maximum viewing distance, camera offsetand rotation
/// for this object, if the world were to be viewed through its eyes
/// @param min Minimum viewing distance
/// @param max Maximum viewing distance
/// @param offset Offset of the camera from the origin in local space
/// @param rot Rotation matrix
virtual void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
/// Gets the camera to world space transform matrix
/// @todo Find out what pos does
/// @param pos TODO: Find out what this does
/// @param mat Camera transform (out)
virtual bool getCameraTransform(F32* pos, MatrixF* mat);
/// Returns the vertical field of view in degrees for
/// this object if used as a camera.
virtual F32 getCameraFov() { return mCameraFov; }
/// Returns the default vertical field of view in degrees
/// if this object is used as a camera.
virtual F32 getDefaultCameraFov() { return mCameraDefaultFov; }
/// Sets the vertical field of view in degrees for this
/// object if used as a camera.
/// @param yfov The vertical FOV in degrees to test.
virtual void setCameraFov(F32 fov);
/// Returns true if the vertical FOV in degrees is within
/// allowable parameters of the datablock.
/// @param yfov The vertical FOV in degrees to test.
/// @see ShapeBaseData::cameraMinFov
/// @see ShapeBaseData::cameraMaxFov
virtual bool isValidCameraFov(F32 fov);
/// @}
virtual Frustum getFrustum();
/// Control object scoping
void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
void setForwardVector(VectorF newForward, VectorF upVector = VectorF::Zero);
void setPosition(Point3F newPos);
void setRotation(RotationF newRot);
protected:
DECLARE_CALLBACK(F32, validateCameraFov, (F32 fov));
};
#endif // CAMERA_BEHAVIOR_H

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@ -1,92 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/camera/cameraComponent.h"
//Basically, this only exists for backwards compatibility for parts of the editors
DefineEngineMethod(CameraComponent, getMode, const char*, (),,
"@brief We get the first behavior of the requested type on our owner object.\n"
"@return (string name) The type of the behavior we're requesting")
{
return "fly";
}
DefineEngineMethod(CameraComponent, getForwardVector, VectorF, (), ,
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
F32 pos = 0;
MatrixF cameraMat;
object->getCameraTransform(&pos, &cameraMat);
VectorF returnVec = cameraMat.getForwardVector();
returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z));
returnVec.normalize();
return returnVec;
}
DefineEngineMethod(CameraComponent, getRightVector, VectorF, (), ,
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
F32 pos = 0;
MatrixF cameraMat;
object->getCameraTransform(&pos, &cameraMat);
VectorF returnVec = cameraMat.getRightVector();
returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z));
returnVec.normalize();
return returnVec;
}
DefineEngineMethod(CameraComponent, getUpVector, VectorF, (), ,
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
F32 pos = 0;
MatrixF cameraMat;
object->getCameraTransform(&pos, &cameraMat);
VectorF returnVec = cameraMat.getUpVector();
returnVec = VectorF(mRadToDeg(returnVec.x), mRadToDeg(returnVec.y), mRadToDeg(returnVec.z));
returnVec.normalize();
return returnVec;
}
DefineEngineMethod(CameraComponent, setForwardVector, void, (VectorF newForward), (VectorF(0, 0, 0)),
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
object->setForwardVector(newForward);
}
DefineEngineMethod(CameraComponent, getWorldPosition, Point3F, (), ,
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
F32 pos = 0;
MatrixF mat;
object->getCameraTransform(&pos, &mat);
return mat.getPosition();
}

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@ -1,172 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/camera/cameraOrbiterComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "math/mathUtils.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
CameraOrbiterComponent::CameraOrbiterComponent() : Component()
{
mMinOrbitDist = 0.0f;
mMaxOrbitDist = 0.0f;
mCurOrbitDist = 8.0f;
mPosition.set(0.0f, 0.0f, 0.0f);
mMaxPitchAngle = 70;
mMinPitchAngle = -10;
mRotation.set(0, 0, 0);
mCamera = NULL;
}
CameraOrbiterComponent::~CameraOrbiterComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(CameraOrbiterComponent);
bool CameraOrbiterComponent::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void CameraOrbiterComponent::onRemove()
{
Parent::onRemove();
}
void CameraOrbiterComponent::initPersistFields()
{
Parent::initPersistFields();
addField("orbitDistance", TypeF32, Offset(mCurOrbitDist, CameraOrbiterComponent), "Object world orientation.");
addField("Rotation", TypeRotationF, Offset(mRotation, CameraOrbiterComponent), "Object world orientation.");
addField("maxPitchAngle", TypeF32, Offset(mMaxPitchAngle, CameraOrbiterComponent), "Object world orientation.");
addField("minPitchAngle", TypeF32, Offset(mMinPitchAngle, CameraOrbiterComponent), "Object world orientation.");
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void CameraOrbiterComponent::onComponentAdd()
{
Parent::onComponentAdd();
CameraComponent *cam = mOwner->getComponent<CameraComponent>();
if (cam)
{
mCamera = cam;
}
}
void CameraOrbiterComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void CameraOrbiterComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
//test if this is a shape component!
CameraComponent *camComponent = dynamic_cast<CameraComponent*>(comp);
if (camComponent)
{
mCamera = camComponent;
}
}
void CameraOrbiterComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
//test if this is a shape component!
CameraComponent *camComponent = dynamic_cast<CameraComponent*>(comp);
if (camComponent)
{
mCamera = NULL;
}
}
U32 CameraOrbiterComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void CameraOrbiterComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
void CameraOrbiterComponent::processTick()
{
Parent::processTick();
if (!mOwner)
return;
if (mCamera)
{
//Clamp our pitch to whatever range we allow, first.
mRotation.x = mClampF(mRotation.x, mDegToRad(mMinPitchAngle), mDegToRad(mMaxPitchAngle));
MatrixF ownerTrans = mOwner->getRenderTransform();
Point3F ownerPos = ownerTrans.getPosition();
Point3F pos;
pos.x = mCurOrbitDist * mSin(mRotation.x + M_HALFPI_F) * mCos(-1.0f * (mRotation.z + M_HALFPI_F));
pos.y = mCurOrbitDist * mSin(mRotation.x + M_HALFPI_F) * mSin(-1.0f * (mRotation.z + M_HALFPI_F));
pos.z = mCurOrbitDist * mSin(mRotation.x);
//orient the camera towards the owner
VectorF ownerVec = ownerPos - pos;
ownerVec.normalize();
MatrixF xRot, zRot, cameraMatrix;
xRot.set(EulerF(mRotation.x, 0.0f, 0.0f));
zRot.set(EulerF(0.0f, 0.0f, mRotation.z));
cameraMatrix.mul(zRot, xRot);
cameraMatrix.getColumn(1, &ownerVec);
cameraMatrix.setColumn(3, pos - ownerVec * pos);
RotationF camRot = RotationF(cameraMatrix);
if (camRot != mCamera->getRotOffset())
mCamera->setRotation(camRot);
if (pos != mCamera->getPosOffset())
mCamera->setPosition(pos);
}
}

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@ -1,74 +0,0 @@
//-----------------------------------------------------------------------------
// 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 CAMERA_ORBITER_COMPONENT_H
#define CAMERA_ORBITER_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef CAMERA_COMPONENT_H
#include "T3D/components/camera/cameraComponent.h"
#endif
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class CameraOrbiterComponent : public Component
{
typedef Component Parent;
F32 mMinOrbitDist;
F32 mMaxOrbitDist;
F32 mCurOrbitDist;
Point3F mPosition;
F32 mMaxPitchAngle;
F32 mMinPitchAngle;
RotationF mRotation;
CameraComponent* mCamera;
public:
CameraOrbiterComponent();
virtual ~CameraOrbiterComponent();
DECLARE_CONOBJECT(CameraOrbiterComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void processTick();
};
#endif // EXAMPLEBEHAVIOR_H

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@ -1,873 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/collision/collisionComponent.h"
#include "scene/sceneObject.h"
#include "T3D/entity.h"
#include "console/engineAPI.h"
#include "T3D/trigger.h"
#include "materials/baseMatInstance.h"
#include "collision/extrudedPolyList.h"
#include "opcode/Opcode.h"
#include "opcode/Ice/IceAABB.h"
#include "opcode/Ice/IcePoint.h"
#include "opcode/OPC_AABBTree.h"
#include "opcode/OPC_AABBCollider.h"
#include "collision/clippedPolyList.h"
static F32 sTractionDistance = 0.04f;
IMPLEMENT_CONOBJECT(CollisionComponent);
CollisionComponent::CollisionComponent() : Component()
{
mFriendlyName = "Collision Component";
mComponentType = "Collision";
mDescription = getDescriptionText("A stub component class that collision components should inherit from.");
mBlockColliding = true;
CollisionMoveMask = (TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType | DynamicShapeObjectType | StaticObjectType | EntityObjectType | TriggerObjectType);
mPhysicsRep = nullptr;
mPhysicsWorld = nullptr;
mTimeoutList = nullptr;
}
CollisionComponent::~CollisionComponent()
{
for (S32 i = 0; i < mFields.size(); ++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
SAFE_DELETE(mPhysicsRep);
}
bool CollisionComponent::checkCollisions(const F32 travelTime, Point3F *velocity, Point3F start)
{
return false;
}
bool CollisionComponent::updateCollisions(F32 time, VectorF vector, VectorF velocity)
{
return false;
}
void CollisionComponent::updateWorkingCollisionSet(const U32 mask)
{
}
void CollisionComponent::handleCollisionList( CollisionList &collisionList, VectorF velocity )
{
Collision bestCol;
mCollisionList = collisionList;
for (U32 i=0; i < collisionList.getCount(); ++i)
{
Collision& colCheck = collisionList[i];
if (colCheck.object)
{
if (colCheck.object->getTypeMask() & PlayerObjectType)
{
handleCollision( colCheck, velocity );
}
else if (colCheck.object->getTypeMask() & TriggerObjectType)
{
// We've hit it's bounding box, that's close enough for triggers
Trigger* pTrigger = static_cast<Trigger*>(colCheck.object);
Component *comp = dynamic_cast<Component*>(this);
pTrigger->potentialEnterObject(comp->getOwner());
}
else if (colCheck.object->getTypeMask() & DynamicShapeObjectType)
{
Con::printf("HIT A GENERICALLY DYNAMIC OBJECT");
handleCollision(colCheck, velocity);
}
else if(colCheck.object->getTypeMask() & EntityObjectType)
{
Entity* ent = dynamic_cast<Entity*>(colCheck.object);
if (ent)
{
CollisionComponent *colObjectInterface = ent->getComponent<CollisionComponent>();
if (colObjectInterface)
{
//convert us to our component
Component *thisComp = dynamic_cast<Component*>(this);
if (thisComp)
{
colObjectInterface->onCollisionSignal.trigger(thisComp->getOwner());
//TODO: properly do this
Collision oppositeCol = colCheck;
oppositeCol.object = thisComp->getOwner();
colObjectInterface->handleCollision(oppositeCol, velocity);
}
}
}
}
else
{
handleCollision(colCheck, velocity);
}
}
}
}
void CollisionComponent::handleCollision( Collision &col, VectorF velocity )
{
if (col.object && (mContactInfo.contactObject == NULL ||
col.object->getId() != mContactInfo.contactObject->getId()))
{
queueCollision(col.object, velocity - col.object->getVelocity());
//do the callbacks to script for this collision
Component *comp = dynamic_cast<Component*>(this);
if (comp->isMethod("onCollision"))
{
S32 matId = col.material != NULL ? col.material->getMaterial()->getId() : 0;
Con::executef(comp, "onCollision", col.object, col.normal, col.point, matId, velocity);
}
if (comp->getOwner()->isMethod("onCollisionEvent"))
{
S32 matId = col.material != NULL ? col.material->getMaterial()->getId() : 0;
Con::executef(comp->getOwner(), "onCollisionEvent", col.object, col.normal, col.point, matId, velocity);
}
}
}
void CollisionComponent::handleCollisionNotifyList()
{
//special handling for any collision components we should notify that a collision happened.
for (U32 i = 0; i < mCollisionNotifyList.size(); ++i)
{
//convert us to our component
Component *thisComp = dynamic_cast<Component*>(this);
if (thisComp)
{
mCollisionNotifyList[i]->onCollisionSignal.trigger(thisComp->getOwner());
}
}
mCollisionNotifyList.clear();
}
Chunker<CollisionComponent::CollisionTimeout> sCollisionTimeoutChunker;
CollisionComponent::CollisionTimeout* CollisionComponent::sFreeTimeoutList = 0;
void CollisionComponent::queueCollision( SceneObject *obj, const VectorF &vec)
{
// Add object to list of collisions.
SimTime time = Sim::getCurrentTime();
S32 num = obj->getId();
CollisionTimeout** adr = &mTimeoutList;
CollisionTimeout* ptr = mTimeoutList;
while (ptr)
{
if (ptr->objectNumber == num)
{
if (ptr->expireTime < time)
{
ptr->expireTime = time + CollisionTimeoutValue;
ptr->object = obj;
ptr->vector = vec;
}
return;
}
// Recover expired entries
if (ptr->expireTime < time)
{
CollisionTimeout* cur = ptr;
*adr = ptr->next;
ptr = ptr->next;
cur->next = sFreeTimeoutList;
sFreeTimeoutList = cur;
}
else
{
adr = &ptr->next;
ptr = ptr->next;
}
}
// New entry for the object
if (sFreeTimeoutList != NULL)
{
ptr = sFreeTimeoutList;
sFreeTimeoutList = ptr->next;
ptr->next = NULL;
}
else
{
ptr = sCollisionTimeoutChunker.alloc();
}
ptr->object = obj;
ptr->objectNumber = obj->getId();
ptr->vector = vec;
ptr->expireTime = time + CollisionTimeoutValue;
ptr->next = mTimeoutList;
mTimeoutList = ptr;
}
bool CollisionComponent::checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale,
Box3F collisionBox, U32 collisionMask, CollisionWorkingList &colWorkingList)
{
Point3F end = start + velocity * time;
Point3F distance = end - start;
Box3F scaledBox = objectBox;
scaledBox.minExtents.convolve(objectScale);
scaledBox.maxExtents.convolve(objectScale);
if (mFabs(distance.x) < objectBox.len_x() &&
mFabs(distance.y) < objectBox.len_y() &&
mFabs(distance.z) < objectBox.len_z())
{
// We can potentially early out of this. If there are no polys in the clipped polylist at our
// end position, then we can bail, and just set start = end;
Box3F wBox = scaledBox;
wBox.minExtents += end;
wBox.maxExtents += end;
static EarlyOutPolyList eaPolyList;
eaPolyList.clear();
eaPolyList.mNormal.set(0.0f, 0.0f, 0.0f);
eaPolyList.mPlaneList.clear();
eaPolyList.mPlaneList.setSize(6);
eaPolyList.mPlaneList[0].set(wBox.minExtents,VectorF(-1.0f, 0.0f, 0.0f));
eaPolyList.mPlaneList[1].set(wBox.maxExtents,VectorF(0.0f, 1.0f, 0.0f));
eaPolyList.mPlaneList[2].set(wBox.maxExtents,VectorF(1.0f, 0.0f, 0.0f));
eaPolyList.mPlaneList[3].set(wBox.minExtents,VectorF(0.0f, -1.0f, 0.0f));
eaPolyList.mPlaneList[4].set(wBox.minExtents,VectorF(0.0f, 0.0f, -1.0f));
eaPolyList.mPlaneList[5].set(wBox.maxExtents,VectorF(0.0f, 0.0f, 1.0f));
// Build list from convex states here...
CollisionWorkingList& rList = colWorkingList;
CollisionWorkingList* pList = rList.wLink.mNext;
while (pList != &rList)
{
Convex* pConvex = pList->mConvex;
if (pConvex->getObject()->getTypeMask() & collisionMask)
{
Box3F convexBox = pConvex->getBoundingBox();
if (wBox.isOverlapped(convexBox))
{
// No need to separate out the physical zones here, we want those
// to cause a fallthrough as well...
pConvex->getPolyList(&eaPolyList);
}
}
pList = pList->wLink.mNext;
}
if (eaPolyList.isEmpty())
{
return true;
}
}
return false;
}
Collision* CollisionComponent::getCollision(S32 col)
{
if(col < mCollisionList.getCount() && col >= 0)
return &mCollisionList[col];
else
return NULL;
}
Point3F CollisionComponent::getContactNormal()
{
return mContactInfo.contactNormal;
}
bool CollisionComponent::hasContact()
{
if (mContactInfo.contactObject)
return true;
else
return false;
}
S32 CollisionComponent::getCollisionCount()
{
return mCollisionList.getCount();
}
Point3F CollisionComponent::getCollisionNormal(S32 collisionIndex)
{
if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex)
return Point3F::Zero;
return mCollisionList[collisionIndex].normal;
}
F32 CollisionComponent::getCollisionAngle(S32 collisionIndex, Point3F upVector)
{
if (collisionIndex < 0 || mCollisionList.getCount() < collisionIndex)
return 0.0f;
return mRadToDeg(mAcos(mDot(mCollisionList[collisionIndex].normal, upVector)));
}
S32 CollisionComponent::getBestCollision(Point3F upVector)
{
S32 bestCollision = -1;
F32 bestAngle = 360.f;
S32 count = mCollisionList.getCount();
for (U32 i = 0; i < count; ++i)
{
F32 angle = mRadToDeg(mAcos(mDot(mCollisionList[i].normal, upVector)));
if (angle < bestAngle)
{
bestCollision = i;
bestAngle = angle;
}
}
return bestCollision;
}
F32 CollisionComponent::getBestCollisionAngle(VectorF upVector)
{
S32 bestCol = getBestCollision(upVector);
if (bestCol == -1)
return 0;
return getCollisionAngle(bestCol, upVector);
}
//
bool CollisionComponent::buildConvexOpcode(TSShapeInstance* sI, S32 dl, const Box3F &bounds, Convex *c, Convex *list)
{
AssertFatal(dl >= 0 && dl < sI->getShape()->details.size(), "TSShapeInstance::buildConvexOpcode");
TSShape* shape = sI->getShape();
const MatrixF &objMat = mOwner->getObjToWorld();
const Point3F &objScale = mOwner->getScale();
// get subshape and object detail
const TSDetail * detail = &shape->details[dl];
S32 ss = detail->subShapeNum;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
S32 start = shape->subShapeFirstObject[ss];
S32 end = shape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF initialMat = objMat;
Point3F initialScale = objScale;
// set up for first object's node
MatrixF mat;
MatrixF scaleMat(true);
F32* p = scaleMat;
p[0] = initialScale.x;
p[5] = initialScale.y;
p[10] = initialScale.z;
const MatrixF * previousMat = &sI->mMeshObjects[start].getTransform();
mat.mul(initialMat, scaleMat);
mat.mul(*previousMat);
// Update our bounding box...
Box3F localBox = bounds;
MatrixF otherMat = mat;
otherMat.inverse();
otherMat.mul(localBox);
// run through objects and collide
for (S32 i = start; i<end; i++)
{
TSShapeInstance::MeshObjectInstance * meshInstance = &sI->mMeshObjects[i];
if (od >= meshInstance->object->numMeshes)
continue;
if (&meshInstance->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &meshInstance->getTransform();
if (previousMat != NULL)
{
mat.mul(initialMat, scaleMat);
mat.mul(*previousMat);
// Update our bounding box...
otherMat = mat;
otherMat.inverse();
localBox = bounds;
otherMat.mul(localBox);
}
}
// collide... note we pass the original mech transform
// here so that the convex data returned is in mesh space.
TSMesh * mesh = meshInstance->getMesh(od);
if (mesh && !meshInstance->forceHidden && meshInstance->visible > 0.01f && localBox.isOverlapped(mesh->getBounds()))
emitted |= buildMeshOpcode(mesh, *previousMat, localBox, c, list);
else
emitted |= false;
}
}
return emitted;
}
bool CollisionComponent::buildMeshOpcode(TSMesh *mesh, const MatrixF &meshToObjectMat,
const Box3F &nodeBox, Convex *convex, Convex *list)
{
/*PROFILE_SCOPE(MeshCollider_buildConvexOpcode);
// This is small... there is no win for preallocating it.
Opcode::AABBCollider opCollider;
opCollider.SetPrimitiveTests(true);
// This isn't really needed within the AABBCollider as
// we don't use temporal coherance... use a static to
// remove the allocation overhead.
static Opcode::AABBCache opCache;
IceMaths::AABB opBox;
opBox.SetMinMax(Point(nodeBox.minExtents.x, nodeBox.minExtents.y, nodeBox.minExtents.z),
Point(nodeBox.maxExtents.x, nodeBox.maxExtents.y, nodeBox.maxExtents.z));
Opcode::CollisionAABB opCBox(opBox);
if (!opCollider.Collide(opCache, opCBox, *mesh->mOptTree))
return false;
U32 cnt = opCollider.GetNbTouchedPrimitives();
const udword *idx = opCollider.GetTouchedPrimitives();
Opcode::VertexPointers vp;
for (S32 i = 0; i < cnt; i++)
{
// First, check our active convexes for a potential match (and clean things
// up, too.)
const U32 curIdx = idx[i];
// See if the square already exists as part of the working set.
bool gotMatch = false;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
{
if (itr->mConvex->getType() != TSPolysoupConvexType)
continue;
const MeshColliderPolysoupConvex *chunkc = static_cast<MeshColliderPolysoupConvex*>(itr->mConvex);
if (chunkc->getObject() != mOwner)
continue;
if (chunkc->mesh != mesh)
continue;
if (chunkc->idx != curIdx)
continue;
// A match! Don't need to add it.
gotMatch = true;
break;
}
if (gotMatch)
continue;
// Get the triangle...
mesh->mOptTree->GetMeshInterface()->GetTriangle(vp, idx[i]);
Point3F a(vp.Vertex[0]->x, vp.Vertex[0]->y, vp.Vertex[0]->z);
Point3F b(vp.Vertex[1]->x, vp.Vertex[1]->y, vp.Vertex[1]->z);
Point3F c(vp.Vertex[2]->x, vp.Vertex[2]->y, vp.Vertex[2]->z);
// Transform the result into object space!
meshToObjectMat.mulP(a);
meshToObjectMat.mulP(b);
meshToObjectMat.mulP(c);
//If we're not doing debug rendering on the client, then set up our convex list as normal
PlaneF p(c, b, a);
Point3F peak = ((a + b + c) / 3.0f) - (p * 0.15f);
// Set up the convex...
MeshColliderPolysoupConvex *cp = new MeshColliderPolysoupConvex();
list->registerObject(cp);
convex->addToWorkingList(cp);
cp->mesh = mesh;
cp->idx = curIdx;
cp->mObject = mOwner;
cp->normal = p;
cp->verts[0] = a;
cp->verts[1] = b;
cp->verts[2] = c;
cp->verts[3] = peak;
// Update the bounding box.
Box3F &bounds = cp->box;
bounds.minExtents.set(F32_MAX, F32_MAX, F32_MAX);
bounds.maxExtents.set(-F32_MAX, -F32_MAX, -F32_MAX);
bounds.minExtents.setMin(a);
bounds.minExtents.setMin(b);
bounds.minExtents.setMin(c);
bounds.minExtents.setMin(peak);
bounds.maxExtents.setMax(a);
bounds.maxExtents.setMax(b);
bounds.maxExtents.setMax(c);
bounds.maxExtents.setMax(peak);
}
return true;*/
return false;
}
bool CollisionComponent::castRayOpcode(S32 dl, const Point3F & startPos, const Point3F & endPos, RayInfo *info)
{
// if dl==-1, nothing to do
//if (dl == -1 || !getShapeInstance())
return false;
/*TSShape *shape = getShapeInstance()->getShape();
AssertFatal(dl >= 0 && dl < shape->details.size(), "TSShapeInstance::castRayOpcode");
info->t = 100.f;
// get subshape and object detail
const TSDetail * detail = &shape->details[dl];
S32 ss = detail->subShapeNum;
if (ss < 0)
return false;
S32 od = detail->objectDetailNum;
// nothing emitted yet...
bool emitted = false;
const MatrixF* saveMat = NULL;
S32 start = shape->subShapeFirstObject[ss];
S32 end = shape->subShapeNumObjects[ss] + start;
if (start<end)
{
MatrixF mat;
const MatrixF * previousMat = &getShapeInstance()->mMeshObjects[start].getTransform();
mat = *previousMat;
mat.inverse();
Point3F localStart, localEnd;
mat.mulP(startPos, &localStart);
mat.mulP(endPos, &localEnd);
// run through objects and collide
for (S32 i = start; i<end; i++)
{
TSShapeInstance::MeshObjectInstance * meshInstance = &getShapeInstance()->mMeshObjects[i];
if (od >= meshInstance->object->numMeshes)
continue;
if (&meshInstance->getTransform() != previousMat)
{
// different node from before, set up for this node
previousMat = &meshInstance->getTransform();
if (previousMat != NULL)
{
mat = *previousMat;
mat.inverse();
mat.mulP(startPos, &localStart);
mat.mulP(endPos, &localEnd);
}
}
// collide...
TSMesh * mesh = meshInstance->getMesh(od);
if (mesh && !meshInstance->forceHidden && meshInstance->visible > 0.01f)
{
if (castRayMeshOpcode(mesh, localStart, localEnd, info, getShapeInstance()->mMaterialList))
{
saveMat = previousMat;
emitted = true;
}
}
}
}
if (emitted)
{
saveMat->mulV(info->normal);
info->point = endPos - startPos;
info->point *= info->t;
info->point += startPos;
}
return emitted;*/
}
static Point3F texGenAxis[18] =
{
Point3F(0,0,1), Point3F(1,0,0), Point3F(0,-1,0),
Point3F(0,0,-1), Point3F(1,0,0), Point3F(0,1,0),
Point3F(1,0,0), Point3F(0,1,0), Point3F(0,0,1),
Point3F(-1,0,0), Point3F(0,1,0), Point3F(0,0,-1),
Point3F(0,1,0), Point3F(1,0,0), Point3F(0,0,1),
Point3F(0,-1,0), Point3F(-1,0,0), Point3F(0,0,-1)
};
bool CollisionComponent::castRayMeshOpcode(TSMesh *mesh, const Point3F &s, const Point3F &e, RayInfo *info, TSMaterialList *materials)
{
Opcode::RayCollider ray;
Opcode::CollisionFaces cfs;
IceMaths::Point dir(e.x - s.x, e.y - s.y, e.z - s.z);
const F32 rayLen = dir.Magnitude();
IceMaths::Ray vec(Point(s.x, s.y, s.z), dir.Normalize());
ray.SetDestination(&cfs);
ray.SetFirstContact(false);
ray.SetClosestHit(true);
ray.SetPrimitiveTests(true);
ray.SetCulling(true);
ray.SetMaxDist(rayLen);
AssertFatal(ray.ValidateSettings() == NULL, "invalid ray settings");
// Do collision.
bool safety = ray.Collide(vec, *mesh->mOptTree);
AssertFatal(safety, "CollisionComponent::castRayOpcode - no good ray collide!");
// If no hit, just skip out.
if (cfs.GetNbFaces() == 0)
return false;
// Got a hit!
AssertFatal(cfs.GetNbFaces() == 1, "bad");
const Opcode::CollisionFace &face = cfs.GetFaces()[0];
// If the cast was successful let's check if the t value is less than what we had
// and toggle the collision boolean
// Stupid t... i prefer coffee
const F32 t = face.mDistance / rayLen;
if (t < 0.0f || t > 1.0f)
return false;
if (t <= info->t)
{
info->t = t;
// Calculate the normal.
Opcode::VertexPointers vp;
mesh->mOptTree->GetMeshInterface()->GetTriangle(vp, face.mFaceID);
if (materials && vp.MatIdx >= 0 && vp.MatIdx < materials->size())
info->material = materials->getMaterialInst(vp.MatIdx);
// Get the two edges.
IceMaths::Point baseVert = *vp.Vertex[0];
IceMaths::Point a = *vp.Vertex[1] - baseVert;
IceMaths::Point b = *vp.Vertex[2] - baseVert;
IceMaths::Point n;
n.Cross(a, b);
n.Normalize();
info->normal.set(n.x, n.y, n.z);
// generate UV coordinate across mesh based on
// matching normals, this isn't done by default and is
// primarily of interest in matching a collision point to
// either a GUI control coordinate or finding a hit pixel in texture space
if (info->generateTexCoord)
{
baseVert = *vp.Vertex[0];
a = *vp.Vertex[1];
b = *vp.Vertex[2];
Point3F facePoint = (1.0f - face.mU - face.mV) * Point3F(baseVert.x, baseVert.y, baseVert.z)
+ face.mU * Point3F(a.x, a.y, a.z) + face.mV * Point3F(b.x, b.y, b.z);
U32 faces[1024];
U32 numFaces = 0;
for (U32 i = 0; i < mesh->mOptTree->GetMeshInterface()->GetNbTriangles(); i++)
{
if (i == face.mFaceID)
{
faces[numFaces++] = i;
}
else
{
IceMaths::Point n2;
mesh->mOptTree->GetMeshInterface()->GetTriangle(vp, i);
baseVert = *vp.Vertex[0];
a = *vp.Vertex[1] - baseVert;
b = *vp.Vertex[2] - baseVert;
n2.Cross(a, b);
n2.Normalize();
F32 eps = .01f;
if (mFabs(n.x - n2.x) < eps && mFabs(n.y - n2.y) < eps && mFabs(n.z - n2.z) < eps)
{
faces[numFaces++] = i;
}
}
if (numFaces == 1024)
{
// too many faces in this collision mesh for UV generation
return true;
}
}
Point3F min(F32_MAX, F32_MAX, F32_MAX);
Point3F max(-F32_MAX, -F32_MAX, -F32_MAX);
for (U32 i = 0; i < numFaces; i++)
{
mesh->mOptTree->GetMeshInterface()->GetTriangle(vp, faces[i]);
for (U32 j = 0; j < 3; j++)
{
a = *vp.Vertex[j];
if (a.x < min.x)
min.x = a.x;
if (a.y < min.y)
min.y = a.y;
if (a.z < min.z)
min.z = a.z;
if (a.x > max.x)
max.x = a.x;
if (a.y > max.y)
max.y = a.y;
if (a.z > max.z)
max.z = a.z;
}
}
// slerp
Point3F s = ((max - min) - (facePoint - min)) / (max - min);
// compute axis
S32 bestAxis = 0;
F32 best = 0.f;
for (U32 i = 0; i < 6; i++)
{
F32 dot = mDot(info->normal, texGenAxis[i * 3]);
if (dot > best)
{
best = dot;
bestAxis = i;
}
}
Point3F xv = texGenAxis[bestAxis * 3 + 1];
Point3F yv = texGenAxis[bestAxis * 3 + 2];
S32 sv, tv;
if (xv.x)
sv = 0;
else if (xv.y)
sv = 1;
else
sv = 2;
if (yv.x)
tv = 0;
else if (yv.y)
tv = 1;
else
tv = 2;
// handle coord translation
if (bestAxis == 2 || bestAxis == 3)
{
S32 x = sv;
sv = tv;
tv = x;
if (yv.z < 0)
s[sv] = 1.f - s[sv];
}
if (bestAxis < 2)
{
if (yv.y < 0)
s[sv] = 1.f - s[sv];
}
if (bestAxis > 3)
{
s[sv] = 1.f - s[sv];
if (yv.z > 0)
s[tv] = 1.f - s[tv];
}
// done!
info->texCoord.set(s[sv], s[tv]);
}
return true;
}
return false;
}

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@ -1,206 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef COLLISION_COMPONENT_H
#define COLLISION_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _COLLISION_H_
#include "collision/collision.h"
#endif
#ifndef _EARLYOUTPOLYLIST_H_
#include "collision/earlyOutPolyList.h"
#endif
#ifndef _SIM_H_
#include "console/sim.h"
#endif
#ifndef _SCENECONTAINER_H_
#include "scene/sceneContainer.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
#ifndef PHYSICS_COMPONENT_H
#include "T3D/components/physics/physicsComponent.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
#include "T3D/physics/physicsWorld.h"
#endif
struct CollisionContactInfo
{
bool contacted, move;
SceneObject *contactObject;
VectorF idealContactNormal;
VectorF contactNormal;
Point3F contactPoint;
F32 contactTime;
S32 contactTimer;
BaseMatInstance *contactMaterial;
Vector<SceneObject*> overlapObjects;
void clear()
{
contacted=move=false;
contactObject = NULL;
contactNormal.set(0,0,0);
contactTime = 0.f;
contactTimer = 0;
idealContactNormal.set(0, 0, 1);
contactMaterial = NULL;
overlapObjects.clear();
}
CollisionContactInfo() { clear(); }
};
class CollisionComponent : public Component
{
typedef Component Parent;
public:
// CollisionTimeout
// This struct lets us track our collisions and estimate when they've have timed out and we'll need to act on it.
struct CollisionTimeout
{
CollisionTimeout* next;
SceneObject* object;
U32 objectNumber;
SimTime expireTime;
VectorF vector;
};
Signal< void( SceneObject* ) > onCollisionSignal;
Signal< void( SceneObject* ) > onContactSignal;
protected:
PhysicsWorld* mPhysicsWorld;
PhysicsBody* mPhysicsRep;
CollisionTimeout* mTimeoutList;
static CollisionTimeout* sFreeTimeoutList;
CollisionList mCollisionList;
Vector<CollisionComponent*> mCollisionNotifyList;
CollisionContactInfo mContactInfo;
U32 CollisionMoveMask;
bool mBlockColliding;
bool mCollisionInited;
void handleCollisionNotifyList();
void queueCollision( SceneObject *obj, const VectorF &vec);
/// checkEarlyOut
/// This function lets you trying and early out of any expensive collision checks by using simple extruded poly boxes representing our objects
/// If it returns true, we know we won't hit with the given parameters and can successfully early out. If it returns false, our test case collided
/// and we should do the full collision sim.
bool checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale,
Box3F collisionBox, U32 collisionMask, CollisionWorkingList &colWorkingList);
public:
CollisionComponent();
virtual ~CollisionComponent();
DECLARE_CONOBJECT(CollisionComponent);
//Setup
virtual void prepCollision() {};
/// checkCollisions
// This is our main function for checking if a collision is happening based on the start point, velocity and time
// We do the bulk of the collision checking in here
//virtual bool checkCollisions( const F32 travelTime, Point3F *velocity, Point3F start )=0;
CollisionList *getCollisionList() { return &mCollisionList; }
void clearCollisionList() { mCollisionList.clear(); }
void clearCollisionNotifyList() { mCollisionNotifyList.clear(); }
Collision *getCollision(S32 col);
CollisionContactInfo* getContactInfo() { return &mContactInfo; }
enum PublicConstants {
CollisionTimeoutValue = 250
};
bool doesBlockColliding() { return mBlockColliding; }
/// handleCollisionList
/// This basically takes in a CollisionList and calls handleCollision for each.
void handleCollisionList(CollisionList &collisionList, VectorF velocity);
/// handleCollision
/// This will take a collision and queue the collision info for the object so that in knows about the collision.
void handleCollision(Collision &col, VectorF velocity);
virtual bool checkCollisions(const F32 travelTime, Point3F *velocity, Point3F start);
virtual bool updateCollisions(F32 time, VectorF vector, VectorF velocity);
virtual void updateWorkingCollisionSet(const U32 mask);
//
bool buildConvexOpcode(TSShapeInstance* sI, S32 dl, const Box3F &bounds, Convex *c, Convex *list);
bool buildMeshOpcode(TSMesh *mesh, const MatrixF &meshToObjectMat, const Box3F &bounds, Convex *convex, Convex *list);
bool castRayOpcode(S32 dl, const Point3F & startPos, const Point3F & endPos, RayInfo *info);
bool castRayMeshOpcode(TSMesh *mesh, const Point3F &s, const Point3F &e, RayInfo *info, TSMaterialList *materials);
virtual PhysicsCollision* getCollisionData() {
return nullptr;
}
virtual PhysicsBody *getPhysicsRep()
{
return mPhysicsRep;
}
void buildConvex(const Box3F& box, Convex* convex) {}
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere) { return false; }
//
Point3F getContactNormal();
bool hasContact();
S32 getCollisionCount();
Point3F getCollisionNormal(S32 collisionIndex);
F32 getCollisionAngle(S32 collisionIndex, Point3F upVector);
S32 getBestCollision(Point3F upVector);
F32 getBestCollisionAngle(VectorF upVector);
Signal< void(PhysicsCollision* collision) > onCollisionChanged;
};
#endif

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@ -1,172 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/collision/collisionComponent.h"
#include "materials/baseMatInstance.h"
DefineEngineMethod(CollisionComponent, getNumberOfContacts, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
return object->getCollisionList()->getCount();
}
DefineEngineMethod(CollisionComponent, getBestContact, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
return 0;
}
DefineEngineMethod(CollisionComponent, getContactNormal, Point3F, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactNormal;
}
}
return Point3F::Zero;
}
DefineEngineMethod(CollisionComponent, getContactMaterial, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
if (object->getContactInfo()->contactMaterial != NULL)
return object->getContactInfo()->contactMaterial->getMaterial()->getId();
}
}
return 0;
}
DefineEngineMethod(CollisionComponent, getContactObject, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
return object->getContactInfo()->contactObject != NULL ? object->getContactInfo()->contactObject->getId() : 0;
}
return 0;
}
DefineEngineMethod(CollisionComponent, getContactPoint, Point3F, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactPoint;
}
}
return Point3F::Zero;
}
DefineEngineMethod(CollisionComponent, getContactTime, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactTimer;
}
}
return 0;
}
DefineEngineMethod(CollisionComponent, hasContact, bool, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->hasContact();
}
DefineEngineMethod(CollisionComponent, getCollisionCount, S32, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionCount();
}
DefineEngineMethod(CollisionComponent, getCollisionNormal, Point3F, (S32 collisionIndex), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionNormal(collisionIndex);
}
DefineEngineMethod(CollisionComponent, getCollisionAngle, F32, (S32 collisionIndex, VectorF upVector), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionAngle(collisionIndex, upVector);
}
DefineEngineMethod(CollisionComponent, getBestCollisionAngle, F32, (VectorF upVector), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getBestCollisionAngle(upVector);
}

View file

@ -1,619 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/components/collision/collisionTrigger.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "collision/boxConvex.h"
#include "core/stream/bitStream.h"
#include "math/mathIO.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDrawUtil.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsCollision.h"
bool CollisionTrigger::smRenderCollisionTriggers = false;
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//--------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(CollisionTrigger);
ConsoleDocClass(CollisionTrigger,
"@brief A CollisionTrigger is a volume of space that initiates script callbacks "
"when objects pass through the CollisionTrigger.\n\n"
"CollisionTriggerData provides the callbacks for the CollisionTrigger when an object enters, stays inside "
"or leaves the CollisionTrigger's volume.\n\n"
"@see CollisionTriggerData\n"
"@ingroup gameObjects\n"
);
IMPLEMENT_CALLBACK(CollisionTrigger, onAdd, void, (U32 objectId), (objectId),
"@brief Called when the CollisionTrigger is being created.\n\n"
"@param objectId the object id of the CollisionTrigger being created\n");
IMPLEMENT_CALLBACK(CollisionTrigger, onRemove, void, (U32 objectId), (objectId),
"@brief Called just before the CollisionTrigger is deleted.\n\n"
"@param objectId the object id of the CollisionTrigger being deleted\n");
CollisionTrigger::CollisionTrigger()
{
// Don't ghost by default.
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask |= TriggerObjectType;
mObjScale.set(1, 1, 1);
mObjToWorld.identity();
mWorldToObj.identity();
mLastThink = 0;
mCurrTick = 0;
mConvexList = new Convex;
mPhysicsRep = NULL;
}
CollisionTrigger::~CollisionTrigger()
{
delete mConvexList;
mConvexList = NULL;
SAFE_DELETE(mPhysicsRep);
}
bool CollisionTrigger::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
{
// Collide against bounding box
F32 st, et, fst = 0, fet = 1;
F32 *bmin = &mObjBox.minExtents.x;
F32 *bmax = &mObjBox.maxExtents.x;
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (S32 i = 0; i < 3; i++)
{
if (*si < *ei)
{
if (*si > *bmax || *ei < *bmin)
return false;
F32 di = *ei - *si;
st = (*si < *bmin) ? (*bmin - *si) / di : 0;
et = (*ei > *bmax) ? (*bmax - *si) / di : 1;
}
else
{
if (*ei > *bmax || *si < *bmin)
return false;
F32 di = *ei - *si;
st = (*si > *bmax) ? (*bmax - *si) / di : 0;
et = (*ei < *bmin) ? (*bmin - *si) / di : 1;
}
if (st > fst) fst = st;
if (et < fet) fet = et;
if (fet < fst)
return false;
bmin++; bmax++;
si++; ei++;
}
info->normal = start - end;
info->normal.normalizeSafe();
getTransform().mulV(info->normal);
info->t = fst;
info->object = this;
info->point.interpolate(start, end, fst);
info->material = 0;
return true;
}
//-----------------------------------------------------------------------------
void CollisionTrigger::consoleInit()
{
Con::addVariable("$CollisionTrigger::renderCollisionTriggers", TypeBool, &smRenderCollisionTriggers,
"@brief Forces all CollisionTrigger's to render.\n\n"
"Used by the Tools and debug render modes.\n"
"@ingroup gameObjects");
}
void CollisionTrigger::initPersistFields()
{
addField("polyhedron", TypeTriggerPolyhedron, Offset(mCollisionTriggerPolyhedron, CollisionTrigger),
"@brief Defines a non-rectangular area for the CollisionTrigger.\n\n"
"Rather than the standard rectangular bounds, this optional parameter defines a quadrilateral "
"CollisionTrigger area. The quadrilateral is defined as a corner point followed by three vectors "
"representing the edges extending from the corner.\n");
addProtectedField("enterCommand", TypeCommand, Offset(mEnterCommand, CollisionTrigger), &setEnterCmd, &defaultProtectedGetFn,
"The command to execute when an object enters this CollisionTrigger. Object id stored in %%obj. Maximum 1023 characters.");
addProtectedField("leaveCommand", TypeCommand, Offset(mLeaveCommand, CollisionTrigger), &setLeaveCmd, &defaultProtectedGetFn,
"The command to execute when an object leaves this CollisionTrigger. Object id stored in %%obj. Maximum 1023 characters.");
addProtectedField("tickCommand", TypeCommand, Offset(mTickCommand, CollisionTrigger), &setTickCmd, &defaultProtectedGetFn,
"The command to execute while an object is inside this CollisionTrigger. Maximum 1023 characters.");
Parent::initPersistFields();
}
bool CollisionTrigger::setEnterCmd(void *object, const char *index, const char *data)
{
static_cast<CollisionTrigger*>(object)->setMaskBits(EnterCmdMask);
return true; // to update the actual field
}
bool CollisionTrigger::setLeaveCmd(void *object, const char *index, const char *data)
{
static_cast<CollisionTrigger*>(object)->setMaskBits(LeaveCmdMask);
return true; // to update the actual field
}
bool CollisionTrigger::setTickCmd(void *object, const char *index, const char *data)
{
static_cast<CollisionTrigger*>(object)->setMaskBits(TickCmdMask);
return true; // to update the actual field
}
//--------------------------------------------------------------------------
bool CollisionTrigger::onAdd()
{
if (!Parent::onAdd())
return false;
onAdd_callback(getId());
Polyhedron temp = mCollisionTriggerPolyhedron;
setTriggerPolyhedron(temp);
addToScene();
if (isServerObject())
scriptOnAdd();
return true;
}
void CollisionTrigger::onRemove()
{
onRemove_callback(getId());
mConvexList->nukeList();
removeFromScene();
Parent::onRemove();
}
bool CollisionTrigger::onNewDataBlock(GameBaseData *dptr, bool reload)
{
return true;
}
void CollisionTrigger::onDeleteNotify(SimObject *obj)
{
GameBase* pScene = dynamic_cast<GameBase*>(obj);
if (pScene != NULL)
{
for (U32 i = 0; i < mObjects.size(); i++)
{
if (pScene == mObjects[i])
{
mObjects.erase(i);
//onLeaveCollisionTrigger_callback(this, pScene);
break;
}
}
}
Parent::onDeleteNotify(obj);
}
void CollisionTrigger::inspectPostApply()
{
setTriggerPolyhedron(mCollisionTriggerPolyhedron);
setMaskBits(PolyMask);
Parent::inspectPostApply();
}
//--------------------------------------------------------------------------
void CollisionTrigger::buildConvex(const Box3F& box, Convex* convex)
{
// These should really come out of a pool
mConvexList->collectGarbage();
Box3F realBox = box;
mWorldToObj.mul(realBox);
realBox.minExtents.convolveInverse(mObjScale);
realBox.maxExtents.convolveInverse(mObjScale);
if (realBox.isOverlapped(getObjBox()) == false)
return;
// Just return a box convex for the entire shape...
Convex* cc = 0;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext) {
if (itr->mConvex->getType() == BoxConvexType &&
itr->mConvex->getObject() == this) {
cc = itr->mConvex;
break;
}
}
if (cc)
return;
// Create a new convex.
BoxConvex* cp = new BoxConvex;
mConvexList->registerObject(cp);
convex->addToWorkingList(cp);
cp->init(this);
mObjBox.getCenter(&cp->mCenter);
cp->mSize.x = mObjBox.len_x() / 2.0f;
cp->mSize.y = mObjBox.len_y() / 2.0f;
cp->mSize.z = mObjBox.len_z() / 2.0f;
}
//------------------------------------------------------------------------------
void CollisionTrigger::setTransform(const MatrixF & mat)
{
Parent::setTransform(mat);
if (mPhysicsRep)
mPhysicsRep->setTransform(mat);
if (isServerObject()) {
MatrixF base(true);
base.scale(Point3F(1.0 / mObjScale.x,
1.0 / mObjScale.y,
1.0 / mObjScale.z));
base.mul(mWorldToObj);
mClippedList.setBaseTransform(base);
setMaskBits(TransformMask | ScaleMask);
}
}
void CollisionTrigger::prepRenderImage(SceneRenderState *state)
{
// only render if selected or render flag is set
if (!smRenderCollisionTriggers && !isSelected())
return;
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &CollisionTrigger::renderObject);
ri->type = RenderPassManager::RIT_Editor;
ri->translucentSort = true;
ri->defaultKey = 1;
state->getRenderPass()->addInst(ri);
}
void CollisionTrigger::renderObject(ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat)
{
if (overrideMat)
return;
GFXStateBlockDesc desc;
desc.setZReadWrite(true, false);
desc.setBlend(true);
// CollisionTrigger polyhedrons are set up with outward facing normals and CCW ordering
// so can't enable backface culling.
desc.setCullMode(GFXCullNone);
GFXTransformSaver saver;
MatrixF mat = getRenderTransform();
mat.scale(getScale());
GFX->multWorld(mat);
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->drawPolyhedron(desc, mCollisionTriggerPolyhedron, ColorI(255, 192, 0, 45));
// Render wireframe.
desc.setFillModeWireframe();
drawer->drawPolyhedron(desc, mCollisionTriggerPolyhedron, ColorI::BLACK);
}
void CollisionTrigger::setTriggerPolyhedron(const Polyhedron& rPolyhedron)
{
mCollisionTriggerPolyhedron = rPolyhedron;
if (mCollisionTriggerPolyhedron.mPointList.size() != 0) {
mObjBox.minExtents.set(1e10, 1e10, 1e10);
mObjBox.maxExtents.set(-1e10, -1e10, -1e10);
for (U32 i = 0; i < mCollisionTriggerPolyhedron.mPointList.size(); i++) {
mObjBox.minExtents.setMin(mCollisionTriggerPolyhedron.mPointList[i]);
mObjBox.maxExtents.setMax(mCollisionTriggerPolyhedron.mPointList[i]);
}
}
else {
mObjBox.minExtents.set(-0.5, -0.5, -0.5);
mObjBox.maxExtents.set(0.5, 0.5, 0.5);
}
MatrixF xform = getTransform();
setTransform(xform);
mClippedList.clear();
mClippedList.mPlaneList = mCollisionTriggerPolyhedron.mPlaneList;
// for (U32 i = 0; i < mClippedList.mPlaneList.size(); i++)
// mClippedList.mPlaneList[i].neg();
MatrixF base(true);
base.scale(Point3F(1.0 / mObjScale.x,
1.0 / mObjScale.y,
1.0 / mObjScale.z));
base.mul(mWorldToObj);
mClippedList.setBaseTransform(base);
SAFE_DELETE(mPhysicsRep);
if (PHYSICSMGR)
{
PhysicsCollision *colShape = PHYSICSMGR->createCollision();
MatrixF colMat(true);
colMat.displace(Point3F(0, 0, mObjBox.getExtents().z * 0.5f * mObjScale.z));
colShape->addBox(mObjBox.getExtents() * 0.5f * mObjScale, colMat);
//MatrixF colMat( true );
//colMat.scale( mObjScale );
//colShape->addConvex( mCollisionTriggerPolyhedron.pointList.address(), mCollisionTriggerPolyhedron.pointList.size(), colMat );
PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, PhysicsBody::BF_TRIGGER | PhysicsBody::BF_KINEMATIC, this, world);
mPhysicsRep->setTransform(getTransform());
}
}
//--------------------------------------------------------------------------
bool CollisionTrigger::testObject(GameBase* enter)
{
if (mCollisionTriggerPolyhedron.mPointList.size() == 0)
return false;
mClippedList.clear();
SphereF sphere;
sphere.center = (mWorldBox.minExtents + mWorldBox.maxExtents) * 0.5;
VectorF bv = mWorldBox.maxExtents - sphere.center;
sphere.radius = bv.len();
enter->buildPolyList(PLC_Collision, &mClippedList, mWorldBox, sphere);
return mClippedList.isEmpty() == false;
}
void CollisionTrigger::potentialEnterObject(GameBase* enter)
{
for (U32 i = 0; i < mObjects.size(); i++) {
if (mObjects[i] == enter)
return;
}
if (testObject(enter) == true) {
mObjects.push_back(enter);
deleteNotify(enter);
if (!mEnterCommand.isEmpty())
{
String command = String("%obj = ") + enter->getIdString() + ";" + mEnterCommand;
Con::evaluate(command.c_str());
}
//onEnterCollisionTrigger_callback(this, enter);
}
}
void CollisionTrigger::processTick(const Move* move)
{
Parent::processTick(move);
//
if (mObjects.size() == 0)
return;
if (mLastThink + 100 < mCurrTick)
{
mCurrTick = 0;
mLastThink = 0;
for (S32 i = S32(mObjects.size() - 1); i >= 0; i--)
{
if (testObject(mObjects[i]) == false)
{
GameBase* remove = mObjects[i];
mObjects.erase(i);
clearNotify(remove);
if (!mLeaveCommand.isEmpty())
{
String command = String("%obj = ") + remove->getIdString() + ";" + mLeaveCommand;
Con::evaluate(command.c_str());
}
//onLeaveCollisionTrigger_callback(this, remove);
}
}
if (!mTickCommand.isEmpty() && mObjects.size() != 0)
Con::evaluate(mTickCommand.c_str());
//if (mObjects.size() != 0)
// onTickCollisionTrigger_callback(this);
}
else
{
mCurrTick += TickMs;
}
}
//--------------------------------------------------------------------------
U32 CollisionTrigger::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 i;
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & TransformMask))
{
stream->writeAffineTransform(mObjToWorld);
}
// Write the polyhedron
if (stream->writeFlag(mask & PolyMask))
{
stream->write(mCollisionTriggerPolyhedron.mPointList.size());
for (i = 0; i < mCollisionTriggerPolyhedron.mPointList.size(); i++)
mathWrite(*stream, mCollisionTriggerPolyhedron.mPointList[i]);
stream->write(mCollisionTriggerPolyhedron.mPlaneList.size());
for (i = 0; i < mCollisionTriggerPolyhedron.mPlaneList.size(); i++)
mathWrite(*stream, mCollisionTriggerPolyhedron.mPlaneList[i]);
stream->write(mCollisionTriggerPolyhedron.mEdgeList.size());
for (i = 0; i < mCollisionTriggerPolyhedron.mEdgeList.size(); i++) {
const Polyhedron::Edge& rEdge = mCollisionTriggerPolyhedron.mEdgeList[i];
stream->write(rEdge.face[0]);
stream->write(rEdge.face[1]);
stream->write(rEdge.vertex[0]);
stream->write(rEdge.vertex[1]);
}
}
if (stream->writeFlag(mask & EnterCmdMask))
stream->writeLongString(CMD_SIZE - 1, mEnterCommand.c_str());
if (stream->writeFlag(mask & LeaveCmdMask))
stream->writeLongString(CMD_SIZE - 1, mLeaveCommand.c_str());
if (stream->writeFlag(mask & TickCmdMask))
stream->writeLongString(CMD_SIZE - 1, mTickCommand.c_str());
return retMask;
}
void CollisionTrigger::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
U32 i, size;
// Transform
if (stream->readFlag())
{
MatrixF temp;
stream->readAffineTransform(&temp);
setTransform(temp);
}
// Read the polyhedron
if (stream->readFlag())
{
Polyhedron tempPH;
stream->read(&size);
tempPH.mPointList.setSize(size);
for (i = 0; i < tempPH.mPointList.size(); i++)
mathRead(*stream, &tempPH.mPointList[i]);
stream->read(&size);
tempPH.mPlaneList.setSize(size);
for (i = 0; i < tempPH.mPlaneList.size(); i++)
mathRead(*stream, &tempPH.mPlaneList[i]);
stream->read(&size);
tempPH.mEdgeList.setSize(size);
for (i = 0; i < tempPH.mEdgeList.size(); i++) {
Polyhedron::Edge& rEdge = tempPH.mEdgeList[i];
stream->read(&rEdge.face[0]);
stream->read(&rEdge.face[1]);
stream->read(&rEdge.vertex[0]);
stream->read(&rEdge.vertex[1]);
}
setTriggerPolyhedron(tempPH);
}
if (stream->readFlag())
{
char buf[CMD_SIZE];
stream->readLongString(CMD_SIZE - 1, buf);
mEnterCommand = buf;
}
if (stream->readFlag())
{
char buf[CMD_SIZE];
stream->readLongString(CMD_SIZE - 1, buf);
mLeaveCommand = buf;
}
if (stream->readFlag())
{
char buf[CMD_SIZE];
stream->readLongString(CMD_SIZE - 1, buf);
mTickCommand = buf;
}
}
//ConsoleMethod( CollisionTrigger, getNumObjects, S32, 2, 2, "")
DefineEngineMethod(CollisionTrigger, getNumObjects, S32, (), ,
"@brief Get the number of objects that are within the CollisionTrigger's bounds.\n\n"
"@see getObject()\n")
{
return object->getNumCollisionTriggeringObjects();
}
//ConsoleMethod( CollisionTrigger, getObject, S32, 3, 3, "(int idx)")
DefineEngineMethod(CollisionTrigger, getObject, S32, (S32 index), ,
"@brief Retrieve the requested object that is within the CollisionTrigger's bounds.\n\n"
"@param index Index of the object to get (range is 0 to getNumObjects()-1)\n"
"@returns The SimObjectID of the object, or -1 if the requested index is invalid.\n"
"@see getNumObjects()\n")
{
if (index >= object->getNumCollisionTriggeringObjects() || index < 0)
return -1;
else
return object->getObject(U32(index))->getId();
}

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@ -1,145 +0,0 @@
//-----------------------------------------------------------------------------
// 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 _H_CollisionTrigger
#define _H_CollisionTrigger
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _EARLYOUTPOLYLIST_H_
#include "collision/earlyOutPolyList.h"
#endif
#ifndef _MPOLYHEDRON_H_
#include "math/mPolyhedron.h"
#endif
#ifndef _TRIGGER_H_
#include "T3D/trigger.h"
#endif
class Convex;
class PhysicsBody;
class TriggerPolyhedronType;
class CollisionTrigger : public GameBase
{
typedef GameBase Parent;
/// CollisionTrigger polyhedron with *outward* facing normals and CCW ordered
/// vertices.
Polyhedron mCollisionTriggerPolyhedron;
EarlyOutPolyList mClippedList;
Vector<GameBase*> mObjects;
PhysicsBody *mPhysicsRep;
U32 mLastThink;
U32 mCurrTick;
Convex *mConvexList;
String mEnterCommand;
String mLeaveCommand;
String mTickCommand;
enum CollisionTriggerUpdateBits
{
TransformMask = Parent::NextFreeMask << 0,
PolyMask = Parent::NextFreeMask << 1,
EnterCmdMask = Parent::NextFreeMask << 2,
LeaveCmdMask = Parent::NextFreeMask << 3,
TickCmdMask = Parent::NextFreeMask << 4,
NextFreeMask = Parent::NextFreeMask << 5,
};
static const U32 CMD_SIZE = 1024;
protected:
static bool smRenderCollisionTriggers;
bool testObject(GameBase* enter);
void processTick(const Move *move);
void buildConvex(const Box3F& box, Convex* convex);
static bool setEnterCmd(void *object, const char *index, const char *data);
static bool setLeaveCmd(void *object, const char *index, const char *data);
static bool setTickCmd(void *object, const char *index, const char *data);
public:
CollisionTrigger();
~CollisionTrigger();
// SimObject
DECLARE_CONOBJECT(CollisionTrigger);
DECLARE_CALLBACK(void, onAdd, (U32 objectId));
DECLARE_CALLBACK(void, onRemove, (U32 objectId));
static void consoleInit();
static void initPersistFields();
bool onAdd();
void onRemove();
void onDeleteNotify(SimObject*);
void inspectPostApply();
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection *conn, BitStream* stream);
// SceneObject
void setTransform(const MatrixF &mat);
void prepRenderImage(SceneRenderState* state);
// GameBase
bool onNewDataBlock(GameBaseData *dptr, bool reload);
// CollisionTrigger
void setTriggerPolyhedron(const Polyhedron&);
void potentialEnterObject(GameBase*);
U32 getNumCollisionTriggeringObjects() const;
GameBase* getObject(const U32);
const Vector<GameBase*>& getObjects() const { return mObjects; }
void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat);
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
};
inline U32 CollisionTrigger::getNumCollisionTriggeringObjects() const
{
return mObjects.size();
}
inline GameBase* CollisionTrigger::getObject(const U32 index)
{
AssertFatal(index < getNumCollisionTriggeringObjects(), "Error, out of range object index");
return mObjects[index];
}
#endif // _H_CollisionTrigger

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@ -1,122 +0,0 @@
#include "T3D/components/collision/raycastColliderComponent.h"
#include "T3D/physics/physicsPlugin.h"
IMPLEMENT_CO_DATABLOCK_V1(RaycastColliderComponent);
RaycastColliderComponent::RaycastColliderComponent() :
mUseVelocity(false),
mOwnerPhysicsComponent(nullptr),
mRayDirection(VectorF::Zero),
mRayLength(1),
mPhysicsWorld(nullptr),
mOldPosition(Point3F::Zero),
mMask(-1)
{
}
RaycastColliderComponent::~RaycastColliderComponent()
{
}
bool RaycastColliderComponent::onAdd()
{
if (!Parent::onAdd())
return false;
if (PHYSICSMGR)
mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
return true;
}
void RaycastColliderComponent::onRemove()
{
Parent::onRemove();
}
void RaycastColliderComponent::initPersistFields()
{
Parent::initPersistFields();
}
void RaycastColliderComponent::onComponentAdd()
{
PhysicsComponent* physComp = mOwner->getComponent<PhysicsComponent>();
if (physComp)
{
mOwnerPhysicsComponent = physComp;
}
}
void RaycastColliderComponent::onComponentRemove()
{
mOwnerPhysicsComponent = nullptr;
}
void RaycastColliderComponent::componentAddedToOwner(Component *comp)
{
Parent::componentAddedToOwner(comp);
PhysicsComponent* physComp = dynamic_cast<PhysicsComponent*>(comp);
if (physComp)
{
mOwnerPhysicsComponent = physComp;
}
}
void RaycastColliderComponent::componentRemovedFromOwner(Component *comp)
{
Parent::componentRemovedFromOwner(comp);
if (mOwnerPhysicsComponent != nullptr && mOwnerPhysicsComponent->getId() == comp->getId())
{
mOwnerPhysicsComponent = nullptr;
}
}
void RaycastColliderComponent::processTick()
{
Parent::processTick();
// Raycast the abstract PhysicsWorld if a PhysicsPlugin exists.
bool hit = false;
Point3F start = mOldPosition;
Point3F end;
if (mUseVelocity)
{
//our end is the new position
end = mOwner->getPosition();
}
else
{
end = start + (mRayDirection * mRayLength);
}
RayInfo rInfo;
if (mPhysicsWorld)
hit = mPhysicsWorld->castRay(start, end, &rInfo, Point3F::Zero);
else
hit = mOwner->getContainer()->castRay(start, end, mMask, &rInfo);
if (hit)
{
}
if (mUseVelocity)
mOldPosition = end;
}
void RaycastColliderComponent::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
}
void RaycastColliderComponent::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
}

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@ -1,46 +0,0 @@
#pragma once
#include "T3D/components/collision/collisionComponent.h"
#include "T3D/components/physics/physicsComponent.h"
#include "T3D/physics/physicsWorld.h"
class RaycastColliderComponent : public CollisionComponent
{
typedef CollisionComponent Parent;
//If we're velocity based, we need a physics component on our owner to calculate the vel
bool mUseVelocity;
PhysicsComponent* mOwnerPhysicsComponent;
//If we're not using velocity, we'll just have a set direction and length we check against
VectorF mRayDirection;
F32 mRayLength;
PhysicsWorld *mPhysicsWorld;
Point3F mOldPosition;
U32 mMask;
public:
DECLARE_CONOBJECT(RaycastColliderComponent);
RaycastColliderComponent();
~RaycastColliderComponent();
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
//This is called when a different component is added to our owner entity
virtual void componentAddedToOwner(Component *comp);
//This is called when a different component is removed from our owner entity
virtual void componentRemovedFromOwner(Component *comp);
virtual void processTick();
virtual void interpolateTick(F32 dt);
virtual void advanceTime(F32 dt);
};

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@ -1,607 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/collision/shapeCollisionComponent.h"
#include "T3D/components/collision/shapeCollisionComponent_ScriptBinding.h"
#include "T3D/components/physics/physicsComponent.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsCollision.h"
#include "T3D/gameBase/gameConnection.h"
#include "collision/extrudedPolyList.h"
#include "math/mathIO.h"
#include "gfx/sim/debugDraw.h"
#include "collision/concretePolyList.h"
#include "T3D/trigger.h"
#include "opcode/Opcode.h"
#include "opcode/Ice/IceAABB.h"
#include "opcode/Ice/IcePoint.h"
#include "opcode/OPC_AABBTree.h"
#include "opcode/OPC_AABBCollider.h"
#include "math/mathUtils.h"
#include "materials/baseMatInstance.h"
#include "collision/vertexPolyList.h"
extern bool gEditingMission;
static bool sRenderColliders = false;
//Docs
ConsoleDocClass(ShapeCollisionComponent,
"@brief The Box Collider component uses a box or rectangular convex shape for collisions.\n\n"
"Colliders are individualized components that are similarly based off the CollisionInterface core.\n"
"They are basically the entire functionality of how Torque handles collisions compacted into a single component.\n"
"A collider will both collide against and be collided with, other entities.\n"
"Individual colliders will offer different shapes. This box collider will generate a box/rectangle convex, \n"
"while the mesh collider will take the owner Entity's rendered shape and do polysoup collision on it, etc.\n\n"
"The general flow of operations for how collisions happen is thus:\n"
" -When the component is added(or updated) prepCollision() is called.\n"
" This will set up our initial convex shape for usage later.\n\n"
" -When we update via processTick(), we first test if our entity owner is mobile.\n"
" If our owner isn't mobile(as in, they have no components that provide it a velocity to move)\n"
" then we skip doing our active collision checks. Collisions are checked by the things moving, as\n"
" opposed to being reactionary. If we're moving, we call updateWorkingCollisionSet().\n"
" updateWorkingCollisionSet() estimates our bounding space for our current ticket based on our position and velocity.\n"
" If our bounding space has changed since the last tick, we proceed to call updateWorkingList() on our convex.\n"
" This notifies any object in the bounding space that they may be collided with, so they will call buildConvex().\n"
" buildConvex() will set up our ConvexList with our collision convex info.\n\n"
" -When the component that is actually causing our movement, such as SimplePhysicsBehavior, updates, it will check collisions.\n"
" It will call checkCollisions() on us. checkCollisions() will first build a bounding shape for our convex, and test\n"
" if we can early out because we won't hit anything based on our starting point, velocity, and tick time.\n"
" If we don't early out, we proceed to call updateCollisions(). This builds an ExtrudePolyList, which is then extruded\n"
" based on our velocity. We then test our extruded polies on our working list of objects we build\n"
" up earlier via updateWorkingCollisionSet. Any collisions that happen here will be added to our mCollisionList.\n"
" Finally, we call handleCollisionList() on our collisionList, which then queues out the colliison notice\n"
" to the object(s) we collided with so they can do callbacks and the like. We also report back on if we did collide\n"
" to the physics component via our bool return in checkCollisions() so it can make the physics react accordingly.\n\n"
"One interesting point to note is the usage of mBlockColliding.\n"
"This is set so that it dictates the return on checkCollisions(). If set to false, it will ensure checkCollisions()\n"
"will return false, regardless if we actually collided. This is useful, because even if checkCollisions() returns false,\n"
"we still handle the collisions so the callbacks happen. This enables us to apply a collider to an object that doesn't block\n"
"objects, but does have callbacks, so it can act as a trigger, allowing for arbitrarily shaped triggers, as any collider can\n"
"act as a trigger volume(including MeshCollider).\n\n"
"@tsexample\n"
"new ShapeCollisionComponentInstance()\n"
"{\n"
" template = ShapeCollisionComponentTemplate;\n"
" colliderSize = \"1 1 2\";\n"
" blockColldingObject = \"1\";\n"
"};\n"
"@endtsexample\n"
"@see SimplePhysicsBehavior\n"
"@ingroup Collision\n"
"@ingroup Components\n"
);
//Docs
/////////////////////////////////////////////////////////////////////////
ImplementEnumType(CollisionMeshMeshType,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{ ShapeCollisionComponent::None, "None", "No mesh data." },
{ ShapeCollisionComponent::Bounds, "Bounds", "Bounding box of the shape." },
{ ShapeCollisionComponent::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
{ ShapeCollisionComponent::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
EndImplementEnumType;
//
ShapeCollisionComponent::ShapeCollisionComponent() : CollisionComponent()
{
mFriendlyName = "Shape Collision Component";
mFriendlyName = "Shape Collision";
mComponentType = "Collision";
mDescription = getDescriptionText("A stub component class that physics components should inherit from.");
mOwnerRenderInterface = NULL;
mOwnerPhysicsComp = NULL;
mBlockColliding = true;
mCollisionType = CollisionMesh;
mLOSType = CollisionMesh;
mDecalType = CollisionMesh;
colisionMeshPrefix = StringTable->insert("Collision");
CollisionMoveMask = (TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
VehicleBlockerObjectType | DynamicShapeObjectType | StaticObjectType | EntityObjectType | TriggerObjectType);
mAnimated = false;
mCollisionInited = false;
}
ShapeCollisionComponent::~ShapeCollisionComponent()
{
for (S32 i = 0; i < mFields.size(); ++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CONOBJECT(ShapeCollisionComponent);
void ShapeCollisionComponent::onComponentAdd()
{
Parent::onComponentAdd();
RenderComponentInterface *renderInterface = mOwner->getComponent<RenderComponentInterface>();
if (renderInterface)
{
renderInterface->onShapeInstanceChanged.notify(this, &ShapeCollisionComponent::targetShapeChanged);
mOwnerRenderInterface = renderInterface;
}
//physicsInterface
PhysicsComponent *physicsComp = mOwner->getComponent<PhysicsComponent>();
if (physicsComp)
{
mOwnerPhysicsComp = physicsComp;
}
else
{
if (PHYSICSMGR)
{
mPhysicsRep = PHYSICSMGR->createBody();
}
}
prepCollision();
}
void ShapeCollisionComponent::onComponentRemove()
{
SAFE_DELETE(mPhysicsRep);
mOwnerPhysicsComp = nullptr;
mCollisionInited = false;
Parent::onComponentRemove();
}
void ShapeCollisionComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
//test if this is a shape component!
RenderComponentInterface *renderInterface = dynamic_cast<RenderComponentInterface*>(comp);
if (renderInterface)
{
renderInterface->onShapeInstanceChanged.notify(this, &ShapeCollisionComponent::targetShapeChanged);
mOwnerRenderInterface = renderInterface;
prepCollision();
}
PhysicsComponent *physicsComp = dynamic_cast<PhysicsComponent*>(comp);
if (physicsComp)
{
if (mPhysicsRep)
SAFE_DELETE(mPhysicsRep);
mOwnerPhysicsComp = physicsComp;
prepCollision();
}
}
void ShapeCollisionComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
//test if this is a shape component!
RenderComponentInterface *renderInterface = dynamic_cast<RenderComponentInterface*>(comp);
if (renderInterface)
{
renderInterface->onShapeInstanceChanged.remove(this, &ShapeCollisionComponent::targetShapeChanged);
mOwnerRenderInterface = NULL;
prepCollision();
}
//physicsInterface
PhysicsComponent *physicsComp = dynamic_cast<PhysicsComponent*>(comp);
if (physicsComp)
{
mPhysicsRep = PHYSICSMGR->createBody();
mCollisionInited = false;
mOwnerPhysicsComp = nullptr;
prepCollision();
}
}
void ShapeCollisionComponent::checkDependencies()
{
}
void ShapeCollisionComponent::initPersistFields()
{
Parent::initPersistFields();
addGroup("Collision");
addField("CollisionType", TypeCollisionMeshMeshType, Offset(mCollisionType, ShapeCollisionComponent),
"The type of mesh data to use for collision queries.");
addField("LineOfSightType", TypeCollisionMeshMeshType, Offset(mLOSType, ShapeCollisionComponent),
"The type of mesh data to use for collision queries.");
addField("DecalType", TypeCollisionMeshMeshType, Offset(mDecalType, ShapeCollisionComponent),
"The type of mesh data to use for collision queries.");
addField("CollisionMeshPrefix", TypeString, Offset(colisionMeshPrefix, ShapeCollisionComponent),
"The type of mesh data to use for collision queries.");
addField("BlockCollisions", TypeBool, Offset(mBlockColliding, ShapeCollisionComponent), "");
endGroup("Collision");
}
void ShapeCollisionComponent::inspectPostApply()
{
// Apply any transformations set in the editor
Parent::inspectPostApply();
if (isServerObject())
{
setMaskBits(ColliderMask);
prepCollision();
}
}
U32 ShapeCollisionComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & (ColliderMask | InitialUpdateMask)))
{
stream->write((U32)mCollisionType);
stream->writeString(colisionMeshPrefix);
}
return retMask;
}
void ShapeCollisionComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag()) // UpdateMask
{
U32 collisionType = CollisionMesh;
stream->read(&collisionType);
// Handle it if we have changed CollisionType's
if ((MeshType)collisionType != mCollisionType)
{
mCollisionType = (MeshType)collisionType;
prepCollision();
}
char readBuffer[1024];
stream->readString(readBuffer);
colisionMeshPrefix = StringTable->insert(readBuffer);
}
}
void ShapeCollisionComponent::ownerTransformSet(MatrixF *mat)
{
/*bool isSrv = isServerObject();
if (mPhysicsRep && mCollisionInited)
mPhysicsRep->setTransform(mOwner->getTransform());*/
}
//Setup
void ShapeCollisionComponent::targetShapeChanged(RenderComponentInterface* instanceInterface)
{
prepCollision();
}
void ShapeCollisionComponent::prepCollision()
{
if (!mOwner)
return;
// Let the client know that the collision was updated
setMaskBits(ColliderMask);
mOwner->disableCollision();
if (mCollisionType == None)
return;
//Physics API
PhysicsCollision *colShape = NULL;
if (mCollisionType == Bounds)
{
MatrixF offset(true);
if (mOwnerRenderInterface && mOwnerRenderInterface->getShape())
offset.setPosition(mOwnerRenderInterface->getShape()->center);
colShape = PHYSICSMGR->createCollision();
colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset);
}
else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh /*&& !mOwner->getComponent<AnimatedMesh>()*/))
{
colShape = buildColShapes();
}
if (colShape)
{
mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
if (mPhysicsRep)
{
if (mBlockColliding)
mPhysicsRep->init(colShape, 0, 0, mOwner, mPhysicsWorld);
else
mPhysicsRep->init(colShape, 0, PhysicsBody::BF_TRIGGER, mOwner, mPhysicsWorld);
mPhysicsRep->setTransform(mOwner->getTransform());
mCollisionInited = true;
}
}
mOwner->enableCollision();
onCollisionChanged.trigger(colShape);
}
//Update
void ShapeCollisionComponent::processTick()
{
if (!isActive())
return;
//callback if we have a persisting contact
if (mContactInfo.contactObject)
{
if (mContactInfo.contactTimer > 0)
{
if (isMethod("updateContact"))
Con::executef(this, "updateContact");
if (mOwner->isMethod("updateContact"))
Con::executef(mOwner, "updateContact");
}
++mContactInfo.contactTimer;
}
else if (mContactInfo.contactTimer != 0)
mContactInfo.clear();
}
void ShapeCollisionComponent::updatePhysics()
{
}
PhysicsCollision* ShapeCollisionComponent::getCollisionData()
{
if ((!PHYSICSMGR || mCollisionType == None) || mOwnerRenderInterface == NULL)
return NULL;
PhysicsCollision *colShape = NULL;
if (mCollisionType == Bounds)
{
MatrixF offset(true);
offset.setPosition(mOwnerRenderInterface->getShape()->center);
colShape = PHYSICSMGR->createCollision();
colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset);
}
else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh/* && !mOwner->getComponent<AnimatedMesh>()*/))
{
colShape = buildColShapes();
//colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale());
}
/*else if (mCollisionType == VisibleMesh && !mOwner->getComponent<AnimatedMesh>())
{
//We don't have support for visible mesh collisions with animated meshes currently in the physics abstraction layer
//so we don't generate anything if we're set to use a visible mesh but have an animated mesh component.
colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale());
}*/
else if (mCollisionType == VisibleMesh/* && mOwner->getComponent<AnimatedMesh>()*/)
{
Con::printf("ShapeCollisionComponent::updatePhysics: Cannot use visible mesh collisions with an animated mesh!");
}
return colShape;
}
bool ShapeCollisionComponent::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
{
if (!mCollisionType == None)
{
if (mPhysicsWorld)
{
return mPhysicsWorld->castRay(start, end, info, Point3F::Zero);
}
}
return false;
}
PhysicsCollision* ShapeCollisionComponent::buildColShapes()
{
PROFILE_SCOPE(ShapeCollisionComponent_buildColShapes);
PhysicsCollision *colShape = NULL;
U32 surfaceKey = 0;
TSShape* shape = mOwnerRenderInterface->getShape();
if (shape == nullptr)
return nullptr;
if (mCollisionType == VisibleMesh)
{
// Here we build triangle collision meshes from the
// visible detail levels.
// A negative subshape on the detail means we don't have geometry.
const TSShape::Detail &detail = shape->details[0];
if (detail.subShapeNum < 0)
return NULL;
// We don't try to optimize the triangles we're given
// and assume the art was created properly for collision.
ConcretePolyList polyList;
polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
// Create the collision meshes.
S32 start = shape->subShapeFirstObject[detail.subShapeNum];
S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
for (S32 o = start; o < end; o++)
{
const TSShape::Object &object = shape->objects[o];
if (detail.objectDetailNum >= object.numMeshes)
continue;
// No mesh or no verts.... nothing to do.
TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
if (!mesh || mesh->mNumVerts == 0)
continue;
// Gather the mesh triangles.
polyList.clear();
mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
// Create the collision shape if we haven't already.
if (!colShape)
colShape = PHYSICSMGR->createCollision();
// Get the object space mesh transform.
MatrixF localXfm;
shape->getNodeWorldTransform(object.nodeIndex, &localXfm);
colShape->addTriangleMesh(polyList.mVertexList.address(),
polyList.mVertexList.size(),
polyList.mIndexList.address(),
polyList.mIndexList.size() / 3,
localXfm);
}
// Return what we built... if anything.
return colShape;
}
else if (mCollisionType == CollisionMesh)
{
// Scan out the collision hulls...
//
// TODO: We need to support LOS collision for physics.
//
for (U32 i = 0; i < shape->details.size(); i++)
{
const TSShape::Detail &detail = shape->details[i];
const String &name = shape->names[detail.nameIndex];
// Is this a valid collision detail.
if (!dStrStartsWith(name, colisionMeshPrefix) || detail.subShapeNum < 0)
continue;
// Now go thru the meshes for this detail.
S32 start = shape->subShapeFirstObject[detail.subShapeNum];
S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
if (start >= end)
continue;
for (S32 o = start; o < end; o++)
{
const TSShape::Object &object = shape->objects[o];
const String &meshName = shape->names[object.nameIndex];
if (object.numMeshes <= detail.objectDetailNum)
continue;
// No mesh, a flat bounds, or no verts.... nothing to do.
TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
if (!mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0)
continue;
// We need the default mesh transform.
MatrixF localXfm;
shape->getNodeWorldTransform(object.nodeIndex, &localXfm);
// We have some sort of collision shape... so allocate it.
if (!colShape)
colShape = PHYSICSMGR->createCollision();
// Any other mesh name we assume as a generic convex hull.
//
// Collect the verts using the vertex polylist which will
// filter out duplicates. This is importaint as the convex
// generators can sometimes fail with duplicate verts.
//
VertexPolyList polyList;
MatrixF meshMat(localXfm);
Point3F t = meshMat.getPosition();
t.convolve(mOwner->getScale());
meshMat.setPosition(t);
polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
colShape->addConvex(polyList.getVertexList().address(),
polyList.getVertexList().size(),
meshMat);
} // objects
} // details
}
return colShape;
}

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@ -1,137 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef SHAPE_COLLISION_COMPONENT_H
#define SHAPE_COLLISION_COMPONENT_H
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
#ifndef COLLISION_COMPONENT_H
#include "T3D/components/collision/collisionComponent.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
class TSShapeInstance;
class SceneRenderState;
class ShapeCollisionComponent;
class PhysicsBody;
class PhysicsWorld;
class ShapeCollisionComponent : public CollisionComponent
{
typedef Component Parent;
public:
enum MeshType
{
None = 0, ///< No mesh
Bounds = 1, ///< Bounding box of the shape
CollisionMesh = 2, ///< Specifically designated collision meshes
VisibleMesh = 3 ///< Rendered mesh polygons
};
protected:
MeshType mCollisionType;
MeshType mDecalType;
MeshType mLOSType;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
StringTableEntry colisionMeshPrefix;
RenderComponentInterface* mOwnerRenderInterface;
PhysicsComponent* mOwnerPhysicsComp;
//only really relevent for the collision mesh type
//if we note an animation component is added, we flag as being animated.
//This way, if we're using collision meshes, we can set it up to update their transforms
//as needed
bool mAnimated;
enum
{
ColliderMask = Parent::NextFreeMask,
};
public:
ShapeCollisionComponent();
virtual ~ShapeCollisionComponent();
DECLARE_CONOBJECT(ShapeCollisionComponent);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void ownerTransformSet(MatrixF *mat);
void targetShapeChanged(RenderComponentInterface* instanceInterface);
virtual void onComponentRemove();
virtual void onComponentAdd();
virtual void checkDependencies();
static void initPersistFields();
void inspectPostApply();
//Setup
virtual void prepCollision();
//Updates
virtual void processTick();
PhysicsCollision* buildColShapes();
void updatePhysics();
virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere){ return false; }
virtual PhysicsCollision* getCollisionData();
};
typedef ShapeCollisionComponent::MeshType CollisionMeshMeshType;
DefineEnumType(CollisionMeshMeshType);
#endif // COLLISION_COMPONENT_H

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@ -1,172 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/collision/shapeCollisionComponent.h"
#include "materials/baseMatInstance.h"
DefineEngineMethod(CollisionComponent, getNumberOfContacts, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
return object->getCollisionList()->getCount();
}
DefineEngineMethod(CollisionComponent, getBestContact, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
return 0;
}
DefineEngineMethod(CollisionComponent, getContactNormal, Point3F, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactNormal;
}
}
return Point3F::Zero;
}
DefineEngineMethod(CollisionComponent, getContactMaterial, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
if (object->getContactInfo()->contactMaterial != NULL)
return object->getContactInfo()->contactMaterial->getMaterial()->getId();
}
}
return 0;
}
DefineEngineMethod(CollisionComponent, getContactObject, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
return object->getContactInfo()->contactObject != NULL ? object->getContactInfo()->contactObject->getId() : 0;
}
return 0;
}
DefineEngineMethod(CollisionComponent, getContactPoint, Point3F, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactPoint;
}
}
return Point3F::Zero;
}
DefineEngineMethod(CollisionComponent, getContactTime, S32, (), ,
"Gets the number of contacts this collider has hit.\n"
"@return The number of static fields defined on the object.")
{
if (object->getContactInfo())
{
if (object->getContactInfo()->contactObject)
{
return object->getContactInfo()->contactTimer;
}
}
return 0;
}
DefineEngineMethod(ShapeCollisionComponent, hasContact, bool, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->hasContact();
}
DefineEngineMethod(ShapeCollisionComponent, getCollisionCount, S32, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionCount();
}
DefineEngineMethod(ShapeCollisionComponent, getCollisionNormal, Point3F, (S32 collisionIndex), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionNormal(collisionIndex);
}
DefineEngineMethod(ShapeCollisionComponent, getCollisionAngle, F32, (S32 collisionIndex, VectorF upVector), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getCollisionAngle(collisionIndex, upVector);
}
DefineEngineMethod(ShapeCollisionComponent, getBestCollisionAngle, F32, (VectorF upVector), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getBestCollisionAngle(upVector);
}

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@ -1,216 +0,0 @@
#include "simpleHitboxComponent.h"
IMPLEMENT_CO_NETOBJECT_V1(SimpleHitboxComponent);
SimpleHitboxComponent::SimpleHitboxComponent() :
// location of head, torso, legs
mBoxHeadPercentage(0.85f),
mBoxTorsoPercentage(0.55f),
mBoxLeftPercentage(0),
mBoxRightPercentage(1),
mBoxBackPercentage(0),
mBoxFrontPercentage(1),
mIsProne(false)
{
}
SimpleHitboxComponent::~SimpleHitboxComponent()
{
}
void SimpleHitboxComponent::initPersistFields()
{
addGroup("Hitbox");
addField("headPercentage", TypeF32, Offset(mBoxHeadPercentage, SimpleHitboxComponent), "");
addField("torsoPercentage", TypeF32, Offset(mBoxTorsoPercentage, SimpleHitboxComponent), "");
addField("leftPercentage", TypeF32, Offset(mBoxLeftPercentage, SimpleHitboxComponent), "");
addField("rightPercentage", TypeF32, Offset(mBoxRightPercentage, SimpleHitboxComponent), "");
addField("backPercentage", TypeF32, Offset(mBoxBackPercentage, SimpleHitboxComponent), "");
addField("frontPercentage", TypeF32, Offset(mBoxFrontPercentage, SimpleHitboxComponent), "");
addField("isProne", TypeF32, Offset(mIsProne, SimpleHitboxComponent), "");
endGroup("Hitbox");
Parent::initPersistFields();
}
void SimpleHitboxComponent::onComponentAdd()
{
Parent::onComponentAdd();
}
void SimpleHitboxComponent::componentAddedToOwner(Component *comp)
{
Parent::componentAddedToOwner(comp);
}
void SimpleHitboxComponent::componentRemovedFromOwner(Component *comp)
{
Parent::componentRemovedFromOwner(comp);
}
void SimpleHitboxComponent::processTick()
{
Parent::processTick();
}
void SimpleHitboxComponent::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
}
void SimpleHitboxComponent::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
}
void SimpleHitboxComponent::getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad)
{
Point3F newPoint;
mOwner->getWorldToObj().mulP(in_rPos, &newPoint);
Point3F boxSize = mOwner->getObjBox().getExtents();
F32 boxHeight = boxSize.z;
F32 pointHeight = newPoint.z;
if (mIsProne)
pointHeight = newPoint.y; //this assumes we're y-forward
F32 zTorso = mBoxTorsoPercentage;
F32 zHead = mBoxHeadPercentage;
zTorso *= boxHeight;
zHead *= boxHeight;
if (pointHeight <= zTorso)
out_rpVert = "legs";
else if (pointHeight <= zHead)
out_rpVert = "torso";
else
out_rpVert = "head";
if (dStrcmp(out_rpVert, "head") != 0)
{
if (newPoint.y >= 0.0f)
{
if (newPoint.x <= 0.0f)
out_rpQuad = "front_left";
else
out_rpQuad = "front_right";
}
else
{
if (newPoint.x <= 0.0f)
out_rpQuad = "back_left";
else
out_rpQuad = "back_right";
}
}
else
{
F32 backToFront = boxSize.x;
F32 leftToRight = boxSize.y;
F32 backPoint = backToFront * mBoxBackPercentage;
F32 frontPoint = backToFront * mBoxFrontPercentage;
F32 leftPoint = leftToRight * mBoxLeftPercentage;
F32 rightPoint = leftToRight * mBoxRightPercentage;
S32 index = 0;
if (newPoint.y < backPoint)
index += 0;
else if (newPoint.y >= frontPoint)
index += 3;
else
index += 6;
if (newPoint.x < leftPoint)
index += 0;
else if (newPoint.x >= rightPoint)
index += 1;
else
index += 2;
switch (index)
{
case 0: out_rpQuad = "left_back"; break;
case 1: out_rpQuad = "middle_back"; break;
case 2: out_rpQuad = "right_back"; break;
case 3: out_rpQuad = "left_middle"; break;
case 4: out_rpQuad = "middle_middle"; break;
case 5: out_rpQuad = "right_middle"; break;
case 6: out_rpQuad = "left_front"; break;
case 7: out_rpQuad = "middle_front"; break;
case 8: out_rpQuad = "right_front"; break;
default:
AssertFatal(0, "Bad non-tant index");
};
}
}
DefineEngineMethod(SimpleHitboxComponent, getDamageLocation, const char*, (Point3F pos), ,
"@brief Get the named damage location and modifier for a given world position.\n\n"
"the Player object can simulate different hit locations based on a pre-defined set "
"of PlayerData defined percentages. These hit percentages divide up the Player's "
"bounding box into different regions. The diagram below demonstrates how the various "
"PlayerData properties split up the bounding volume:\n\n"
"<img src=\"images/player_damageloc.png\">\n\n"
"While you may pass in any world position and getDamageLocation() will provide a best-fit "
"location, you should be aware that this can produce some interesting results. For example, "
"any position that is above PlayerData::boxHeadPercentage will be considered a 'head' hit, even "
"if the world position is high in the sky. Therefore it may be wise to keep the passed in point "
"to somewhere on the surface of, or within, the Player's bounding volume.\n\n"
"@note This method will not return an accurate location when the player is "
"prone or swimming.\n\n"
"@param pos A world position for which to retrieve a body region on this player.\n"
"@return a string containing two words (space separated strings), where the "
"first is a location and the second is a modifier.\n\n"
"Posible locations:<ul>"
"<li>head</li>"
"<li>torso</li>"
"<li>legs</li></ul>\n"
"Head modifiers:<ul>"
"<li>left_back</li>"
"<li>middle_back</li>"
"<li>right_back</li>"
"<li>left_middle</li>"
"<li>middle_middle</li>"
"<li>right_middle</li>"
"<li>left_front</li>"
"<li>middle_front</li>"
"<li>right_front</li></ul>\n"
"Legs/Torso modifiers:<ul>"
"<li>front_left</li>"
"<li>front_right</li>"
"<li>back_left</li>"
"<li>back_right</li></ul>\n"
"@see PlayerData::boxHeadPercentage\n"
"@see PlayerData::boxHeadFrontPercentage\n"
"@see PlayerData::boxHeadBackPercentage\n"
"@see PlayerData::boxHeadLeftPercentage\n"
"@see PlayerData::boxHeadRightPercentage\n"
"@see PlayerData::boxTorsoPercentage\n"
)
{
const char *buffer1;
const char *buffer2;
object->getDamageLocation(pos, buffer1, buffer2);
static const U32 bufSize = 128;
char *buff = Con::getReturnBuffer(bufSize);
dSprintf(buff, bufSize, "%s %s", buffer1, buffer2);
return buff;
}

View file

@ -1,39 +0,0 @@
#pragma once
#include "T3D/components/component.h"
class SimpleHitboxComponent : public Component
{
typedef Component Parent;
// location of head, torso, legs
F32 mBoxHeadPercentage;
F32 mBoxTorsoPercentage;
// damage locations
F32 mBoxLeftPercentage;
F32 mBoxRightPercentage;
F32 mBoxBackPercentage;
F32 mBoxFrontPercentage;
// Is our hitbox horizontal, usually due to being prone, swimming, etc
bool mIsProne;
public:
SimpleHitboxComponent();
~SimpleHitboxComponent();
static void initPersistFields();
virtual void onComponentAdd();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void processTick();
virtual void interpolateTick(F32 dt);
virtual void advanceTime(F32 dt);
void getDamageLocation(const Point3F& in_rPos, const char *&out_rpVert, const char *&out_rpQuad);
DECLARE_CONOBJECT(SimpleHitboxComponent);
};

View file

@ -1,739 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/simBase.h"
#include "console/consoleTypes.h"
#include "T3D/components/component.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "console/consoleInternal.h"
#include "T3D/assets/MaterialAsset.h"
#define DECLARE_NATIVE_COMPONENT( ComponentType ) \
Component* staticComponentTemplate = new ComponentType; \
Sim::gNativeComponentSet->addObject(staticComponentTemplate);
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
Component::Component()
{
mFriendlyName = StringTable->EmptyString();
mFromResource = StringTable->EmptyString();
mComponentType = StringTable->EmptyString();
mComponentGroup = StringTable->EmptyString();
mNetworkType = StringTable->EmptyString();
mTemplateName = StringTable->EmptyString();
//mDependency = StringTable->EmptyString();
mNetworked = false;
// [tom, 1/12/2007] We manage the memory for the description since it
// could be loaded from a file and thus massive. This is accomplished with
// protected fields, but since they still call Con::getData() the field
// needs to always be valid. This is pretty lame.
mDescription = new char[1];
((char *)mDescription)[0] = 0;
mOwner = NULL;
mCanSaveFieldDictionary = false;
mOriginatingAssetId = StringTable->EmptyString();
mIsServerObject = true;
componentIdx = 0;
mHidden = false;
mEnabled = true;
mDirtyMaskBits = 0;
}
Component::~Component()
{
for (S32 i = 0; i < mFields.size(); ++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(Component);
//////////////////////////////////////////////////////////////////////////
void Component::initPersistFields()
{
addGroup("Component");
addField("componentType", TypeCaseString, Offset(mComponentType, Component), "The type of behavior.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addField("networkType", TypeCaseString, Offset(mNetworkType, Component), "The type of behavior.", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addField("friendlyName", TypeCaseString, Offset(mFriendlyName, Component), "Human friendly name of this behavior", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addProtectedField("description", TypeCaseString, Offset(mDescription, Component), &setDescription, &getDescription,
"The description of this behavior which can be set to a \"string\" or a fileName\n", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addField("networked", TypeBool, Offset(mNetworked, Component), "Is this behavior ghosted to clients?", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addProtectedField("Owner", TypeSimObjectPtr, Offset(mOwner, Component), &setOwner, &defaultProtectedGetFn, "", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
//addField("hidden", TypeBool, Offset(mHidden, Component), "Flags if this behavior is shown in the editor or not", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
addProtectedField("enabled", TypeBool, Offset(mEnabled, Component), &_setEnabled, &defaultProtectedGetFn, "");
addField("originatingAsset", TypeComponentAssetPtr, Offset(mOriginatingAsset, Component),
"Asset that spawned this component, used for tracking/housekeeping", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
endGroup("Component");
Parent::initPersistFields();
//clear out irrelevent fields
removeField("name");
//removeField("internalName");
removeField("parentGroup");
//removeField("class");
removeField("superClass");
removeField("hidden");
removeField("canSave");
removeField("canSaveDynamicFields");
removeField("persistentId");
}
bool Component::_setEnabled(void *object, const char *index, const char *data)
{
Component *c = static_cast<Component*>(object);
c->mEnabled = dAtob(data);
c->setMaskBits(EnableMask);
return true;
}
//////////////////////////////////////////////////////////////////////////
bool Component::setDescription(void *object, const char *index, const char *data)
{
Component *bT = static_cast<Component *>(object);
SAFE_DELETE_ARRAY(bT->mDescription);
bT->mDescription = bT->getDescriptionText(data);
// We return false since we don't want the console to mess with the data
return false;
}
const char * Component::getDescription(void* obj, const char* data)
{
Component *object = static_cast<Component *>(obj);
return object->mDescription ? object->mDescription : "";
}
//////////////////////////////////////////////////////////////////////////
bool Component::onAdd()
{
if (!Parent::onAdd())
return false;
setMaskBits(UpdateMask);
setMaskBits(NamespaceMask);
return true;
}
void Component::onRemove()
{
onDataSet.removeAll();
if (mOwner)
{
//notify our removal to the owner, so we have no loose ends
mOwner->removeComponent(this, false);
}
Parent::onRemove();
}
void Component::onComponentAdd()
{
if (isServerObject())
{
if (isMethod("onAdd"))
Con::executef(this, "onAdd");
}
mEnabled = true;
}
void Component::onComponentRemove()
{
mEnabled = false;
if (isServerObject())
{
if (isMethod("onRemove"))
Con::executef(this, "onRemove");
}
if (mOwner)
{
mOwner->onComponentAdded.remove(this, &Component::componentAddedToOwner);
mOwner->onComponentRemoved.remove(this, &Component::componentRemovedFromOwner);
}
mOwner = NULL;
setDataField("owner", NULL, "");
}
void Component::setOwner(Entity* owner)
{
//first, catch if we have an existing owner, and we're changing from it
if (mOwner && mOwner != owner)
{
mOwner->onComponentAdded.remove(this, &Component::componentAddedToOwner);
mOwner->onComponentRemoved.remove(this, &Component::componentRemovedFromOwner);
mOwner->removeComponent(this, false);
}
mOwner = owner;
if (mOwner != NULL)
{
mOwner->onComponentAdded.notify(this, &Component::componentAddedToOwner);
mOwner->onComponentRemoved.notify(this, &Component::componentRemovedFromOwner);
}
if (isServerObject())
{
setMaskBits(OwnerMask);
//if we have any outstanding maskbits, push them along to have the network update happen on the entity
if (mDirtyMaskBits != 0 && mOwner)
{
mOwner->setMaskBits(Entity::ComponentsUpdateMask);
}
}
}
void Component::componentAddedToOwner(Component *comp)
{
return;
}
void Component::componentRemovedFromOwner(Component *comp)
{
return;
}
void Component::setMaskBits(U32 orMask)
{
AssertFatal(orMask != 0, "Invalid net mask bits set.");
if (mOwner)
mOwner->setComponentNetMask(this, orMask);
}
U32 Component::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = 0;
/*if (mask & OwnerMask)
{
if (mOwner != NULL)
{
S32 ghostIndex = con->getGhostIndex(mOwner);
if (ghostIndex == -1)
{
stream->writeFlag(false);
retMask |= OwnerMask;
}
else
{
stream->writeFlag(true);
stream->writeFlag(true);
stream->writeInt(ghostIndex, NetConnection::GhostIdBitSize);
}
}
else
{
stream->writeFlag(true);
stream->writeFlag(false);
}
}
else
stream->writeFlag(false);*/
if (stream->writeFlag(mask & EnableMask))
{
stream->writeFlag(mEnabled);
}
/*if (stream->writeFlag(mask & NamespaceMask))
{
const char* name = getName();
if (stream->writeFlag(name && name[0]))
stream->writeString(String(name));
if (stream->writeFlag(mSuperClassName && mSuperClassName[0]))
stream->writeString(String(mSuperClassName));
if (stream->writeFlag(mClassName && mClassName[0]))
stream->writeString(String(mClassName));
}*/
return retMask;
}
void Component::unpackUpdate(NetConnection *con, BitStream *stream)
{
/*if (stream->readFlag())
{
if (stream->readFlag())
{
//we have an owner object, so fetch it
S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
Entity *e = dynamic_cast<Entity*>(con->resolveGhost(gIndex));
if (e)
e->addComponent(this);
}
else
{
//it's being nulled out
setOwner(NULL);
}
}*/
if (stream->readFlag())
{
mEnabled = stream->readFlag();
}
/*if (stream->readFlag())
{
if (stream->readFlag())
{
char name[256];
stream->readString(name);
assignName(name);
}
if (stream->readFlag())
{
char superClassname[256];
stream->readString(superClassname);
mSuperClassName = superClassname;
}
if (stream->readFlag())
{
char classname[256];
stream->readString(classname);
mClassName = classname;
}
linkNamespaces();
}*/
}
void Component::packToStream(Stream &stream, U32 tabStop, S32 behaviorID, U32 flags /* = 0 */)
{
char buffer[1024];
writeFields(stream, tabStop);
// Write out the fields which the behavior template knows about
for (int i = 0; i < getComponentFieldCount(); i++)
{
ComponentField *field = getComponentField(i);
const char *objFieldValue = getDataField(field->mFieldName, NULL);
// If the field holds the same value as the template's default value than it
// will get initialized by the template, and so it won't be included just
// to try to keep the object files looking as non-horrible as possible.
if (dStrcmp(field->mDefaultValue, objFieldValue) != 0)
{
dSprintf(buffer, sizeof(buffer), "%s = \"%s\";\n", field->mFieldName, (dStrlen(objFieldValue) > 0 ? objFieldValue : "0"));
stream.writeTabs(tabStop);
stream.write(dStrlen(buffer), buffer);
}
}
}
void Component::processTick()
{
if (isServerObject() && mEnabled)
{
if (mOwner != NULL && isMethod("Update"))
Con::executef(this, "Update");
}
}
void Component::setDataField(StringTableEntry slotName, const char *array, const char *value)
{
Parent::setDataField(slotName, array, value);
onDataSet.trigger(this, slotName, value);
}
StringTableEntry Component::getComponentName()
{
return getNamespace()->getName();
}
//catch any behavior field updates
void Component::onStaticModified(const char* slotName, const char* newValue)
{
Parent::onStaticModified(slotName, newValue);
//If we don't have an owner yet, then this is probably the initial setup, so we don't need the console callbacks yet.
if (!mOwner)
return;
onDataSet.trigger(this, slotName, newValue);
checkComponentFieldModified(slotName, newValue);
}
void Component::onDynamicModified(const char* slotName, const char* newValue)
{
Parent::onDynamicModified(slotName, newValue);
//If we don't have an owner yet, then this is probably the initial setup, so we don't need the console callbacks yet.
if (!mOwner)
return;
checkComponentFieldModified(slotName, newValue);
}
void Component::checkComponentFieldModified(const char* slotName, const char* newValue)
{
StringTableEntry slotNameEntry = StringTable->insert(slotName);
//find if it's a behavior field
for (int i = 0; i < mFields.size(); i++)
{
ComponentField *field = getComponentField(i);
if (field->mFieldName == slotNameEntry)
{
//we have a match, do the script callback that we updated a field
if (isMethod("onInspectorUpdate"))
Con::executef(this, "onInspectorUpdate", slotName);
return;
}
}
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void Component::addComponentField(const char *fieldName, const char *desc, const char *type, const char *defaultValue /* = NULL */, const char *userData /* = NULL */, /*const char* dependency /* = NULL *//*,*/ bool hidden /* = false */, const char* customLabel /* = ""*/)
{
StringTableEntry stFieldName = StringTable->insert(fieldName);
for (S32 i = 0; i < mFields.size(); ++i)
{
if (mFields[i].mFieldName == stFieldName)
return;
}
ComponentField field;
if (customLabel != "")
field.mFieldLabel = customLabel;
else
field.mFieldLabel = stFieldName;
field.mFieldName = stFieldName;
//find the field type
S32 fieldTypeMask = -1;
StringTableEntry fieldType = StringTable->insert(type);
if (fieldType == StringTable->insert("int"))
fieldTypeMask = TypeS32;
else if (fieldType == StringTable->insert("float"))
fieldTypeMask = TypeF32;
else if (fieldType == StringTable->insert("vector"))
fieldTypeMask = TypePoint3F;
else if (fieldType == StringTable->insert("material"))
fieldTypeMask = TypeMaterialAssetPtr;
else if (fieldType == StringTable->insert("image"))
fieldTypeMask = TypeImageFilename;
else if (fieldType == StringTable->insert("shape"))
fieldTypeMask = TypeShapeFilename;
else if (fieldType == StringTable->insert("bool"))
fieldTypeMask = TypeBool;
else if (fieldType == StringTable->insert("object"))
fieldTypeMask = TypeSimObjectPtr;
else if (fieldType == StringTable->insert("string"))
fieldTypeMask = TypeString;
else if (fieldType == StringTable->insert("colorI"))
fieldTypeMask = TypeColorI;
else if (fieldType == StringTable->insert("colorF"))
fieldTypeMask = TypeColorF;
else if (fieldType == StringTable->insert("ease"))
fieldTypeMask = TypeEaseF;
else if (fieldType == StringTable->insert("gameObject"))
fieldTypeMask = TypeGameObjectAssetPtr;
else
fieldTypeMask = TypeString;
field.mFieldTypeName = fieldType;
field.mFieldType = fieldTypeMask;
field.mUserData = StringTable->insert(userData ? userData : "");
field.mDefaultValue = StringTable->insert(defaultValue ? defaultValue : "");
field.mFieldDescription = getDescriptionText(desc);
field.mGroup = mComponentGroup;
field.mHidden = hidden;
mFields.push_back(field);
//Before we set this, we need to do a test to see if this field was already set, like from the mission file or a taml file
const char* curFieldData = getDataField(field.mFieldName, NULL);
if (dStrIsEmpty(curFieldData))
setDataField(field.mFieldName, NULL, field.mDefaultValue);
}
ComponentField* Component::getComponentField(const char *fieldName)
{
StringTableEntry stFieldName = StringTable->insert(fieldName);
for (S32 i = 0; i < mFields.size(); ++i)
{
if (mFields[i].mFieldName == stFieldName)
return &mFields[i];
}
return NULL;
}
//////////////////////////////////////////////////////////////////////////
const char * Component::getDescriptionText(const char *desc)
{
if (desc == NULL)
return NULL;
char *newDesc = "";
// [tom, 1/12/2007] If it isn't a file, just do it the easy way
if (!Platform::isFile(desc))
{
dsize_t newDescLen = dStrlen(desc) + 1;
newDesc = new char[newDescLen];
dStrcpy(newDesc, desc, newDescLen);
return newDesc;
}
FileStream str;
str.open(desc, Torque::FS::File::Read);
Stream *stream = &str;
if (stream == NULL){
str.close();
return NULL;
}
U32 size = stream->getStreamSize();
if (size > 0)
{
newDesc = new char[size + 1];
if (stream->read(size, (void *)newDesc))
newDesc[size] = 0;
else
{
SAFE_DELETE_ARRAY(newDesc);
}
}
str.close();
//delete stream;
return newDesc;
}
//////////////////////////////////////////////////////////////////////////
void Component::beginFieldGroup(const char* groupName)
{
if (dStrcmp(mComponentGroup, ""))
{
Con::errorf("Component: attempting to begin new field group with a group already begun!");
return;
}
mComponentGroup = StringTable->insert(groupName);
}
void Component::endFieldGroup()
{
mComponentGroup = StringTable->insert("");
}
void Component::addDependency(StringTableEntry name)
{
mDependencies.push_back_unique(name);
}
//////////////////////////////////////////////////////////////////////////
// Console Methods
//////////////////////////////////////////////////////////////////////////
DefineEngineMethod(Component, beginGroup, void, (String groupName),,
"@brief Starts the grouping for following fields being added to be grouped into\n"
"@param groupName The name of this group\n"
"@param desc The Description of this field\n"
"@param type The DataType for this field (default, int, float, Point2F, bool, enum, Object, keybind, color)\n"
"@param defaultValue The Default value for this field\n"
"@param userData An extra data field that can be used for custom data on a per-field basis<br>Usage for default types<br>"
"-enum: a TAB separated list of possible values<br>"
"-object: the T2D object type that are valid choices for the field. The object types observe inheritance, so if you have a t2dSceneObject field you will be able to choose t2dStaticSrpites, t2dAnimatedSprites, etc.\n"
"@return Nothing\n")
{
object->beginFieldGroup(groupName);
}
DefineEngineMethod(Component, endGroup, void, (),,
"@brief Ends the grouping for prior fields being added to be grouped into\n"
"@param groupName The name of this group\n"
"@param desc The Description of this field\n"
"@param type The DataType for this field (default, int, float, Point2F, bool, enum, Object, keybind, color)\n"
"@param defaultValue The Default value for this field\n"
"@param userData An extra data field that can be used for custom data on a per-field basis<br>Usage for default types<br>"
"-enum: a TAB separated list of possible values<br>"
"-object: the T2D object type that are valid choices for the field. The object types observe inheritance, so if you have a t2dSceneObject field you will be able to choose t2dStaticSrpites, t2dAnimatedSprites, etc.\n"
"@return Nothing\n")
{
object->endFieldGroup();
}
DefineEngineMethod(Component, addComponentField, void, (String fieldName, String fieldDesc, String fieldType, String defValue, String userData, bool hidden),
("", "", "", "", "", false),
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
object->addComponentField(fieldName, fieldDesc, fieldType, defValue, userData, hidden);
}
DefineEngineMethod(Component, getComponentFieldCount, S32, (),,
"@brief Get the number of ComponentField's on this object\n"
"@return Returns the number of BehaviorFields as a nonnegative integer\n")
{
return object->getComponentFieldCount();
}
// [tom, 1/12/2007] Field accessors split into multiple methods to allow space
// for long descriptions and type data.
DefineEngineMethod(Component, getComponentField, const char *, (S32 index),,
"@brief Gets a Tab-Delimited list of information about a ComponentField specified by Index\n"
"@param index The index of the behavior\n"
"@return FieldName, FieldType and FieldDefaultValue, each separated by a TAB character.\n")
{
ComponentField *field = object->getComponentField(index);
if (field == NULL)
return "";
char *buf = Con::getReturnBuffer(1024);
dSprintf(buf, 1024, "%s\t%s\t%s\t%s", field->mFieldName, field->mFieldType, field->mDefaultValue, field->mGroup);
return buf;
}
DefineEngineMethod(Component, setComponentield, const char *, (S32 index),,
"@brief Gets a Tab-Delimited list of information about a ComponentField specified by Index\n"
"@param index The index of the behavior\n"
"@return FieldName, FieldType and FieldDefaultValue, each separated by a TAB character.\n")
{
ComponentField *field = object->getComponentField(index);
if (field == NULL)
return "";
char *buf = Con::getReturnBuffer(1024);
dSprintf(buf, 1024, "%s\t%s\t%s", field->mFieldName, field->mFieldType, field->mDefaultValue);
return buf;
}
DefineEngineMethod(Component, getComponentFieldType, const char *, (String fieldName), ,
"Get the number of static fields on the object.\n"
"@return The number of static fields defined on the object.")
{
ComponentField *field = object->getComponentField(fieldName);
if (field == NULL)
return "";
return field->mFieldTypeName;;
}
DefineEngineMethod(Component, getBehaviorFieldUserData, const char *, (S32 index),,
"@brief Gets the UserData associated with a field by index in the field list\n"
"@param index The index of the behavior\n"
"@return Returns a string representing the user data of this field\n")
{
ComponentField *field = object->getComponentField(index);
if (field == NULL)
return "";
return field->mUserData;
}
DefineEngineMethod(Component, getComponentFieldDescription, const char *, (S32 index),,
"@brief Gets a field description by index\n"
"@param index The index of the behavior\n"
"@return Returns a string representing the description of this field\n")
{
ComponentField *field = object->getComponentField(index);
if (field == NULL)
return "";
return field->mFieldDescription ? field->mFieldDescription : "";
}
DefineEngineMethod(Component, addDependency, void, (String behaviorName),,
"@brief Gets a field description by index\n"
"@param index The index of the behavior\n"
"@return Returns a string representing the description of this field\n")
{
object->addDependency(behaviorName);
}
DefineEngineMethod(Component, setDirty, void, (),,
"@brief Gets a field description by index\n"
"@param index The index of the behavior\n"
"@return Returns a string representing the description of this field\n")
{
object->setMaskBits(Component::OwnerMask);
}

View file

@ -1,229 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef COMPONENT_H
#define COMPONENT_H
#ifndef _NETOBJECT_H_
#include "sim/netObject.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef COMPONENT_ASSET_H
#include "T3D/assets/ComponentAsset.h"
#endif
class Entity;
class Namespace;
struct ComponentField
{
StringTableEntry mFieldLabel;
StringTableEntry mFieldName;
StringTableEntry mFieldDescription;
StringTableEntry mFieldTypeName;
S32 mFieldType;
StringTableEntry mUserData;
StringTableEntry mDefaultValue;
StringTableEntry mGroup;
StringTableEntry mDependency;
bool mHidden;
};
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class Component : public SimObject, public UpdateInterface
{
typedef SimObject Parent;
protected:
StringTableEntry mFriendlyName;
StringTableEntry mDescription;
StringTableEntry mFromResource;
StringTableEntry mComponentGroup;
StringTableEntry mComponentType;
StringTableEntry mNetworkType;
StringTableEntry mTemplateName;
Vector<StringTableEntry> mDependencies;
Vector<ComponentField> mFields;
bool mNetworked;
U32 componentIdx;
Entity* mOwner;
bool mHidden;
bool mEnabled;
StringTableEntry mOriginatingAssetId;
AssetPtr<ComponentAsset> mOriginatingAsset;
U32 mDirtyMaskBits;
bool mIsServerObject;
public:
Component();
virtual ~Component();
DECLARE_CONOBJECT(Component);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void packToStream(Stream &stream, U32 tabStop, S32 behaviorID, U32 flags = 0);
//This is called when we are added to an entity
virtual void onComponentAdd();
//This is called when we are removed from an entity
virtual void onComponentRemove();
//This is called when a different component is added to our owner entity
virtual void componentAddedToOwner(Component *comp);
//This is called when a different component is removed from our owner entity
virtual void componentRemovedFromOwner(Component *comp);
//Overridden by components that actually care
virtual void ownerTransformSet(MatrixF *mat) {}
void setOwner(Entity* pOwner);
inline Entity *getOwner() { return mOwner ? mOwner : NULL; }
static bool setOwner(void *object, const char *index, const char *data) { return true; }
bool isEnabled() { return mEnabled; }
void setEnabled(bool toggle) { mEnabled = toggle; setMaskBits(EnableMask); }
bool isActive() { return mEnabled && mOwner != NULL; }
static bool _setEnabled(void *object, const char *index, const char *data);
virtual void processTick();
virtual void interpolateTick(F32 dt){}
virtual void advanceTime(F32 dt){}
/// @name Adding Named Fields
/// @{
/// Adds a named field to a Component that can specify a description, data type, default value and userData
///
/// @param fieldName The name of the Field
/// @param desc The Description of the Field
/// @param type The Type of field that this is, example 'Text' or 'Bool'
/// @param defaultValue The Default value of this field
/// @param userData An extra optional field that can be used for user data
void addComponentField(const char *fieldName, const char *desc, const char *type, const char *defaultValue = NULL, const char *userData = NULL, bool hidden = false, const char* customLabel = "");
/// Returns the number of ComponentField's on this template
inline S32 getComponentFieldCount() { return mFields.size(); };
/// Gets a ComponentField by its index in the mFields vector
/// @param idx The index of the field in the mField vector
inline ComponentField *getComponentField(S32 idx)
{
if (idx < 0 || idx >= mFields.size())
return NULL;
return &mFields[idx];
}
ComponentField *getComponentField(const char* fieldName);
const char* getComponentType() { return mComponentType; }
const char *getDescriptionText(const char *desc);
const char *getName() { return mTemplateName; }
const char *getFriendlyName() { return mFriendlyName; }
bool isNetworked() { return mNetworked; }
void beginFieldGroup(const char* groupName);
void endFieldGroup();
void addDependency(StringTableEntry name);
/// @}
/// @name Description
/// @{
static bool setDescription(void *object, const char *index, const char *data);
static const char* getDescription(void* obj, const char* data);
/// @Primary usage functions
/// @These are used by the various engine-based behaviors to integrate with the component classes
enum NetMaskBits
{
InitialUpdateMask = BIT(0),
OwnerMask = BIT(1),
UpdateMask = BIT(2),
EnableMask = BIT(3),
NamespaceMask = BIT(4),
NextFreeMask = BIT(5)
};
virtual void setMaskBits(U32 orMask);
virtual void clearMaskBits() {
mDirtyMaskBits = 0;
}
bool isServerObject() { return mIsServerObject; }
bool isClientObject() { return !mIsServerObject; }
void setIsServerObject(bool isServerObj) { mIsServerObject = isServerObj; }
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
/// @}
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); ///< Called when a static field is modified.
virtual void onDynamicModified(const char* slotName, const char*newValue = NULL); ///< Called when a dynamic field is modified.
/// This is what we actually use to check if the modified field is one of our behavior fields. If it is, we update and make the correct callbacks
void checkComponentFieldModified(const char* slotName, const char* newValue);
virtual void checkDependencies(){}
StringTableEntry getComponentName();
};
#endif // COMPONENT_H

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//-----------------------------------------------------------------------------
// 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 CORE_INTERFACES_H
#define CORE_INTERFACES_H
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
template<typename T>
class Interface
{
public:
static Vector<T*> all;
Interface()
{
all.push_back((T*)this);
}
virtual ~Interface()
{
for (U32 i = 0; i < all.size(); i++)
{
if (all[i] == (T*)this)
{
all.erase(i);
return;
}
}
}
};
template<typename T> Vector<T*> Interface<T>::all(0);
//Basically a file for generic interfaces that many behaviors may make use of
class SetTransformInterface// : public Interface<SetTransformInterface>
{
public:
virtual void setTransform( MatrixF transform );
virtual void setTransform( Point3F pos, EulerF rot );
};
class UpdateInterface : public Interface<UpdateInterface>
{
public:
virtual void processTick(){}
virtual void interpolateTick(F32 dt){}
virtual void advanceTime(F32 dt){}
};
class BehaviorFieldInterface// : public Interface<BehaviorFieldInterface>
{
public:
virtual void onFieldChange(const char* fieldName, const char* newValue){};
};
class CameraInterface// : public Interface<CameraInterface>
{
public:
virtual bool getCameraTransform(F32* pos,MatrixF* mat)=0;
virtual void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)=0;
virtual Frustum getFrustum()=0;
virtual F32 getCameraFov()=0;
virtual void setCameraFov(F32 fov)=0;
virtual bool isValidCameraFov(F32 fov)=0;
};
class CastRayInterface// : public Interface<CastRayInterface>
{
public:
virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info)=0;
};
class EditorInspectInterface// : public Interface<EditorInspectInterface>
{
public:
virtual void onInspect()=0;
virtual void onEndInspect()=0;
};
#endif

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@ -1,149 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/game/controlObjectComponent.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
ControlObjectComponent::ControlObjectComponent() : Component(),
mOwnerConnection(nullptr),
mOwnerConnectionId(0)
{
mFriendlyName = "Control Object";
mComponentType = "Game";
mDescription = getDescriptionText("Allows owner entity to be controlled by a client.");
}
ControlObjectComponent::~ControlObjectComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(ControlObjectComponent);
bool ControlObjectComponent::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void ControlObjectComponent::onRemove()
{
Parent::onRemove();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void ControlObjectComponent::onComponentAdd()
{
Parent::onComponentAdd();
if (mOwnerConnection && mOwnerConnection->getControlObject() == nullptr)
{
mOwnerConnection->setControlObject(mOwner);
mOwnerConnectionId = mOwnerConnection->getId();
}
}
void ControlObjectComponent::onComponentRemove()
{
Parent::onComponentRemove();
if (mOwnerConnection)
{
mOwnerConnection->setControlObject(nullptr);
mOwnerConnectionId = 0;
}
}
void ControlObjectComponent::initPersistFields()
{
Parent::initPersistFields();
addField("clientOwner", TypeS32, Offset(mOwnerConnectionId, ControlObjectComponent), "Client connection ID");
}
void ControlObjectComponent::setConnectionControlObject(GameConnection* conn)
{
if (conn)
{
if (conn->getControlObject() == nullptr)
{
conn->setControlObject(mOwner);
mOwnerConnectionId = conn->getId();
}
else
{
//Inform the old control object it's no longer in control?
conn->setControlObject(mOwner);
mOwnerConnectionId = conn->getId();
}
}
}
void ControlObjectComponent::onClientConnect(GameConnection* conn)
{
if (conn && conn->getControlObject() == nullptr)
{
conn->setControlObject(mOwner);
mOwnerConnectionId = conn->getId();
}
}
void ControlObjectComponent::onClientDisconnect(GameConnection* conn)
{
if (conn && conn->getControlObject() == mOwner)
{
conn->setControlObject(nullptr);
mOwnerConnectionId = 0;
}
}
DefineEngineMethod(ControlObjectComponent, onClientConnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
"Triggers a signal call to all components for a certain function.")
{
if (conn == nullptr)
return;
object->onClientConnect(conn);
}
DefineEngineMethod(ControlObjectComponent, onClientDisconnect, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
"Triggers a signal call to all components for a certain function.")
{
if (conn == nullptr)
return;
object->onClientDisconnect(conn);
}
DefineEngineMethod(ControlObjectComponent, setConnectionControlObject, void, (GameConnection* conn), (nullAsType<GameConnection*>()),
"Triggers a signal call to all components for a certain function.")
{
if (conn == nullptr)
return;
object->setConnectionControlObject(conn);
}

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@ -1,30 +0,0 @@
#pragma once
#include "T3D/components/component.h"
#include "T3D/gameBase/gameConnection.h"
class ControlObjectComponent : public Component
{
typedef Component Parent;
GameConnection* mOwnerConnection;
S32 mOwnerConnectionId;
public:
ControlObjectComponent();
~ControlObjectComponent();
DECLARE_CONOBJECT(ControlObjectComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
void onClientConnect(GameConnection* conn);
void onClientDisconnect(GameConnection* conn);
void setConnectionControlObject(GameConnection* conn);
};

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#include "T3D/components/game/followPathComponent.h"
IMPLEMENT_CO_DATABLOCK_V1(FollowPathComponent);
IMPLEMENT_CALLBACK(FollowPathComponent, onNode, void, (S32 node), (node),
"A script callback that indicates the path camera has arrived at a specific node in its path. Server side only.\n"
"@param Node Unique ID assigned to this node.\n");
FollowPathComponent::FollowPathComponent()
{
delta.time = 0;
delta.timeVec = 0;
//mDataBlock = 0;
mState = Forward;
mNodeBase = 0;
mNodeCount = 0;
mPosition = 0;
mTarget = 0;
mTargetSet = false;
}
FollowPathComponent::~FollowPathComponent()
{
}
bool FollowPathComponent::onAdd()
{
if (!Parent::onAdd())
return false;
/*// Initialize from the current transform.
if (!mNodeCount)
{
QuatF rot(getTransform());
Point3F pos = getPosition();
mSpline.removeAll();
mSpline.push_back(new CameraSpline::Knot(pos, rot, 1,
CameraSpline::Knot::NORMAL, CameraSpline::Knot::SPLINE));
mNodeCount = 1;
}
//
mObjBox.maxExtents = mObjScale;
mObjBox.minExtents = mObjScale;
mObjBox.minExtents.neg();
resetWorldBox();*/
return true;
}
void FollowPathComponent::onRemove()
{
Parent::onRemove();
}
void FollowPathComponent::initPersistFields()
{
Parent::initPersistFields();
}
void FollowPathComponent::componentAddedToOwner(Component *comp)
{
Parent::componentAddedToOwner(comp);
}
void FollowPathComponent::componentRemovedFromOwner(Component *comp)
{
Parent::componentRemovedFromOwner(comp);
}
void FollowPathComponent::processTick()
{
Parent::processTick();
// Move to new time
advancePosition(TickMs);
// Set new position
MatrixF mat;
interpolateMat(mPosition, &mat);
mOwner->setTransform(mat);
mOwner->updateContainer();
}
void FollowPathComponent::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
MatrixF mat;
interpolateMat(delta.time + (delta.timeVec * dt), &mat);
mOwner->setRenderTransform(mat);
}
void FollowPathComponent::interpolateMat(F32 pos, MatrixF* mat)
{
/*CameraSpline::Knot knot;
mSpline.value(pos - mNodeBase, &knot);
knot.mRotation.setMatrix(mat);
mat->setPosition(knot.mPosition);*/
}
void FollowPathComponent::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
}
void FollowPathComponent::advancePosition(S32 ms)
{
/*delta.timeVec = mPosition;
// Advance according to current speed
if (mState == Forward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase, ms);
if (mPosition > F32(mNodeCount - 1))
mPosition = F32(mNodeCount - 1);
mPosition += (F32)mNodeBase;
if (mTargetSet && mPosition >= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
else
if (mState == Backward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase, -ms);
if (mPosition < 0)
mPosition = 0;
mPosition += mNodeBase;
if (mTargetSet && mPosition <= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
// Script callbacks
if (int(mPosition) != int(delta.timeVec))
onNode(int(mPosition));
// Set frame interpolation
delta.time = mPosition;
delta.timeVec -= mPosition;*/
}
//----------------------------------------------------------------------------
/*void FollowPathComponent::getCameraTransform(F32* pos, MatrixF* mat)
{
// Overide the ShapeBase method to skip all the first/third person support.
getRenderEyeTransform(mat);
// Apply Camera FX.
mat->mul(gCamFXMgr.getTrans());
}*/
//----------------------------------------------------------------------------
void FollowPathComponent::setPosition(F32 pos)
{
mPosition = mClampF(pos, (F32)mNodeBase, (F32)(mNodeBase + mNodeCount - 1));
MatrixF mat;
interpolateMat(mPosition, &mat);
mOwner->setTransform(mat);
setMaskBits(PositionMask);
}
void FollowPathComponent::setTarget(F32 pos)
{
mTarget = pos;
mTargetSet = true;
if (mTarget > mPosition)
mState = Forward;
else
if (mTarget < mPosition)
mState = Backward;
else {
mTargetSet = false;
mState = Stop;
}
setMaskBits(TargetMask | StateMask);
}
void FollowPathComponent::setState(State s)
{
mState = s;
setMaskBits(StateMask);
}
//-----------------------------------------------------------------------------
void FollowPathComponent::reset(F32 speed)
{
/*CameraSpline::Knot *knot = new CameraSpline::Knot;
mSpline.value(mPosition - mNodeBase, knot);
if (speed)
knot->mSpeed = speed;
mSpline.removeAll();
mSpline.push_back(knot);
mNodeBase = 0;
mNodeCount = 1;
mPosition = 0;
mTargetSet = false;
mState = Forward;
setMaskBits(StateMask | PositionMask | WindowMask | TargetMask);*/
}
/*void FollowPathComponent::pushBack(CameraSpline::Knot *knot)
{
// Make room at the end
if (mNodeCount == NodeWindow) {
delete mSpline.remove(mSpline.getKnot(0));
mNodeBase++;
}
else
mNodeCount++;
// Fill in the new node
mSpline.push_back(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition < mNodeBase) {
mPosition = (F32)mNodeBase;
setMaskBits(PositionMask);
}
}
void FollowPathComponent::pushFront(CameraSpline::Knot *knot)
{
// Make room at the front
if (mNodeCount == NodeWindow)
delete mSpline.remove(mSpline.getKnot(mNodeCount));
else
mNodeCount++;
mNodeBase--;
// Fill in the new node
mSpline.push_front(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition > F32(mNodeBase + (NodeWindow - 1)))
{
mPosition = F32(mNodeBase + (NodeWindow - 1));
setMaskBits(PositionMask);
}
}*/
void FollowPathComponent::popFront()
{
/*if (mNodeCount < 2)
return;
// Remove the first node. Node base and position are unaffected.
mNodeCount--;
delete mSpline.remove(mSpline.getKnot(0));
if (mPosition > 0)
mPosition--;*/
}
//----------------------------------------------------------------------------
void FollowPathComponent::onNode(S32 node)
{
//if (!isGhost())
// onNode_callback(node);
}
/*U32 FollowPathComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & StateMask))
stream->writeInt(mState, StateBits);
if (stream->writeFlag(mask & PositionMask))
stream->write(mPosition);
if (stream->writeFlag(mask & TargetMask))
if (stream->writeFlag(mTargetSet))
stream->write(mTarget);
if (stream->writeFlag(mask & WindowMask)) {
stream->write(mNodeBase);
stream->write(mNodeCount);
for (S32 i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = mSpline.getKnot(i);
mathWrite(*stream, knot->mPosition);
mathWrite(*stream, knot->mRotation);
stream->write(knot->mSpeed);
stream->writeInt(knot->mType, CameraSpline::Knot::NUM_TYPE_BITS);
stream->writeInt(knot->mPath, CameraSpline::Knot::NUM_PATH_BITS);
}
}
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if (stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
return 0;
}
void FollowPathComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
// StateMask
if (stream->readFlag())
mState = stream->readInt(StateBits);
// PositionMask
if (stream->readFlag())
{
stream->read(&mPosition);
delta.time = mPosition;
delta.timeVec = 0;
}
// TargetMask
if (stream->readFlag())
{
mTargetSet = stream->readFlag();
if (mTargetSet)
stream->read(&mTarget);
}
// WindowMask
if (stream->readFlag())
{
mSpline.removeAll();
stream->read(&mNodeBase);
stream->read(&mNodeCount);
for (S32 i = 0; i < mNodeCount; i++)
{
CameraSpline::Knot *knot = new CameraSpline::Knot();
mathRead(*stream, &knot->mPosition);
mathRead(*stream, &knot->mRotation);
stream->read(&knot->mSpeed);
knot->mType = (CameraSpline::Knot::Type)stream->readInt(CameraSpline::Knot::NUM_TYPE_BITS);
knot->mPath = (CameraSpline::Knot::Path)stream->readInt(CameraSpline::Knot::NUM_PATH_BITS);
mSpline.push_back(knot);
}
}
// Controlled by the client?
if (stream->readFlag())
return;
}*/

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#pragma once
#include "T3D/components/component.h"
class FollowPathComponent : public Component
{
typedef Component Parent;
enum State {
Forward,
Backward,
Stop,
StateBits = 3
};
enum MaskBits {
WindowMask = Parent::NextFreeMask,
PositionMask = Parent::NextFreeMask + 1,
TargetMask = Parent::NextFreeMask + 2,
StateMask = Parent::NextFreeMask + 3,
NextFreeMask = Parent::NextFreeMask << 1
};
struct StateDelta {
F32 time;
F32 timeVec;
};
StateDelta delta;
enum Constants {
NodeWindow = 128 // Maximum number of active nodes
};
//
//PathCameraData* mDataBlock;
//CameraSpline mSpline;
S32 mNodeBase;
S32 mNodeCount;
F32 mPosition;
S32 mState;
F32 mTarget;
bool mTargetSet;
void interpolateMat(F32 pos, MatrixF* mat);
void advancePosition(S32 ms);
public:
DECLARE_CONOBJECT(FollowPathComponent);
FollowPathComponent();
~FollowPathComponent();
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
//This is called when a different component is added to our owner entity
virtual void componentAddedToOwner(Component *comp);
//This is called when a different component is removed from our owner entity
virtual void componentRemovedFromOwner(Component *comp);
virtual void processTick();
virtual void interpolateTick(F32 dt);
virtual void advanceTime(F32 dt);
//
//void onEditorEnable();
//void onEditorDisable();
void onNode(S32 node);
void reset(F32 speed = 1);
//void pushFront(CameraSpline::Knot *knot);
//void pushBack(CameraSpline::Knot *knot);
void popFront();
void setPosition(F32 pos);
void setTarget(F32 pos);
void setState(State s);
DECLARE_CALLBACK(void, onNode, (S32 node));
};

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/game/interactComponent.h"
#include "scene/sceneContainer.h"
#include "T3D/components/game/interactableComponent.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
InteractComponent::InteractComponent() : Component(),
mUseRaycastInteract(true),
mUseRenderedRaycast(false),
mUseRadiusInteract(true),
mInteractRadius(1.5),
mInteractRayDist(1.5),
mUseNaturalReach(false)
{
mFriendlyName = "Interact";
mComponentType = "Game";
mDescription = getDescriptionText("Allows owner entity interact.");
}
InteractComponent::~InteractComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(InteractComponent);
bool InteractComponent::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void InteractComponent::onRemove()
{
Parent::onRemove();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void InteractComponent::onComponentAdd()
{
Parent::onComponentAdd();
}
void InteractComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void InteractComponent::initPersistFields()
{
Parent::initPersistFields();
}
void InteractComponent::processTick()
{
if (isClientObject())
return; //this shouldn't happen
//First, if we're doing rays, try that as if we get a hit, we can always assume that's the "correct" option
if (mUseRaycastInteract)
{
mOwner->disableCollision();
Point3F start = mOwner->getPosition();
Point3F end = mOwner->getTransform().getForwardVector() * mInteractRayDist + start;
RayInfo rinfo;
S32 ret = 0;
if (mUseRenderedRaycast)
{
rinfo.generateTexCoord = true;
if (gServerContainer.castRayRendered(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
ret = rinfo.object->getId();
}
else
{
if (gServerContainer.castRay(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
ret = rinfo.object->getId();
}
mOwner->enableCollision();
Entity* hitEntity = static_cast<Entity*>(rinfo.object);
if (hitEntity)
{
//call on that badboy!
InteractableComponent* iComp = hitEntity->getComponent<InteractableComponent>();
if (iComp)
{
iComp->interact(this, rinfo);
return;
}
}
}
//If not using rays or no hit, then do the radius search if we have it
if (mUseRadiusInteract)
{
gServerContainer.initRadiusSearch(mOwner->getPosition(), mInteractRadius, EntityObjectType);
F32 lastBestDist = 9999;
F32 lastBestWeight = 0;
Entity* bestFitEntity = nullptr;
Entity* e = static_cast<Entity*>(gServerContainer.containerSearchNextObject());
while (e != nullptr)
{
InteractableComponent* iComp = e->getComponent<InteractableComponent>();
if (iComp != nullptr)
{
F32 weight = iComp->getWeight();
VectorF distVec = e->getPosition() - mOwner->getPosition();
F32 dist = distVec.len();
//If the weight is better, always pick it
if (weight > lastBestWeight)
{
lastBestDist = dist;
lastBestWeight = weight;
bestFitEntity = e;
}
//Otherwise, if the weight is matched and the distance is closer, pick that
else if (weight >= lastBestWeight && lastBestDist < dist)
{
lastBestWeight = weight;
bestFitEntity = e;
}
}
e = static_cast<Entity*>(gServerContainer.containerSearchNextObject()); //loop 'round
}
if (bestFitEntity)
{
//call on that badboy!
InteractableComponent* iComp = bestFitEntity->getComponent<InteractableComponent>();
iComp->interact(this);
}
}
}

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@ -1,34 +0,0 @@
#pragma once
#include "T3D/components/component.h"
class InteractComponent : public Component
{
typedef Component Parent;
bool mUseRaycastInteract;
bool mUseRenderedRaycast;
bool mUseRadiusInteract;
F32 mInteractRadius;
F32 mInteractRayDist;
//Adjusts the length of the ray based on the idea of further reach if you look down because of crouching
bool mUseNaturalReach;
public:
InteractComponent();
~InteractComponent();
DECLARE_CONOBJECT(InteractComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
virtual void processTick();
};

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@ -1,94 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/game/interactableComponent.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
InteractableComponent::InteractableComponent() : Component(),
mInteractableWeight(1)
{
mFriendlyName = "Interactable";
mComponentType = "Game";
mDescription = getDescriptionText("Allows owner entity to be interacted with.");
}
InteractableComponent::~InteractableComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(InteractableComponent);
bool InteractableComponent::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void InteractableComponent::onRemove()
{
Parent::onRemove();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void InteractableComponent::onComponentAdd()
{
Parent::onComponentAdd();
}
void InteractableComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void InteractableComponent::initPersistFields()
{
Parent::initPersistFields();
addField("interactableWeight", TypeF32, Offset(mInteractableWeight, InteractableComponent), "Controls importance values when using radius mode for interaction");
}
void InteractableComponent::interact(InteractComponent* interactor)
{
if (interactor != nullptr)
{
mOwner->notifyComponents("onInteract", interactor->getIdString());
if(isMethod("onInteract"))
Con::executef(this, "onInteract", interactor);
}
}
void InteractableComponent::interact(InteractComponent* interactor, RayInfo rayInfo)
{
if (interactor != nullptr)
{
mOwner->notifyComponents("onInteract", interactor->getIdString());
if (isMethod("onInteract"))
Con::executef(this, "onInteract", interactor);
}
}

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@ -1,30 +0,0 @@
#pragma once
#include "T3D/components/component.h"
#include "T3D/components/game/interactComponent.h"
class InteractableComponent : public Component
{
typedef Component Parent;
//Controls importance values when using radius mode for interaction
F32 mInteractableWeight;
public:
InteractableComponent();
~InteractableComponent();
DECLARE_CONOBJECT(InteractableComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
void interact(InteractComponent* interactor);
void interact(InteractComponent* interactor, RayInfo rayInfo);
F32 getWeight() { return mInteractableWeight; }
};

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@ -1,437 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/game/stateMachine.h"
StateMachine::StateMachine()
{
mStateStartTime = -1;
mStateTime = 0;
mStartingState = "";
mCurCreateState = NULL;
mStateMachineFile = StringTable->EmptyString();
mCurCreateState = nullptr;
}
StateMachine::~StateMachine()
{
}
void StateMachine::loadStateMachineFile()
{
if (!mXMLReader)
{
SimXMLDocument *xmlrdr = new SimXMLDocument();
xmlrdr->registerObject();
mXMLReader = xmlrdr;
}
bool hasStartState = false;
if (!dStrIsEmpty(mStateMachineFile))
{
//use our xml reader to parse the file!
SimXMLDocument *reader = mXMLReader.getObject();
if (!reader->loadFile(mStateMachineFile))
Con::errorf("Could not load state machine file: &s", mStateMachineFile);
if (!reader->pushFirstChildElement("StateMachine"))
return;
//find our starting state
if (reader->pushFirstChildElement("StartingState"))
{
mStartingState = reader->getData();
reader->popElement();
hasStartState = true;
}
readStates();
}
if (hasStartState)
mCurrentState = getStateByName(mStartingState);
mStateStartTime = -1;
mStateTime = 0;
}
void StateMachine::readStates()
{
SimXMLDocument *reader = mXMLReader.getObject();
//iterate through our states now!
if (reader->pushFirstChildElement("State"))
{
//get our first state
State firstState;
readStateName(&firstState, reader);
readStateScriptFunction(&firstState, reader);
readTransitions(firstState);
mStates.push_back(firstState);
//now, iterate the siblings
while (reader->nextSiblingElement("State"))
{
State newState;
readStateName(&newState, reader);
readStateScriptFunction(&newState, reader);
readTransitions(newState);
mStates.push_back(newState);
}
}
}
void StateMachine::readTransitions(State &currentState)
{
SimXMLDocument *reader = mXMLReader.getObject();
//iterate through our states now!
if (reader->pushFirstChildElement("Transition"))
{
//get our first state
StateTransition firstTransition;
readTransitonTarget(&firstTransition, reader);
readConditions(firstTransition);
currentState.mTransitions.push_back(firstTransition);
//now, iterate the siblings
while (reader->nextSiblingElement("Transition"))
{
StateTransition newTransition;
readTransitonTarget(&newTransition, reader);
readConditions(newTransition);
currentState.mTransitions.push_back(newTransition);
}
reader->popElement();
}
}
void StateMachine::readConditions(StateTransition &currentTransition)
{
SimXMLDocument *reader = mXMLReader.getObject();
//iterate through our states now!
if (reader->pushFirstChildElement("Rule"))
{
//get our first state
StateTransition::Condition firstCondition;
StateField firstField;
readFieldName(&firstField, reader);
firstCondition.field = firstField;
readFieldComparitor(&firstCondition, reader);
readFieldValue(&firstCondition.field, reader);
currentTransition.mTransitionRules.push_back(firstCondition);
//now, iterate the siblings
while (reader->nextSiblingElement("Transition"))
{
StateTransition::Condition newCondition;
StateField newField;
readFieldName(&newField, reader);
newCondition.field = newField;
readFieldComparitor(&newCondition, reader);
readFieldValue(&newCondition.field, reader);
currentTransition.mTransitionRules.push_back(newCondition);
}
reader->popElement();
}
}
S32 StateMachine::parseComparitor(const char* comparitorName)
{
S32 targetType = -1;
if (!dStrcmp("GreaterThan", comparitorName))
targetType = StateMachine::StateTransition::Condition::GeaterThan;
else if (!dStrcmp("GreaterOrEqual", comparitorName))
targetType = StateMachine::StateTransition::Condition::GreaterOrEqual;
else if (!dStrcmp("LessThan", comparitorName))
targetType = StateMachine::StateTransition::Condition::LessThan;
else if (!dStrcmp("LessOrEqual", comparitorName))
targetType = StateMachine::StateTransition::Condition::LessOrEqual;
else if (!dStrcmp("Equals", comparitorName))
targetType = StateMachine::StateTransition::Condition::Equals;
else if (!dStrcmp("True", comparitorName))
targetType = StateMachine::StateTransition::Condition::True;
else if (!dStrcmp("False", comparitorName))
targetType = StateMachine::StateTransition::Condition::False;
else if (!dStrcmp("Negative", comparitorName))
targetType = StateMachine::StateTransition::Condition::Negative;
else if (!dStrcmp("Positive", comparitorName))
targetType = StateMachine::StateTransition::Condition::Positive;
else if (!dStrcmp("DoesNotEqual", comparitorName))
targetType = StateMachine::StateTransition::Condition::DoesNotEqual;
return targetType;
}
void StateMachine::update()
{
//we always check if there's a timout transition, as that's the most generic transition possible.
F32 curTime = Sim::getCurrentTime();
if (mStateStartTime == -1)
mStateStartTime = curTime;
mStateTime = curTime - mStateStartTime;
char buffer[64];
dSprintf(buffer, sizeof(buffer), "%g", mStateTime);
checkTransitions("stateTime", buffer);
}
void StateMachine::checkTransitions(const char* slotName, const char* newValue)
{
//because we use our current state's fields as dynamic fields on the instance
//we'll want to catch any fields being set so we can treat changes as transition triggers if
//any of the transitions on this state call for it
//One example would be in order to implement burst fire on a weapon state machine.
//The behavior instance has a dynamic variable set up like: GunStateMachine.burstShotCount = 0;
//We also have a transition in our fire state, as: GunStateMachine.addTransition("FireState", "burstShotCount", "DoneShooting", 3);
//What that does is for our fire state, we check the dynamicField burstShotCount if it's equal or greater than 3. If it is, we perform the transition.
//As state fields are handled as dynamicFields for the instance, regular dynamicFields are processed as well as state fields. So we can use the regular
//dynamic fields for our transitions, to act as 'global' variables that are state-agnostic. Alternately, we can use state-specific fields, such as a transition
//like this:
//GunStateMachine.addTransition("IdleState", "Fidget", "Timeout", ">=", 5000);
//That uses the the timeout field, which is reset each time the state changes, and so state-specific, to see if it's been 5 seconds. If it has been, we transition
//to our fidget state
//so, lets check our current transitions
//now that we have the type, check our transitions!
for (U32 t = 0; t < mCurrentState.mTransitions.size(); t++)
{
//if (!dStrcmp(mCurrentState.mTransitions[t]., slotName))
{
//found a transition looking for this variable, so do work
//first, figure out what data type thie field is
//S32 type = getVariableType(newValue);
bool fail = false;
bool match = false;
S32 ruleCount = mCurrentState.mTransitions[t].mTransitionRules.size();
for (U32 r = 0; r < ruleCount; r++)
{
const char* fieldName = mCurrentState.mTransitions[t].mTransitionRules[r].field.name;
if (!dStrcmp(fieldName, slotName))
{
match = true;
//now, check the value with the comparitor and see if we do the transition.
if (!passComparitorCheck(newValue, mCurrentState.mTransitions[t].mTransitionRules[r]))
{
fail = true;
break;
}
}
}
//If we do have a transition rule for this field, and we didn't fail on the condition, go ahead and switch states
if (match && !fail)
{
setState(mCurrentState.mTransitions[t].mStateTarget);
return;
}
}
}
}
bool StateMachine::passComparitorCheck(const char* var, StateTransition::Condition transitionRule)
{
F32 num = dAtof(var);
switch (transitionRule.field.fieldType)
{
case StateField::Type::VectorType:
switch (transitionRule.triggerComparitor)
{
case StateTransition::Condition::Equals:
case StateTransition::Condition::GeaterThan:
case StateTransition::Condition::GreaterOrEqual:
case StateTransition::Condition::LessThan:
case StateTransition::Condition::LessOrEqual:
case StateTransition::Condition::DoesNotEqual:
//do
break;
default:
return false;
};
case StateField::Type::StringType:
switch (transitionRule.triggerComparitor)
{
case StateTransition::Condition::Equals:
if (!dStrcmp(var, transitionRule.field.triggerStringVal))
return true;
else
return false;
case StateTransition::Condition::DoesNotEqual:
if (dStrcmp(var, transitionRule.field.triggerStringVal))
return true;
else
return false;
default:
return false;
};
case StateField::Type::BooleanType:
switch (transitionRule.triggerComparitor)
{
case StateTransition::Condition::TriggerValueTarget::True:
if (dAtob(var))
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::False:
if (dAtob(var))
return false;
else
return true;
default:
return false;
};
case StateField::Type::NumberType:
switch (transitionRule.triggerComparitor)
{
case StateTransition::Condition::TriggerValueTarget::Equals:
if (num == transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::GeaterThan:
if (num > transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::GreaterOrEqual:
if (num >= transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::LessThan:
if (num < transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::LessOrEqual:
if (num <= transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::DoesNotEqual:
if (num != transitionRule.field.triggerNumVal)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::Positive:
if (num > 0)
return true;
else
return false;
case StateTransition::Condition::TriggerValueTarget::Negative:
if (num < 0)
return true;
else
return false;
default:
return false;
};
default:
return false;
};
}
void StateMachine::setState(const char* stateName, bool clearFields)
{
State oldState = mCurrentState;
StringTableEntry sName = StringTable->insert(stateName);
for (U32 i = 0; i < mStates.size(); i++)
{
//if(!dStrcmp(mStates[i]->stateName, stateName))
if (!dStrcmp(mStates[i].stateName,sName))
{
mCurrentState = mStates[i];
mStateStartTime = Sim::getCurrentTime();
onStateChanged.trigger(this, i);
return;
}
}
}
const char* StateMachine::getStateByIndex(S32 index)
{
if (index >= 0 && mStates.size() > index)
return mStates[index].stateName;
else
return "";
}
StateMachine::State& StateMachine::getStateByName(const char* name)
{
StringTableEntry stateName = StringTable->insert(name);
for (U32 i = 0; i < mStates.size(); i++)
{
if (!dStrcmp(stateName, mStates[i].stateName))
return mStates[i];
}
}
S32 StateMachine::findFieldByName(const char* name)
{
for (U32 i = 0; i < mFields.size(); i++)
{
if (!dStrcmp(mFields[i].name, name))
return i;
}
return -1;
}

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@ -1,261 +0,0 @@
//-----------------------------------------------------------------------------
// 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 STATE_MACHINE_H
#define STATE_MACHINE_H
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _OBJECTTYPES_H_
#include "T3D/objectTypes.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _XMLDOC_H_
#include "console/SimXMLDocument.h"
#endif
class StateMachine
{
public:
struct StateField
{
StringTableEntry name;
bool triggerBoolVal;
float triggerNumVal;
Point3F triggerVectorVal;
String triggerStringVal;
enum Type
{
BooleanType = 0,
NumberType,
VectorType,
StringType
}fieldType;
};
struct UniqueReference
{
SimObject* referenceObj;
const char* referenceVar;
const char* uniqueName;
};
struct StateTransition
{
struct Condition
{
enum TriggerValueTarget
{
Equals = 0,
GeaterThan,
LessThan,
GreaterOrEqual,
LessOrEqual,
True,
False,
Positive,
Negative,
DoesNotEqual
};
StateField field;
TriggerValueTarget triggerComparitor;
UniqueReference *valUniqueRef;
};
StringTableEntry mName;
StringTableEntry mStateTarget;
Vector<Condition> mTransitionRules;
};
struct State
{
Vector<StateTransition> mTransitions;
StringTableEntry stateName;
StringTableEntry callbackName;
};
StringTableEntry mStateMachineFile;
protected:
Vector<State> mStates;
Vector<StateField> mFields;
Vector<UniqueReference> mUniqueReferences;
State mCurrentState;
F32 mStateStartTime;
F32 mStateTime;
StringTableEntry mStartingState;
State *mCurCreateSuperState;
State *mCurCreateState;
SimObjectPtr<SimXMLDocument> mXMLReader;
public:
StateMachine();
virtual ~StateMachine();
void update();
void loadStateMachineFile();
void readStates();
void readTransitions(State &currentState);
void readConditions(StateTransition &newTransition);
void setState(const char* stateName, bool clearFields = true);
const char* getCurrentStateName() { return mCurrentState.stateName; }
State& getCurrentState() {
return mCurrentState;
}
S32 getStateCount() { return mStates.size(); }
const char* getStateByIndex(S32 index);
State& getStateByName(const char* name);
void checkTransitions(const char* slotName, const char* newValue);
bool passComparitorCheck(const char* var, StateTransition::Condition transitionRule);
S32 findFieldByName(const char* name);
S32 getFieldsCount() { return mFields.size(); }
StateField getField(U32 index)
{
if (index <= mFields.size())
return mFields[index];
return StateField(); //return a blank one
}
Signal< void(StateMachine*, S32 stateIdx) > onStateChanged;
//
inline bool readStateName(State* state, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("Name"))
{
state->stateName = reader->getData();
reader->popElement();
return true;
}
return false;
}
inline bool readStateScriptFunction(State* state, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("ScriptFunction"))
{
state->callbackName = reader->getData();
reader->popElement();
return true;
}
return false;
}
inline bool readTransitonTarget(StateTransition* transition, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("StateTarget"))
{
transition->mStateTarget = reader->getData();
reader->popElement();
return true;
}
return false;
}
//
inline bool readFieldName(StateField* newField, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("FieldName"))
{
newField->name = reader->getData();
reader->popElement();
return true;
}
return false;
}
inline bool readFieldComparitor(StateTransition::Condition* condition, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("Comparitor"))
{
S32 compIdx = parseComparitor(reader->getData());
condition->triggerComparitor = static_cast<StateTransition::Condition::TriggerValueTarget>(compIdx);
reader->popElement();
return true;
}
return false;
}
inline bool readFieldValue(StateField* field, SimXMLDocument* reader)
{
if (reader->pushFirstChildElement("NumValue"))
{
field->fieldType = StateField::NumberType;
field->triggerNumVal = dAtof(reader->getData());
reader->popElement();
return true;
}
else if (reader->pushFirstChildElement("StringValue"))
{
field->fieldType = StateField::StringType;
field->triggerStringVal = reader->getData();
reader->popElement();
return true;
}
else if (reader->pushFirstChildElement("BoolValue"))
{
field->fieldType = StateField::BooleanType;
field->triggerBoolVal = dAtob(reader->getData());
reader->popElement();
return true;
}
return false;
}
private:
S32 parseComparitor(const char* comparitorName);
};
#endif

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@ -1,214 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/game/stateMachineComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
IMPLEMENT_CALLBACK( StateMachineComponent, onStateChange, void, (), (),
"@brief Called when we collide with another object.\n\n"
"@param obj The ShapeBase object\n"
"@param collObj The object we collided with\n"
"@param vec Collision impact vector\n"
"@param len Length of the impact vector\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
StateMachineComponent::StateMachineComponent() : Component()
{
mFriendlyName = "State Machine";
mComponentType = "Game";
mDescription = getDescriptionText("A generic state machine.");
mStateMachineFile = "";
//doesn't need to be networked
mNetworked = false;
}
StateMachineComponent::~StateMachineComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(StateMachineComponent);
bool StateMachineComponent::onAdd()
{
if(! Parent::onAdd())
return false;
// Register for the resource change signal.
ResourceManager::get().getChangedSignal().notify(this, &StateMachineComponent::_onResourceChanged);
mStateMachine.onStateChanged.notify(this, &StateMachineComponent::onStateChanged);
return true;
}
void StateMachineComponent::onRemove()
{
Parent::onRemove();
}
U32 StateMachineComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void StateMachineComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void StateMachineComponent::onComponentAdd()
{
Parent::onComponentAdd();
}
void StateMachineComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void StateMachineComponent::initPersistFields()
{
Parent::initPersistFields();
addProtectedField("stateMachineFile", TypeFilename, Offset(mStateMachineFile, StateMachineComponent),
&_setSMFile, &defaultProtectedGetFn, "The sim time of when we started this state");
}
bool StateMachineComponent::_setSMFile(void *object, const char *index, const char *data)
{
StateMachineComponent* smComp = static_cast<StateMachineComponent*>(object);
if (smComp)
{
smComp->setStateMachineFile(data);
smComp->loadStateMachineFile();
return true;
}
return false;
}
void StateMachineComponent::_onResourceChanged(const Torque::Path &path)
{
if (path != Torque::Path(mStateMachineFile))
return;
loadStateMachineFile();
}
void StateMachineComponent::loadStateMachineFile()
{
if (!dStrIsEmpty(mStateMachineFile))
{
mStateMachine.mStateMachineFile = mStateMachineFile;
mStateMachine.loadStateMachineFile();
//now that it's loaded, we need to parse the SM's fields and set them as script vars on ourselves
S32 smFieldCount = mStateMachine.getFieldsCount();
for (U32 i = 0; i < smFieldCount; i++)
{
StateMachine::StateField field = mStateMachine.getField(i);
char buffer[128];
if (field.fieldType == StateMachine::StateField::BooleanType)
{
dSprintf(buffer, sizeof(buffer), "%b", field.triggerBoolVal);
setDataField(field.name, NULL, buffer);
}
else if (field.fieldType == StateMachine::StateField::NumberType)
{
dSprintf(buffer, sizeof(buffer), "%g", field.triggerNumVal);
setDataField(field.name, NULL, buffer);
}
else if (field.fieldType == StateMachine::StateField::StringType)
{
setDataField(field.name, NULL, field.triggerStringVal);
}
}
}
}
void StateMachineComponent::processTick()
{
if (!isServerObject() || !isActive())
return;
mStateMachine.update();
}
void StateMachineComponent::onDynamicModified( const char* slotName, const char* newValue )
{
Parent::onDynamicModified(slotName, newValue);
StringTableEntry fieldName = StringTable->insert(slotName);
mStateMachine.checkTransitions(fieldName, newValue);
}
void StateMachineComponent::onStaticModified( const char* slotName, const char* newValue )
{
Parent::onStaticModified(slotName, newValue);
StringTableEntry fieldName = StringTable->insert(slotName);
mStateMachine.checkTransitions(fieldName, newValue);
}
void StateMachineComponent::onStateChanged(StateMachine* sm, S32 stateIdx)
{
//do a script callback, if we have one
//check if we have a function for that, and then also check if our owner does
StringTableEntry callbackName = mStateMachine.getCurrentState().callbackName;
if (isMethod(callbackName))
Con::executef(this, callbackName);
if (mOwner->isMethod(callbackName))
Con::executef(mOwner, callbackName);
}

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@ -1,81 +0,0 @@
//-----------------------------------------------------------------------------
// 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 STATE_MACHINE_COMPONENT_H
#define STATE_MACHINE_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef STATE_MACHINE_H
#include "T3D/components/game/stateMachine.h"
#endif
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class StateMachineComponent : public Component
{
typedef Component Parent;
public:
StateMachine mStateMachine;
protected:
StringTableEntry mStateMachineFile;
public:
StateMachineComponent();
virtual ~StateMachineComponent();
DECLARE_CONOBJECT(StateMachineComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
void _onResourceChanged(const Torque::Path &path);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void processTick();
virtual void onDynamicModified(const char* slotName, const char* newValue);
virtual void onStaticModified(const char* slotName, const char* newValue);
virtual void loadStateMachineFile();
void setStateMachineFile(const char* fileName) { mStateMachineFile = StringTable->insert(fileName); }
static bool _setSMFile(void *object, const char *index, const char *data);
void onStateChanged(StateMachine* sm, S32 stateIdx);
//Callbacks
DECLARE_CALLBACK(void, onStateChange, ());
};
#endif

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@ -1,357 +0,0 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "T3D/components/game/triggerComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "T3D/gameBase/gameConnection.h"
//#include "T3D/components/coreInterfaces.h"
#include "math/mathUtils.h"
#include "collision/concretePolyList.h"
#include "collision/clippedPolyList.h"
#include "gfx/sim/debugDraw.h"
IMPLEMENT_CALLBACK( TriggerComponent, onEnterViewCmd, void,
( Entity* cameraEnt, bool firstTimeSeeing ), ( cameraEnt, firstTimeSeeing ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onExitViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onUpdateInViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onUpdateOutOfViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
TriggerComponent::TriggerComponent() : Component()
{
mObjectList.clear();
mVisible = false;
mFriendlyName = "Trigger";
mComponentType = "Trigger";
mDescription = getDescriptionText("Calls trigger events when a client starts and stops seeing it. Also ticks while visible to clients.");
}
TriggerComponent::~TriggerComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(TriggerComponent);
bool TriggerComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void TriggerComponent::onRemove()
{
Parent::onRemove();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void TriggerComponent::onComponentAdd()
{
Parent::onComponentAdd();
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if(colComp)
{
colComp->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::onComponentRemove()
{
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if(colComp)
{
colComp->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject);
}
Parent::onComponentRemove();
}
void TriggerComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::initPersistFields()
{
Parent::initPersistFields();
addField("visibile", TypeBool, Offset( mVisible, TriggerComponent ), "" );
addField("onEnterViewCmd", TypeCommand, Offset(mEnterCommand, TriggerComponent), "");
addField("onExitViewCmd", TypeCommand, Offset(mOnExitCommand, TriggerComponent), "");
addField("onUpdateInViewCmd", TypeCommand, Offset(mOnUpdateInViewCmd, TriggerComponent), "");
}
U32 TriggerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void TriggerComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
void TriggerComponent::potentialEnterObject(SceneObject *collider)
{
if(testObject(collider))
{
bool found = false;
for(U32 i=0; i < mObjectList.size(); i++)
{
if(mObjectList[i]->getId() == collider->getId())
{
found = true;
break;
}
}
if (!found)
{
mObjectList.push_back(collider);
if (!mEnterCommand.isEmpty())
{
String command = String("%obj = ") + collider->getIdString() + ";" +
String("%this = ") + getIdString() + ";" + mEnterCommand;
Con::evaluate(command.c_str());
}
//onEnterTrigger_callback(this, enter);
}
}
}
bool TriggerComponent::testObject(SceneObject* enter)
{
//First, test to early out
Box3F enterBox = enter->getWorldBox();
//if(!mOwner->getWorldBox().intersect(enterBox) || !)
// return false;
//We're still here, so we should do actual work
//We're going to be
ConcretePolyList mClippedList;
SphereF sphere;
sphere.center = (mOwner->getWorldBox().minExtents + mOwner->getWorldBox().maxExtents) * 0.5;
VectorF bv = mOwner->getWorldBox().maxExtents - sphere.center;
sphere.radius = bv.len();
Entity* enterEntity = dynamic_cast<Entity*>(enter);
if(enterEntity)
{
//quick early out. If the bounds don't overlap, it cannot be colliding or inside
if (!mOwner->getWorldBox().isOverlapped(enterBox))
return false;
//check if the entity has a collision shape
CollisionComponent *colComp = enterEntity->getComponent<CollisionComponent>();
if (colComp)
{
colComp->buildPolyList(PLC_Collision, &mClippedList, mOwner->getWorldBox(), sphere);
if (!mClippedList.isEmpty())
{
//well, it's clipped with, or inside, our bounds
//now to test the clipped list against our own collision mesh
CollisionComponent *myColComp = mOwner->getComponent<CollisionComponent>();
//wait, how would we NOT have this?
if (myColComp)
{
//anywho, build our list and then we'll check intersections
ClippedPolyList myList;
MatrixF ownerTransform = mOwner->getTransform();
myList.setTransform(&ownerTransform, mOwner->getScale());
myList.setObject(mOwner);
myColComp->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
}
}
}
}
return mClippedList.isEmpty() == false;
}
void TriggerComponent::processTick()
{
Parent::processTick();
if (!isActive())
return;
//get our list of active clients, and see if they have cameras, if they do, build a frustum and see if we exist inside that
mVisible = false;
if(isServerObject())
{
for(U32 i=0; i < mObjectList.size(); i++)
{
if(!testObject(mObjectList[i]))
{
if (!mOnExitCommand.isEmpty())
{
String command = String("%obj = ") + mObjectList[i]->getIdString() + ";" +
String("%this = ") + getIdString() + ";" + mOnExitCommand;
Con::evaluate(command.c_str());
}
mObjectList.erase(i);
//mDataBlock->onLeaveTrigger_callback( this, remove );
//onLeaveTrigger_callback(this, remove);
}
}
/*if (!mTickCommand.isEmpty())
Con::evaluate(mTickCommand.c_str());
if (mObjects.size() != 0)
onTickTrigger_callback(this);*/
}
}
void TriggerComponent::visualizeFrustums(F32 renderTimeMS)
{
}
GameConnection* TriggerComponent::getConnection(S32 connectionID)
{
for(NetConnection *conn = NetConnection::getConnectionList(); conn; conn = conn->getNext())
{
GameConnection* gameConn = dynamic_cast<GameConnection*>(conn);
if (!gameConn || (gameConn && gameConn->isAIControlled()))
continue;
if(connectionID == gameConn->getId())
return gameConn;
}
return NULL;
}
void TriggerComponent::addClient(S32 clientID)
{
}
void TriggerComponent::removeClient(S32 clientID)
{
}
DefineEngineMethod( TriggerComponent, addClient, void,
( S32 clientID ), ( -1 ),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)" )
{
if(clientID == -1)
return;
object->addClient( clientID );
}
DefineEngineMethod( TriggerComponent, removeClient, void,
( S32 clientID ), ( -1 ),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)" )
{
if(clientID == -1)
return;
object->removeClient( clientID );
}
DefineEngineMethod( TriggerComponent, visualizeFrustums, void,
(F32 renderTime), (1000),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)" )
{
object->visualizeFrustums(renderTime);
}

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@ -1,74 +0,0 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TRIGGER_COMPONENT_H_
#define _TRIGGER_COMPONENT_H_
#ifndef _COMPONENT_H_
#include "T3D/components/component.h"
#endif
#ifndef _ENTITY_H_
#include "T3D/entity.h"
#endif
#ifndef COLLISION_COMPONENT_H
#include "T3D/components/collision/collisionComponent.h"
#endif
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class TriggerComponent : public Component
{
typedef Component Parent;
protected:
Vector<SceneObject*> mObjectList;
bool mVisible;
String mEnterCommand;
String mOnExitCommand;
String mOnUpdateInViewCmd;
public:
TriggerComponent();
virtual ~TriggerComponent();
DECLARE_CONOBJECT(TriggerComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
void potentialEnterObject(SceneObject *collider);
bool testObject(SceneObject* enter);
virtual void processTick();
GameConnection* getConnection(S32 connectionID);
void addClient(S32 clientID);
void removeClient(S32 clientID);
void visualizeFrustums(F32 renderTimeMS);
DECLARE_CALLBACK(void, onEnterViewCmd, (Entity* cameraEnt, bool firstTimeSeeing));
DECLARE_CALLBACK(void, onExitViewCmd, (Entity* cameraEnt));
DECLARE_CALLBACK(void, onUpdateInViewCmd, (Entity* cameraEnt));
DECLARE_CALLBACK(void, onUpdateOutOfViewCmd, (Entity* cameraEnt));
};
#endif // _EXAMPLEBEHAVIOR_H_

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@ -1,376 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/physicsComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/containerQuery.h"
#include "math/mathIO.h"
#include "T3D/physics/physicsPlugin.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
PhysicsComponent::PhysicsComponent() : Component()
{
addComponentField("isStatic", "If enabled, object will not simulate physics", "bool", "0", "");
addComponentField("gravity", "The direction of gravity affecting this object, as a vector", "vector", "0 0 -9", "");
addComponentField("drag", "The drag coefficient that constantly affects the object", "float", "0.7", "");
addComponentField("mass", "The mass of the object", "float", "1", "");
mFriendlyName = "Physics Component";
mComponentType = "Physics";
mDescription = getDescriptionText("A stub component class that physics components should inherit from.");
mStatic = false;
mAtRest = false;
mAtRestCounter = 0;
mGravity = VectorF(0, 0, 0);
mVelocity = VectorF(0, 0, 0);
mDrag = 0.7f;
mMass = 1.f;
mGravityMod = 1.f;
csmAtRestTimer = 64;
sAtRestVelocity = 0.15f;
mDelta.pos = Point3F(0, 0, 0);
mDelta.posVec = Point3F(0, 0, 0);
mDelta.warpTicks = mDelta.warpCount = 0;
mDelta.dt = 1;
mDelta.move = NullMove;
mPredictionCount = 0;
}
PhysicsComponent::~PhysicsComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CONOBJECT(PhysicsComponent);
void PhysicsComponent::onComponentAdd()
{
Parent::onComponentAdd();
// Initialize interpolation vars.
mDelta.rot[1] = mDelta.rot[0] = QuatF(mOwner->getTransform());
mDelta.pos = mOwner->getPosition();
mDelta.posVec = Point3F(0,0,0);
}
void PhysicsComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void PhysicsComponent::initPersistFields()
{
Parent::initPersistFields();
addField("gravity", TypePoint3F, Offset(mGravity, PhysicsComponent));
addField("velocity", TypePoint3F, Offset(mVelocity, PhysicsComponent));
addField("isStatic", TypeBool, Offset(mStatic, PhysicsComponent));
}
//Networking
U32 PhysicsComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & VelocityMask))
mathWrite( *stream, mVelocity );
if(stream->writeFlag(mask & UpdateMask))
{
stream->writeFlag(mStatic);
stream->writeFlag(mAtRest);
stream->writeInt(mAtRestCounter,8);
mathWrite( *stream, mGravity );
stream->writeFloat(mDrag, 12);
//stream->writeFloat(mMass, 12);
stream->writeFloat(mGravityMod, 12);
}
return retMask;
}
void PhysicsComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
mathRead( *stream, &mVelocity );
if(stream->readFlag())
{
mStatic = stream->readFlag();
mAtRest = stream->readFlag();
mAtRestCounter = stream->readInt(8);
mathRead( *stream, &mGravity );
mDrag = stream->readFloat(12);
//mMass = stream->readFloat(12);
mGravityMod = stream->readFloat(12);
}
}
//Setup
void PhysicsComponent::prepCollision()
{
if (!mOwner)
return;
if (mConvexList != NULL)
mConvexList->nukeList();
mOwner->enableCollision();
_updatePhysics();
}
void PhysicsComponent::_updatePhysics()
{
SAFE_DELETE( mPhysicsRep );
if ( !PHYSICSMGR )
return;
return;
}
void PhysicsComponent::buildConvex(const Box3F& box, Convex* convex)
{
convex = nullptr;
}
//Updates
void PhysicsComponent::interpolateTick(F32 dt)
{
Point3F pos = mDelta.pos + mDelta.posVec * dt;
//Point3F rot = mDelta.rot + mDelta.rotVec * dt;
setRenderPosition(pos,dt);
}
void PhysicsComponent::updatePos(const F32 travelTime)
{
return;
}
void PhysicsComponent::updateForces()
{
return;
}
void PhysicsComponent::updateContainer()
{
PROFILE_SCOPE(PhysicsBehaviorInstance_updateContainer);
// Update container drag and buoyancy properties
// Set default values.
//mDrag = mDataBlock->drag;
//mBuoyancy = 0.0f;
//mGravityMod = 1.0;
//mAppliedForce.set(0,0,0);
mLastContainerInfo = ContainerQueryInfo();
mLastContainerInfo.box = mOwner->getWorldBox();
mLastContainerInfo.mass = mMass;
mOwner->getContainer()->findObjects(mLastContainerInfo.box, WaterObjectType | PhysicalZoneObjectType, findRouter, &mLastContainerInfo);
//mWaterCoverage = info.waterCoverage;
//mLiquidType = info.liquidType;
//mLiquidHeight = info.waterHeight;
//setCurrentWaterObject( info.waterObject );
// This value might be useful as a datablock value,
// This is what allows the player to stand in shallow water (below this coverage)
// without jiggling from buoyancy
if (mLastContainerInfo.waterCoverage >= 0.25f)
{
// water viscosity is used as drag for in water.
// ShapeBaseData drag is used for drag outside of water.
// Combine these two components to calculate this ShapeBase object's
// current drag.
mDrag = (mLastContainerInfo.waterCoverage * mLastContainerInfo.waterViscosity) +
(1.0f - mLastContainerInfo.waterCoverage) * mDrag;
//mBuoyancy = (info.waterDensity / mDataBlock->density) * info.waterCoverage;
}
//mAppliedForce = info.appliedForce;
mGravityMod = mLastContainerInfo.gravityScale;
}
//Events
void PhysicsComponent::updateVelocity(const F32 dt)
{
}
void PhysicsComponent::applyImpulse(const Point3F&, const VectorF& vec)
{
// Items ignore angular velocity
VectorF vel;
vel.x = vec.x / mMass;
vel.y = vec.y / mMass;
vel.z = vec.z / mMass;
setVelocity(mVelocity + vel);
}
//Setters
void PhysicsComponent::setTransform(const MatrixF& mat)
{
mOwner->setTransform(mat);
if (!mStatic)
{
mAtRest = false;
mAtRestCounter = 0;
}
if (getPhysicsRep())
getPhysicsRep()->setTransform(mOwner->getTransform());
setMaskBits(UpdateMask);
}
void PhysicsComponent::setPosition(const Point3F& pos)
{
MatrixF mat = mOwner->getTransform();
if (mOwner->isMounted()) {
// Use transform from mounted object
//mOwner->getObjectMount()->getMountTransform( mOwner->getMountNode(), mMount.xfm, &mat );
return;
}
else {
mat.setColumn(3, pos);
}
mOwner->setTransform(mat);
if (getPhysicsRep())
getPhysicsRep()->setTransform(mat);
}
void PhysicsComponent::setRenderPosition(const Point3F& pos, F32 dt)
{
MatrixF mat = mOwner->getRenderTransform();
if (mOwner->isMounted()) {
// Use transform from mounted object
//mOwner->getObjectMount()->getMountRenderTransform( dt, mOwner->getMountNode(), mMount.xfm, &mat );
return;
}
else {
mat.setColumn(3, pos);
}
mOwner->setRenderTransform(mat);
}
void PhysicsComponent::setVelocity(const VectorF& vel)
{
mVelocity = vel;
mAtRest = false;
mAtRestCounter = 0;
setMaskBits(VelocityMask);
}
//Getters
PhysicsBody *PhysicsComponent::getPhysicsRep()
{
/*if(mOwner)
{
Entity* ac = dynamic_cast<Entity*>(mOwner);
if(ac)
return ac->mPhysicsRep;
}*/
return NULL;
}
void PhysicsComponent::getVelocity(const Point3F& r, Point3F* v)
{
*v = mVelocity;
}
void PhysicsComponent::getOriginVector(const Point3F &p,Point3F* r)
{
*r = p - mOwner->getObjBox().getCenter();
}
F32 PhysicsComponent::getZeroImpulse(const Point3F& r,const Point3F& normal)
{
Point3F a,b,c;
//set up our inverse matrix
MatrixF iv,qmat;
MatrixF inverse = MatrixF::Identity;
qmat = mOwner->getTransform();
iv.mul(qmat,inverse);
qmat.transpose();
inverse.mul(iv,qmat);
mCross(r, normal, &a);
inverse.mulV(a, &b);
mCross(b, r, &c);
return 1 / ((1/mMass) + mDot(c, normal));
}
DefineEngineMethod( PhysicsComponent, applyImpulse, bool, ( Point3F pos, VectorF vel ),,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
object->applyImpulse(pos,vel);
return true;
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#pragma once
#ifndef PHYSICS_COMPONENT_H
#define PHYSICS_COMPONENT_H
#include "T3D/components/component.h"
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _ENTITY_H_
#include "T3D/entity.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _RIGID_H_
#include "T3D/rigid.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _RENDER_COMPONENT_INTERFACE_H_
#include "T3D/components/render/renderComponentInterface.h"
#endif
class TSShapeInstance;
class SceneRenderState;
class PhysicsBody;
class PhysicsBehaviorInstance;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class PhysicsComponent : public Component
{
typedef Component Parent;
protected:
bool mStatic;
bool mAtRest;
S32 mAtRestCounter;
VectorF mGravity;
VectorF mVelocity;
F32 mDrag;
F32 mMass;
F32 mGravityMod;
S32 csmAtRestTimer;
F32 sAtRestVelocity; // Min speed after collisio
PhysicsBody* mPhysicsRep;
PhysicsWorld* mPhysicsWorld;
Convex* mConvexList;
public:
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
FreezeMask = Parent::NextFreeMask << 1,
ForceMoveMask = Parent::NextFreeMask << 2,
VelocityMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
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];
};
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
ContainerQueryInfo mLastContainerInfo;
public:
PhysicsComponent();
virtual ~PhysicsComponent();
DECLARE_CONOBJECT(PhysicsComponent);
static void initPersistFields();
//Components
virtual void onComponentAdd();
virtual void onComponentRemove();
//Setup
void prepCollision();
virtual void _updatePhysics();
virtual void buildConvex(const Box3F& box, Convex* convex);
//Update
virtual void interpolateTick(F32 dt);
virtual void updatePos(const F32 dt);
virtual void updateForces();
void updateContainer();
//Physics Collision Conveinence Hooks
virtual bool updateCollision(F32 dt, Rigid& ns, CollisionList &cList) { return false; }
virtual bool resolveContacts(Rigid& ns, CollisionList& cList, F32 dt) { return false; }
virtual bool resolveCollision(const Point3F& p, const Point3F &normal) { return false; }
//Networking
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
//Events
virtual void updateVelocity(const F32 dt);
virtual void setVelocity(const VectorF& vel);
virtual void setTransform(const MatrixF& mat);
virtual void setPosition(const Point3F& pos);
void setRenderPosition(const Point3F& pos, F32 dt);
virtual void applyImpulse(const Point3F&, const VectorF& vec);
//Gets
F32 getMass() { return mMass; }
virtual PhysicsBody *getPhysicsRep();
virtual Point3F getVelocity() { return mVelocity; }
virtual void getOriginVector(const Point3F &p, Point3F* r);
virtual void getVelocity(const Point3F& r, Point3F* v);
virtual F32 getZeroImpulse(const Point3F& r, const Point3F& normal);
};
#endif // _COMPONENT_H_

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@ -1,49 +0,0 @@
//-----------------------------------------------------------------------------
// 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 PHYSICS_COMPONENT_INTERFACE_H
#define PHYSICS_COMPONENT_INTERFACE_H
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
class PhysicsComponentInterface : public Interface<PhysicsComponentInterface>
{
protected:
VectorF mVelocity;
F32 mMass;
F32 mGravityMod;
public:
void updateForces();
VectorF getVelocity() { return mVelocity; }
void setVelocity(VectorF vel) { mVelocity = vel; }
F32 getMass() { return mMass; }
Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
};
#endif

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@ -1,779 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/playerControllerComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "collision/collision.h"
#include "T3D/physics/physicsPlayer.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/trigger.h"
#include "T3D/components/collision/collisionTrigger.h"
// Movement constants
static F32 sVerticalStepDot = 0.173f; // 80
static F32 sMinFaceDistance = 0.01f;
static F32 sTractionDistance = 0.04f;
static F32 sNormalElasticity = 0.01f;
static U32 sMoveRetryCount = 5;
static F32 sMaxImpulseVelocity = 200.0f;
//////////////////////////////////////////////////////////////////////////
// Callbacks
IMPLEMENT_CALLBACK(PlayerControllerComponent, updateMove, void, (PlayerControllerComponent* obj), (obj),
"Called when the player updates it's movement, only called if object is set to callback in script(doUpdateMove).\n"
"@param obj the Player object\n");
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
PlayerControllerComponent::PlayerControllerComponent() : PhysicsComponent()
{
mBuoyancy = 0.f;
mFriction = 0.3f;
mElasticity = 0.4f;
mMaxVelocity = 3000.f;
mVelocity = VectorF::Zero;
mContactTimer = 0;
mSticky = false;
mFalling = false;
mSwimming = false;
mInWater = false;
mDelta.pos = mDelta.posVec = Point3F::Zero;
mDelta.warpTicks = mDelta.warpCount = 0;
mDelta.rot[0].identity();
mDelta.rot[1].identity();
mDelta.dt = 1;
mUseDirectMoveInput = false;
mFriendlyName = "Player Controller";
mComponentType = "Physics";
mDescription = getDescriptionText("A general-purpose physics player controller.");
//mNetFlags.set(Ghostable | ScopeAlways);
mMass = 9.0f; // from ShapeBase
mDrag = 1.0f; // from ShapeBase
maxStepHeight = 1.0f;
moveSurfaceAngle = 60.0f;
contactSurfaceAngle = 85.0f;
fallingSpeedThreshold = -10.0f;
horizMaxSpeed = 80.0f;
horizMaxAccel = 100.0f;
horizResistSpeed = 38.0f;
horizResistFactor = 1.0f;
upMaxSpeed = 80.0f;
upMaxAccel = 100.0f;
upResistSpeed = 38.0f;
upResistFactor = 1.0f;
// Air control
airControl = 0.0f;
//Grav mod
mGravityMod = 1;
mInputVelocity = Point3F(0, 0, 0);
mPhysicsRep = nullptr;
mPhysicsWorld = nullptr;
mOwnerCollisionComp = nullptr;
mIntegrationCount = 0;
}
PlayerControllerComponent::~PlayerControllerComponent()
{
for (S32 i = 0; i < mFields.size(); ++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(PlayerControllerComponent);
//////////////////////////////////////////////////////////////////////////
bool PlayerControllerComponent::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void PlayerControllerComponent::onRemove()
{
Parent::onRemove();
SAFE_DELETE(mPhysicsRep);
}
void PlayerControllerComponent::onComponentAdd()
{
Parent::onComponentAdd();
CollisionComponent *collisionComp = mOwner->getComponent<CollisionComponent>();
if (collisionComp)
{
collisionComp->onCollisionChanged.notify(this, &PlayerControllerComponent::updatePhysics);
mOwnerCollisionComp = collisionComp;
}
updatePhysics();
}
void PlayerControllerComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
CollisionComponent *collisionComp = dynamic_cast<CollisionComponent*>(comp);
if (collisionComp)
{
collisionComp->onCollisionChanged.notify(this, &PlayerControllerComponent::updatePhysics);
mOwnerCollisionComp = collisionComp;
updatePhysics();
}
}
void PlayerControllerComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
CollisionComponent *collisionComp = dynamic_cast<CollisionComponent*>(comp);
if (collisionComp)
{
collisionComp->onCollisionChanged.notify(this, &PlayerControllerComponent::updatePhysics);
mOwnerCollisionComp = nullptr;
updatePhysics();
}
}
void PlayerControllerComponent::updatePhysics(PhysicsCollision *collision)
{
if (!PHYSICSMGR)
return;
mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
//first, clear the old physRep
SAFE_DELETE(mPhysicsRep);
mPhysicsRep = PHYSICSMGR->createPlayer();
F32 runSurfaceCos = mCos(mDegToRad(moveSurfaceAngle));
Point3F ownerBounds = mOwner->getObjBox().getExtents() * mOwner->getScale();
mPhysicsRep->init("", ownerBounds, runSurfaceCos, maxStepHeight, mOwner, mPhysicsWorld);
mPhysicsRep->setTransform(mOwner->getTransform());
}
void PlayerControllerComponent::initPersistFields()
{
Parent::initPersistFields();
addField("inputVelocity", TypePoint3F, Offset(mInputVelocity, PlayerControllerComponent), "");
addField("useDirectMoveInput", TypeBool, Offset(mUseDirectMoveInput, PlayerControllerComponent), "");
}
U32 PlayerControllerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void PlayerControllerComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
//
void PlayerControllerComponent::processTick()
{
Parent::processTick();
if (!isServerObject() || !isActive())
return;
// Warp to catch up to server
if (mDelta.warpCount < mDelta.warpTicks)
{
mDelta.warpCount++;
// Set new pos.
mDelta.pos = mOwner->getPosition();
mDelta.pos += mDelta.warpOffset;
mDelta.rot[0] = mDelta.rot[1];
mDelta.rot[1].interpolate(mDelta.warpRot[0], mDelta.warpRot[1], F32(mDelta.warpCount) / mDelta.warpTicks);
MatrixF trans;
mDelta.rot[1].setMatrix(&trans);
trans.setPosition(mDelta.pos);
mOwner->setTransform(trans);
// Pos backstepping
mDelta.posVec.x = -mDelta.warpOffset.x;
mDelta.posVec.y = -mDelta.warpOffset.y;
mDelta.posVec.z = -mDelta.warpOffset.z;
}
else
{
// Save current rigid state interpolation
mDelta.posVec = mOwner->getPosition();
mDelta.rot[0] = mOwner->getTransform();
updateMove();
updatePos(TickSec);
// Wrap up interpolation info
mDelta.pos = mOwner->getPosition();
mDelta.posVec -= mOwner->getPosition();
mDelta.rot[1] = mOwner->getTransform();
// Update container database
setTransform(mOwner->getTransform());
setMaskBits(VelocityMask);
setMaskBits(PositionMask);
}
}
void PlayerControllerComponent::interpolateTick(F32 dt)
{
}
void PlayerControllerComponent::ownerTransformSet(MatrixF *mat)
{
if (mPhysicsRep)
mPhysicsRep->setTransform(mOwner->getTransform());
}
void PlayerControllerComponent::setTransform(const MatrixF& mat)
{
mOwner->setTransform(mat);
setMaskBits(UpdateMask);
}
//
void PlayerControllerComponent::updateMove()
{
if (!PHYSICSMGR)
return;
Move *move = &mOwner->lastMove;
//If we're not set to use mUseDirectMoveInput, then we allow for an override in the form of mInputVelocity
if (!mUseDirectMoveInput)
{
move->x = mInputVelocity.x;
move->y = mInputVelocity.y;
move->z = mInputVelocity.z;
}
// Is waterCoverage high enough to be 'swimming'?
{
bool swimming = mOwner->getContainerInfo().waterCoverage > 0.65f/* && canSwim()*/;
if (swimming != mSwimming)
{
mSwimming = swimming;
}
}
// Update current orientation
MatrixF zRot;
zRot.set(EulerF(0.0f, 0.0f, mOwner->getRotation().asEulerF().z));
// Desired move direction & speed
VectorF moveVec;
F32 moveSpeed = mInputVelocity.len();
zRot.getColumn(0, &moveVec);
moveVec *= move->x;
VectorF tv;
zRot.getColumn(1, &tv);
moveVec += tv * move->y;
// Acceleration due to gravity
VectorF acc(mPhysicsWorld->getGravity() * mGravityMod * TickSec);
// Determine ground contact normal. Only look for contacts if
// we can move and aren't mounted.
mContactInfo.contactNormal = VectorF::Zero;
mContactInfo.jump = false;
mContactInfo.run = false;
if (!mOwner->isMounted())
findContact(&mContactInfo.run, &mContactInfo.jump, &mContactInfo.contactNormal);
if (mContactInfo.jump)
mJumpSurfaceNormal = mContactInfo.contactNormal;
// If we don't have a runSurface but we do have a contactNormal,
// then we are standing on something that is too steep.
// Deflect the force of gravity by the normal so we slide.
// We could also try aligning it to the runSurface instead,
// but this seems to work well.
if (!mContactInfo.run && !mContactInfo.contactNormal.isZero())
acc = (acc - 2 * mContactInfo.contactNormal * mDot(acc, mContactInfo.contactNormal));
// Acceleration on run surface
if (mContactInfo.run && !mSwimming)
{
mContactTimer = 0;
VectorF pv = moveVec;
// Adjust the player's requested dir. to be parallel
// to the contact surface.
F32 pvl = pv.len();
// Convert to acceleration
if (pvl)
pv *= moveSpeed / pvl;
VectorF runAcc = pv - (mVelocity + acc);
F32 runSpeed = runAcc.len();
// Clamp acceleration, player also accelerates faster when
// in his hard landing recover state.
F32 maxAcc;
maxAcc = (horizMaxAccel / mMass) * TickSec;
if (runSpeed > maxAcc)
runAcc *= maxAcc / runSpeed;
acc += runAcc;
}
else if (!mSwimming && airControl > 0.0f)
{
VectorF pv;
pv = moveVec;
F32 pvl = pv.len();
if (pvl)
pv *= moveSpeed / pvl;
VectorF runAcc = pv - (mVelocity + acc);
runAcc.z = 0;
runAcc.x = runAcc.x * airControl;
runAcc.y = runAcc.y * airControl;
F32 runSpeed = runAcc.len();
// We don't test for sprinting when performing air control
F32 maxAcc = (horizMaxAccel / mMass) * TickSec * 0.3f;
if (runSpeed > maxAcc)
runAcc *= maxAcc / runSpeed;
acc += runAcc;
// There are no special air control animations
// so... increment this unless you really want to
// play the run anims in the air.
mContactTimer++;
}
else if (mSwimming)
{
// Remove acc into contact surface (should only be gravity)
// Clear out floating point acc errors, this will allow
// the player to "rest" on the ground.
F32 vd = -mDot(acc, mContactInfo.contactNormal);
if (vd > 0.0f)
{
VectorF dv = mContactInfo.contactNormal * (vd + 0.002f);
acc += dv;
if (acc.len() < 0.0001f)
acc.set(0.0f, 0.0f, 0.0f);
}
// get the head pitch and add it to the moveVec
// This more accurate swim vector calc comes from Matt Fairfax
MatrixF xRot;
xRot.set(EulerF(mOwner->getRotation().asEulerF().x, 0, 0));
zRot.set(EulerF(0, 0, mOwner->getRotation().asEulerF().z));//reset prior uses
MatrixF rot;
rot.mul(zRot, xRot);
rot.getColumn(0, &moveVec);
moveVec *= move->x;
rot.getColumn(1, &tv);//reset prior uses
moveVec += tv * move->y;
rot.getColumn(2, &tv);
moveVec += tv * move->z;
// Force a 0 move if there is no energy, and only drain
// move energy if we're moving.
VectorF swimVec = moveVec;
// If we are swimming but close enough to the shore/ground
// we can still have a surface-normal. In this case align the
// velocity to the normal to make getting out of water easier.
moveVec.normalize();
F32 isSwimUp = mDot(moveVec, mContactInfo.contactNormal);
if (!mContactInfo.contactNormal.isZero() && isSwimUp < 0.1f)
{
F32 pvl = swimVec.len();
if (pvl)
{
VectorF nn;
mCross(swimVec, VectorF(0.0f, 0.0f, 1.0f), &nn);
nn *= 1.0f / pvl;
VectorF cv = mContactInfo.contactNormal;
cv -= nn * mDot(nn, cv);
swimVec -= cv * mDot(swimVec, cv);
}
}
F32 swimVecLen = swimVec.len();
// Convert to acceleration.
if (swimVecLen)
swimVec *= moveSpeed / swimVecLen;
VectorF swimAcc = swimVec - (mVelocity + acc);
F32 swimSpeed = swimAcc.len();
// Clamp acceleration.
F32 maxAcc = (horizMaxAccel / mMass) * TickSec;
if (swimSpeed > maxAcc)
swimAcc *= maxAcc / swimSpeed;
acc += swimAcc;
mContactTimer++;
}
else
mContactTimer++;
// Add in force from physical zones...
acc += (mOwner->getContainerInfo().appliedForce / mMass) * TickSec;
// Adjust velocity with all the move & gravity acceleration
// TG: I forgot why doesn't the TickSec multiply happen here...
mVelocity += acc;
// apply horizontal air resistance
F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
if (hvel > horizResistSpeed)
{
F32 speedCap = hvel;
if (speedCap > horizMaxSpeed)
speedCap = horizMaxSpeed;
speedCap -= horizResistFactor * TickSec * (speedCap - horizResistSpeed);
F32 scale = speedCap / hvel;
mVelocity.x *= scale;
mVelocity.y *= scale;
}
if (mVelocity.z > upResistSpeed)
{
if (mVelocity.z > upMaxSpeed)
mVelocity.z = upMaxSpeed;
mVelocity.z -= upResistFactor * TickSec * (mVelocity.z - upResistSpeed);
}
// Apply drag
mVelocity -= mVelocity * mDrag * TickSec;
// Clamp very small velocity to zero
if (mVelocity.isZero())
mVelocity = Point3F::Zero;
// If we are not touching anything and have sufficient -z vel,
// we are falling.
if (mContactInfo.run)
{
mFalling = false;
}
else
{
VectorF vel;
mOwner->getWorldToObj().mulV(mVelocity, &vel);
mFalling = vel.z < fallingSpeedThreshold;
}
// Enter/Leave Liquid
if (!mInWater && mOwner->getContainerInfo().waterCoverage > 0.0f)
{
mInWater = true;
}
else if (mInWater && mOwner->getContainerInfo().waterCoverage <= 0.0f)
{
mInWater = false;
}
}
void PlayerControllerComponent::updatePos(const F32 travelTime)
{
if (!PHYSICSMGR)
return;
PROFILE_SCOPE(PlayerControllerComponent_UpdatePos);
Point3F newPos;
Collision col;
dMemset(&col, 0, sizeof(col));
static CollisionList collisionList;
collisionList.clear();
newPos = mPhysicsRep->move(mVelocity * travelTime, collisionList);
bool haveCollisions = false;
if (collisionList.getCount() > 0)
{
mFalling = false;
haveCollisions = true;
//TODO: clean this up so the phys component doesn't have to tell the col interface to do this
CollisionComponent* colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->handleCollisionList(collisionList, mVelocity);
}
}
if (haveCollisions)
{
// Pick the collision that most closely matches our direction
VectorF velNormal = mVelocity;
velNormal.normalizeSafe();
const Collision *collision = &collisionList[0];
F32 collisionDot = mDot(velNormal, collision->normal);
const Collision *cp = collision + 1;
const Collision *ep = collision + collisionList.getCount();
for (; cp != ep; cp++)
{
F32 dp = mDot(velNormal, cp->normal);
if (dp < collisionDot)
{
collisionDot = dp;
collision = cp;
}
}
// Modify our velocity based on collisions
for (U32 i = 0; i<collisionList.getCount(); ++i)
{
F32 bd = -mDot(mVelocity, collisionList[i].normal);
VectorF dv = collisionList[i].normal * (bd + sNormalElasticity);
mVelocity += dv;
}
// Store the last collision for use later on. The handle collision
// code only expects a single collision object.
if (collisionList.getCount() > 0)
col = collisionList[collisionList.getCount() - 1];
// We'll handle any player-to-player collision, and the last collision
// with other obejct types.
for (U32 i = 0; i<collisionList.getCount(); ++i)
{
Collision& colCheck = collisionList[i];
if (colCheck.object)
{
col = colCheck;
}
}
}
updateContainer();
MatrixF newMat;
newMat.setPosition(newPos);
mPhysicsRep->setTransform(newMat);
mOwner->setPosition(newPos);
}
//
void PlayerControllerComponent::setVelocity(const VectorF& vel)
{
mVelocity = vel;
// Clamp against the maximum velocity.
if (mMaxVelocity > 0)
{
F32 len = mVelocity.magnitudeSafe();
if (len > mMaxVelocity)
{
Point3F excess = mVelocity * (1.0f - (mMaxVelocity / len));
mVelocity -= excess;
}
}
setMaskBits(VelocityMask);
}
void PlayerControllerComponent::findContact(bool *run, bool *jump, VectorF *contactNormal)
{
SceneObject *contactObject = NULL;
Vector<SceneObject*> overlapObjects;
mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects);
F32 vd = (*contactNormal).z;
*run = vd > mCos(mDegToRad(moveSurfaceAngle));
*jump = vd > mCos(mDegToRad(contactSurfaceAngle));
// Check for triggers
for (U32 i = 0; i < overlapObjects.size(); i++)
{
SceneObject *obj = overlapObjects[i];
U32 objectMask = obj->getTypeMask();
// Check: triggers, corpses and items...
//
if (objectMask & TriggerObjectType)
{
if (Trigger* pTrigger = dynamic_cast<Trigger*>(obj))
{
pTrigger->potentialEnterObject(mOwner);
}
else if (CollisionTrigger* pTriggerEx = dynamic_cast<CollisionTrigger*>(obj))
{
if (pTriggerEx)
pTriggerEx->potentialEnterObject(mOwner);
}
//Add any other custom classes and the sort here that should be filtered against
/*else if (TriggerExample* pTriggerEx = dynamic_cast<TriggerExample*>(obj))
{
if (pTriggerEx)
pTriggerEx->potentialEnterObject(mOwner);
}*/
}
}
mContactInfo.contacted = contactObject != NULL;
mContactInfo.contactObject = contactObject;
if (mContactInfo.contacted)
mContactInfo.contactNormal = *contactNormal;
mContactInfo.run = *run;
mContactInfo.jump = *jump;
}
void PlayerControllerComponent::applyImpulse(const Point3F &pos, const VectorF &vec)
{
AssertFatal(!mIsNaN(vec), "Player::applyImpulse() - The vector is NaN!");
// Players ignore angular velocity
VectorF vel;
vel.x = vec.x / getMass();
vel.y = vec.y / getMass();
vel.z = vec.z / getMass();
// Make sure the impulse isn't too bigg
F32 len = vel.magnitudeSafe();
if (len > sMaxImpulseVelocity)
{
Point3F excess = vel * (1.0f - (sMaxImpulseVelocity / len));
vel -= excess;
}
setVelocity(mVelocity + vel);
}
DefineEngineMethod(PlayerControllerComponent, applyImpulse, bool, (Point3F pos, VectorF vel), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
object->applyImpulse(pos, vel);
return true;
}
DefineEngineMethod(PlayerControllerComponent, getContactNormal, Point3F, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getContactNormal();
}
DefineEngineMethod(PlayerControllerComponent, getContactObject, SceneObject*, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->getContactObject();
}
DefineEngineMethod(PlayerControllerComponent, isContacted, bool, (), ,
"@brief Apply an impulse to this object as defined by a world position and velocity vector.\n\n"
"@param pos impulse world position\n"
"@param vel impulse velocity (impulse force F = m * v)\n"
"@return Always true\n"
"@note Not all objects that derrive from GameBase have this defined.\n")
{
return object->isContacted();
}

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@ -1,208 +0,0 @@
//-----------------------------------------------------------------------------
// 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 PLAYER_CONTORLLER_COMPONENT_H
#define PLAYER_CONTORLLER_COMPONENT_H
#ifndef PHYSICS_COMPONENT_H
#include "T3D/components/physics/physicsComponent.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
#include "T3D/physics/physicsWorld.h"
#endif
#ifndef COLLISION_COMPONENT_H
#include "T3D/components/collision/collisionComponent.h"
#endif
class SceneRenderState;
class PhysicsWorld;
class PhysicsPlayer;
class SimplePhysicsBehaviorInstance;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class PlayerControllerComponent : public PhysicsComponent
{
typedef Component Parent;
enum MaskBits {
VelocityMask = Parent::NextFreeMask << 0,
PositionMask = 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];
};
StateDelta mDelta;
PhysicsPlayer *mPhysicsRep;
PhysicsWorld *mPhysicsWorld;
CollisionComponent* mOwnerCollisionComp;
struct ContactInfo
{
bool contacted, jump, run;
SceneObject *contactObject;
VectorF contactNormal;
F32 contactTime;
void clear()
{
contacted = jump = run = false;
contactObject = nullptr;
contactNormal.set(0,0,0);
contactTime = 0;
}
ContactInfo() { clear(); }
} mContactInfo;
protected:
F32 mDrag;
F32 mBuoyancy;
F32 mFriction;
F32 mElasticity;
F32 mMaxVelocity;
bool mSticky;
bool mFalling;
bool mSwimming;
bool mInWater;
S32 mContactTimer; ///< Ticks since last contact
U32 mIntegrationCount;
Point3F mJumpSurfaceNormal; ///< Normal of the surface the player last jumped on
F32 maxStepHeight; ///< Maximum height the player can step up
F32 moveSurfaceAngle; ///< Maximum angle from vertical in degrees the player can run up
F32 contactSurfaceAngle; ///< Maximum angle from vertical in degrees we consider having real 'contact'
F32 horizMaxSpeed; ///< Max speed attainable in the horizontal
F32 horizMaxAccel;
F32 horizResistSpeed; ///< Speed at which resistance will take place
F32 horizResistFactor; ///< Factor of resistance once horizResistSpeed has been reached
F32 upMaxSpeed; ///< Max vertical speed attainable
F32 upMaxAccel;
F32 upResistSpeed; ///< Speed at which resistance will take place
F32 upResistFactor; ///< Factor of resistance once upResistSpeed has been reached
F32 fallingSpeedThreshold; ///< Downward speed at which we consider the player falling
// Air control
F32 airControl;
Point3F mInputVelocity;
bool mUseDirectMoveInput;
public:
PlayerControllerComponent();
virtual ~PlayerControllerComponent();
DECLARE_CONOBJECT(PlayerControllerComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void ownerTransformSet(MatrixF *mat);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
void updatePhysics(PhysicsCollision *collision = NULL);
virtual void processTick();
virtual void interpolateTick(F32 dt);
virtual void updatePos(const F32 dt);
void updateMove();
virtual VectorF getVelocity() { return mVelocity; }
virtual void setVelocity(const VectorF& vel);
virtual void setTransform(const MatrixF& mat);
void findContact(bool *run, bool *jump, VectorF *contactNormal);
Point3F getContactNormal() { return mContactInfo.contactNormal; }
SceneObject* getContactObject() { return mContactInfo.contactObject; }
bool isContacted() { return mContactInfo.contacted; }
//
void applyImpulse(const Point3F &pos, const VectorF &vec);
//This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
//so when the physics components do a findContact test during their update, they'll have a signal collision components
//can be listening to to update themselves with that info
Signal< void(SceneObject*) > onContactSignal;
//
DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
};
#endif // _COMPONENT_H_

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@ -1,467 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/rigidBodyComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsWorld.h"
#include "T3D/physics/physicsCollision.h"
#include "T3D/components/collision/collisionComponent.h"
bool RigidBodyComponent::smNoCorrections = false;
bool RigidBodyComponent::smNoSmoothing = false;
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
RigidBodyComponent::RigidBodyComponent() : PhysicsComponent()
{
mMass = 20;
mDynamicFriction = 1;
mStaticFriction = 0.1f;
mRestitution = 10;
mLinearDamping = 0;
mAngularDamping = 0;
mLinearSleepThreshold = 1;
mAngularSleepThreshold = 1;
mWaterDampingScale = 0.1f;
mBuoyancyDensity = 1;
mSimType = SimType_ServerOnly;
mPhysicsRep = NULL;
mResetPos = MatrixF::Identity;
mOwnerColComponent = NULL;
mFriendlyName = "RigidBody(Component)";
}
RigidBodyComponent::~RigidBodyComponent()
{
}
IMPLEMENT_CO_NETOBJECT_V1(RigidBodyComponent);
bool RigidBodyComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void RigidBodyComponent::onRemove()
{
Parent::onRemove();
}
void RigidBodyComponent::initPersistFields()
{
Parent::initPersistFields();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void RigidBodyComponent::onComponentAdd()
{
Parent::onComponentAdd();
if (isServerObject())
{
storeRestorePos();
PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset);
}
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics);
updatePhysics(colComp->getCollisionData());
}
else
updatePhysics();
}
void RigidBodyComponent::onComponentRemove()
{
Parent::onComponentRemove();
if (isServerObject())
{
PhysicsPlugin::getPhysicsResetSignal().remove(this, &RigidBodyComponent::_onPhysicsReset);
}
CollisionComponent *colComp = mOwner->getComponent<CollisionComponent>();
if (colComp)
{
colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics);
}
SAFE_DELETE(mPhysicsRep);
}
void RigidBodyComponent::componentAddedToOwner(Component *comp)
{
CollisionComponent *colComp = dynamic_cast<CollisionComponent*>(comp);
if (colComp)
{
colComp->onCollisionChanged.notify(this, &RigidBodyComponent::updatePhysics);
updatePhysics(colComp->getCollisionData());
}
}
void RigidBodyComponent::componentRemovedFromOwner(Component *comp)
{
//test if this is a shape component!
CollisionComponent *colComp = dynamic_cast<CollisionComponent*>(comp);
if (colComp)
{
colComp->onCollisionChanged.remove(this, &RigidBodyComponent::updatePhysics);
updatePhysics();
}
}
void RigidBodyComponent::ownerTransformSet(MatrixF *mat)
{
if (mPhysicsRep)
mPhysicsRep->setTransform(mOwner->getTransform());
}
void RigidBodyComponent::updatePhysics(PhysicsCollision* collision)
{
SAFE_DELETE(mPhysicsRep);
if (!PHYSICSMGR)
return;
mWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
if (!collision)
return;
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(collision, mMass, 0, mOwner, mWorld);
mPhysicsRep->setMaterial(mRestitution, mDynamicFriction, mStaticFriction);
mPhysicsRep->setDamping(mLinearDamping, mAngularDamping);
mPhysicsRep->setSleepThreshold(mLinearSleepThreshold, mAngularSleepThreshold);
mPhysicsRep->setTransform(mOwner->getTransform());
// The reset position is the transform on the server
// at creation time... its not used on the client.
if (isServerObject())
{
storeRestorePos();
PhysicsPlugin::getPhysicsResetSignal().notify(this, &RigidBodyComponent::_onPhysicsReset);
}
}
U32 RigidBodyComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & StateMask))
{
// This will encode the position relative to the control
// object position.
//
// This will compress the position to as little as 6.25
// bytes if the position is within about 30 meters of the
// control object.
//
// Worst case its a full 12 bytes + 2 bits if the position
// is more than 500 meters from the control object.
//
stream->writeCompressedPoint(mState.position);
// Use only 3.5 bytes to send the orientation.
stream->writeQuat(mState.orientation, 9);
// If the server object has been set to sleep then
// we don't need to send any velocity.
if (!stream->writeFlag(mState.sleeping))
{
// This gives me ~0.015f resolution in velocity magnitude
// while only costing me 1 bit of the velocity is zero length,
// <5 bytes in normal cases, and <8 bytes if the velocity is
// greater than 1000.
AssertWarn(mState.linVelocity.len() < 1000.0f,
"PhysicsShape::packUpdate - The linVelocity is out of range!");
stream->writeVector(mState.linVelocity, 1000.0f, 16, 9);
// For angular velocity we get < 0.01f resolution in magnitude
// with the most common case being under 4 bytes.
AssertWarn(mState.angVelocity.len() < 10.0f,
"PhysicsShape::packUpdate - The angVelocity is out of range!");
stream->writeVector(mState.angVelocity, 10.0f, 10, 9);
}
}
return retMask;
}
void RigidBodyComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if (stream->readFlag()) // StateMask
{
PhysicsState state;
// Read the encoded and compressed position... commonly only 6.25 bytes.
stream->readCompressedPoint(&state.position);
// Read the compressed quaternion... 3.5 bytes.
stream->readQuat(&state.orientation, 9);
state.sleeping = stream->readFlag();
if (!state.sleeping)
{
stream->readVector(&state.linVelocity, 1000.0f, 16, 9);
stream->readVector(&state.angVelocity, 10.0f, 10, 9);
}
if (!smNoCorrections && mPhysicsRep && mPhysicsRep->isDynamic())
{
// Set the new state on the physics object immediately.
mPhysicsRep->applyCorrection(state.getTransform());
mPhysicsRep->setSleeping(state.sleeping);
if (!state.sleeping)
{
mPhysicsRep->setLinVelocity(state.linVelocity);
mPhysicsRep->setAngVelocity(state.angVelocity);
}
mPhysicsRep->getState(&mState);
}
// If there is no physics object then just set the
// new state... the tick will take care of the
// interpolation and extrapolation.
if (!mPhysicsRep || !mPhysicsRep->isDynamic())
mState = state;
}
}
void RigidBodyComponent::processTick()
{
Parent::processTick();
if (!mPhysicsRep || !PHYSICSMGR)
return;
// Note that unlike TSStatic, the serverside PhysicsShape does not
// need to play the ambient animation because even if the animation were
// to move collision shapes it would not affect the physx representation.
PROFILE_START(RigidBodyComponent_ProcessTick);
if (!mPhysicsRep->isDynamic())
return;
// SINGLE PLAYER HACK!!!!
/*if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
{
RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject();
mOwner->setTransform(servObj->mState.getTransform());
mRenderState[0] = servObj->mRenderState[0];
mRenderState[1] = servObj->mRenderState[1];
return;
}*/
// Store the last render state.
mRenderState[0] = mRenderState[1];
// If the last render state doesn't match the last simulation
// state then we got a correction and need to
Point3F errorDelta = mRenderState[1].position - mState.position;
const bool doSmoothing = !errorDelta.isZero() && !smNoSmoothing;
const bool wasSleeping = mState.sleeping;
// Get the new physics state.
mPhysicsRep->getState(&mState);
updateContainerForces();
// Smooth the correction back into the render state.
mRenderState[1] = mState;
if (doSmoothing)
{
F32 correction = mClampF(errorDelta.len() / 20.0f, 0.1f, 0.9f);
mRenderState[1].position.interpolate(mState.position, mRenderState[0].position, correction);
mRenderState[1].orientation.interpolate(mState.orientation, mRenderState[0].orientation, correction);
}
//Check if any collisions occured
findContact();
// If we haven't been sleeping then update our transform
// and set ourselves as dirty for the next client update.
if (!wasSleeping || !mState.sleeping)
{
// Set the transform on the parent so that
// the physics object isn't moved.
mOwner->setTransform(mState.getTransform());
// If we're doing server simulation then we need
// to send the client a state update.
if (isServerObject() && mPhysicsRep && !smNoCorrections &&
!PHYSICSMGR->isSinglePlayer() // SINGLE PLAYER HACK!!!!
)
setMaskBits(StateMask);
}
PROFILE_END();
}
void RigidBodyComponent::findContact()
{
SceneObject *contactObject = NULL;
VectorF *contactNormal = new VectorF(0, 0, 0);
Vector<SceneObject*> overlapObjects;
mPhysicsRep->findContact(&contactObject, contactNormal, &overlapObjects);
/*if (!overlapObjects.empty())
{
//fire our signal that the physics sim said collisions happened
onPhysicsCollision.trigger(*contactNormal, overlapObjects);
}*/
}
void RigidBodyComponent::_onPhysicsReset(PhysicsResetEvent reset)
{
if (reset == PhysicsResetEvent_Store)
mResetPos = mOwner->getTransform();
else if (reset == PhysicsResetEvent_Restore)
{
mOwner->setTransform(mResetPos);
}
}
void RigidBodyComponent::storeRestorePos()
{
mResetPos = mOwner->getTransform();
}
void RigidBodyComponent::applyImpulse(const Point3F &pos, const VectorF &vec)
{
if (mPhysicsRep && mPhysicsRep->isDynamic())
mPhysicsRep->applyImpulse(pos, vec);
}
void RigidBodyComponent::applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude)
{
if (!mPhysicsRep || !mPhysicsRep->isDynamic())
return;
// TODO: Find a better approximation of the
// force vector using the object box.
VectorF force = mOwner->getWorldBox().getCenter() - origin;
F32 dist = force.magnitudeSafe();
force.normalize();
if (dist == 0.0f)
force *= magnitude;
else
force *= mClampF(radius / dist, 0.0f, 1.0f) * magnitude;
mPhysicsRep->applyImpulse(origin, force);
// TODO: There is no simple way to really sync this sort of an
// event with the client.
//
// The best is to send the current physics snapshot, calculate the
// time difference from when this event occured and the time when the
// client recieves it, and then extrapolate where it should be.
//
// Even then its impossible to be absolutely sure its synced.
//
// Bottom line... you shouldn't use physics over the network like this.
//
}
void RigidBodyComponent::updateContainerForces()
{
PROFILE_SCOPE(RigidBodyComponent_updateContainerForces);
// If we're not simulating don't update forces.
PhysicsWorld *world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
if (!world || !world->isEnabled())
return;
ContainerQueryInfo info;
info.box = mOwner->getWorldBox();
info.mass = mMass;
// Find and retreive physics info from intersecting WaterObject(s)
mOwner->getContainer()->findObjects(mOwner->getWorldBox(), WaterObjectType | PhysicalZoneObjectType, findRouter, &info);
// Calculate buoyancy and drag
F32 angDrag = mAngularDamping;
F32 linDrag = mLinearDamping;
F32 buoyancy = 0.0f;
Point3F cmass = mPhysicsRep->getCMassPosition();
F32 density = mBuoyancyDensity;
if (density > 0.0f)
{
if (info.waterCoverage > 0.0f)
{
F32 waterDragScale = info.waterViscosity * mWaterDampingScale;
F32 powCoverage = mPow(info.waterCoverage, 0.25f);
angDrag = mLerp(angDrag, angDrag * waterDragScale, powCoverage);
linDrag = mLerp(linDrag, linDrag * waterDragScale, powCoverage);
}
buoyancy = (info.waterDensity / density) * mPow(info.waterCoverage, 2.0f);
// A little hackery to prevent oscillation
// Based on this blog post:
// (http://reinot.blogspot.com/2005/11/oh-yes-they-float-georgie-they-all.html)
// JCF: disabled!
Point3F buoyancyForce = buoyancy * -world->getGravity() * TickSec * mMass;
mPhysicsRep->applyImpulse(cmass, buoyancyForce);
}
// Update the dampening as the container might have changed.
mPhysicsRep->setDamping(linDrag, angDrag);
// Apply physical zone forces.
if (!info.appliedForce.isZero())
mPhysicsRep->applyImpulse(cmass, info.appliedForce);
}

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@ -1,183 +0,0 @@
//-----------------------------------------------------------------------------
// 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 RIGID_BODY_COMPONENT_H
#define RIGID_BODY_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
#ifndef COLLISION_COMPONENT_H
#include "T3D/components/collision/collisionComponent.h"
#endif
#ifndef PHYSICS_COMPONENT_H
#include "T3D/components/physics/physicsComponent.h"
#endif
class PhysicsBody;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class RigidBodyComponent : public PhysicsComponent
{
typedef PhysicsComponent Parent;
enum SimType
{
/// This physics representation only exists on the client
/// world and the server only does ghosting.
SimType_ClientOnly,
/// The physics representation only exists on the server world
/// and the client gets delta updates for rendering.
SimType_ServerOnly,
/// The physics representation exists on the client and the server
/// worlds with corrections occuring when the client gets out of sync.
SimType_ClientServer,
/// The bits used to pack the SimType field.
SimType_Bits = 3,
} mSimType;
//
//
/// The current physics state.
PhysicsState mState;
/// The previous and current render states.
PhysicsState mRenderState[2];
/// The abstracted physics actor.
PhysicsBody *mPhysicsRep;
PhysicsWorld *mWorld;
/// The starting position to place the shape when
/// the level begins or is reset.
MatrixF mResetPos;
//
//
/// If true then no corrections are sent from the server
/// and/or applied from the client.
///
/// This is only ment for debugging.
///
static bool smNoCorrections;
/// If true then no smoothing is done on the client when
/// applying server corrections.
///
/// This is only ment for debugging.
///
static bool smNoSmoothing;
///
F32 mMass;
///
F32 mDynamicFriction;
///
F32 mStaticFriction;
///
F32 mRestitution;
///
F32 mLinearDamping;
///
F32 mAngularDamping;
///
F32 mLinearSleepThreshold;
///
F32 mAngularSleepThreshold;
// A scale applied to the normal linear and angular damping
// when the object enters a water volume.
F32 mWaterDampingScale;
// The density of this object used for water buoyancy effects.
F32 mBuoyancyDensity;
CollisionComponent* mOwnerColComponent;
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
FreezeMask = Parent::NextFreeMask << 1,
StateMask = Parent::NextFreeMask << 2,
VelocityMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
public:
RigidBodyComponent();
virtual ~RigidBodyComponent();
DECLARE_CONOBJECT(RigidBodyComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void onComponentAdd();
virtual void onComponentRemove();
virtual void componentAddedToOwner(Component *comp);
virtual void componentRemovedFromOwner(Component *comp);
virtual void ownerTransformSet(MatrixF *mat);
inline F32 getMass() { return mMass; }
Point3F getVelocity() const { return mState.linVelocity; }
void applyImpulse(const Point3F &pos, const VectorF &vec);
void applyRadialImpulse(const Point3F &origin, F32 radius, F32 magnitude);
void updateContainerForces();
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void processTick();
void findContact();
/// Save the current transform as where we return to when a physics reset
/// event occurs. This is automatically set in onAdd but some manipulators
/// such as Prefab need to make use of this.
void storeRestorePos();
void updatePhysics(PhysicsCollision *collision = NULL);
void _onPhysicsReset(PhysicsResetEvent reset);
};
#endif // _RIGID_BODY_COMPONENT_H_

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@ -1,391 +0,0 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/simplePhysicsComponent.h"
#include "T3D/components/collision/collisionComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "T3D/gameBase/gameConnection.h"
#include "collision/collision.h"
//////////////////////////////////////////////////////////////////////////
// Callbacks
IMPLEMENT_CALLBACK( SimplePhysicsComponent, updateMove, void, ( SimplePhysicsComponent* obj ), ( obj ),
"Called when the player updates it's movement, only called if object is set to callback in script(doUpdateMove).\n"
"@param obj the Player object\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
SimplePhysicsComponent::SimplePhysicsComponent() : PhysicsComponent()
{
mBuoyancy = 0.f;
mFriction = 0.3f;
mElasticity = 0.4f;
mMaxVelocity = 3000.f;
mSticky = false;
mDrag = 0.5;
mVelocity = Point3F::Zero;
moveSpeed = Point3F(1, 1, 1);
mFriendlyName = "Simple Physics";
mComponentType = "Physics";
mDescription = getDescriptionText("Simple physics Component that allows gravity and impulses.");
}
SimplePhysicsComponent::~SimplePhysicsComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CONOBJECT(SimplePhysicsComponent);
//////////////////////////////////////////////////////////////////////////
bool SimplePhysicsComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void SimplePhysicsComponent::onRemove()
{
Parent::onRemove();
}
void SimplePhysicsComponent::initPersistFields()
{
Parent::initPersistFields();
addField( "moveSpeed", TypePoint3F, Offset(moveSpeed, SimplePhysicsComponent), "");
}
U32 SimplePhysicsComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void SimplePhysicsComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
//
void SimplePhysicsComponent::processTick()
{
Parent::processTick();
if (!isServerObject() || !isActive())
return;
//
//if (mCollisionObject && !--mCollisionTimeout)
// mCollisionObject = 0;
// Warp to catch up to server
if (mDelta.warpCount < mDelta.warpTicks)
{
mDelta.warpCount++;
// Set new pos.
mOwner->getTransform().getColumn(3,&mDelta.pos);
mDelta.pos += mDelta.warpOffset;
//mDelta.rot[0] = mDelta.rot[1];
//mDelta.rot[1].interpolate(mDelta.warpRot[0],mDelta.warpRot[1],F32(mDelta.warpCount)/mDelta.warpTicks);
MatrixF trans;
mDelta.rot[1].setMatrix(&trans);
trans.setPosition(mDelta.pos);
setTransform(trans);
// Pos backstepping
mDelta.posVec.x = -mDelta.warpOffset.x;
mDelta.posVec.y = -mDelta.warpOffset.y;
mDelta.posVec.z = -mDelta.warpOffset.z;
}
else
{
// Save current rigid state interpolation
mDelta.posVec = mOwner->getPosition();
//mDelta.rot[0] = mOwner->getTransform();
updateForces();
updatePos(TickSec);
// Wrap up interpolation info
mDelta.pos = mOwner->getPosition();
mDelta.posVec -= mOwner->getPosition();
//mDelta.rot[1] = mRigid.angPosition;
// Update container database
setTransform(mOwner->getTransform());
setMaskBits(UpdateMask);
updateContainer();
}
}
void SimplePhysicsComponent::interpolateTick(F32 dt)
{
// Client side interpolation
Point3F pos = mDelta.pos + mDelta.posVec * dt;
MatrixF mat = mOwner->getRenderTransform();
mat.setColumn(3,pos);
mOwner->setRenderTransform(mat);
mDelta.dt = dt;
}
void SimplePhysicsComponent::updatePos(const F32 travelTime)
{
mOwner->getTransform().getColumn(3,&mDelta.posVec);
// When mounted to another object, only Z rotation used.
if (mOwner->isMounted()) {
mVelocity = mOwner->getObjectMount()->getVelocity();
setPosition(Point3F(0.0f, 0.0f, 0.0f));
setMaskBits(UpdateMask);
return;
}
Point3F newPos;
if ( mVelocity.isZero() )
newPos = mDelta.posVec;
else
newPos = _move( travelTime );
//}
// Set new position
// If on the client, calc delta for backstepping
if (isClientObject())
{
mDelta.pos = newPos;
mDelta.posVec = mDelta.posVec - mDelta.pos;
mDelta.dt = 1.0f;
}
setPosition( newPos );
setMaskBits( UpdateMask );
updateContainer();
/*if (!isGhost())
{
// Do mission area callbacks on the server as well
checkMissionArea();
}*/
return;
}
Point3F SimplePhysicsComponent::_move( const F32 travelTime )
{
// Try and move to new pos
F32 totalMotion = 0.0f;
Point3F start;
Point3F initialPosition;
mOwner->getTransform().getColumn(3,&start);
initialPosition = start;
VectorF firstNormal(0.0f, 0.0f, 0.0f);
//F32 maxStep = mDataBlock->maxStepHeight;
F32 time = travelTime;
U32 count = 0;
S32 sMoveRetryCount = 5;
CollisionComponent* colComp = mOwner->getComponent<CollisionComponent>();
if(!colComp)
return start + mVelocity * time;
colComp->clearCollisionList();
for (; count < sMoveRetryCount; count++)
{
F32 speed = mVelocity.len();
if (!speed)
break;
Point3F end = start + mVelocity * time;
Point3F distance = end - start;
bool collided = colComp->checkCollisions(time, &mVelocity, start);
if (colComp->getCollisionList()->getCount() != 0 && colComp->getCollisionList()->getTime() < 1.0f)
{
// Set to collision point
F32 velLen = mVelocity.len();
F32 dt = time * getMin(colComp->getCollisionList()->getTime(), 1.0f);
start += mVelocity * dt;
time -= dt;
totalMotion += velLen * dt;
// Back off...
if ( velLen > 0.f )
{
F32 newT = getMin(0.01f / velLen, dt);
start -= mVelocity * newT;
totalMotion -= velLen * newT;
}
// Pick the surface most parallel to the face that was hit.
U32 colCount = colComp->getCollisionList()->getCount();
const Collision *collision = colComp->getCollision(0);
const Collision *cp = collision + 1;
const Collision *ep = collision + colComp->getCollisionList()->getCount();
for (; cp != ep; cp++)
{
U32 colCountLoop = colComp->getCollisionList()->getCount();
//TODO: Move this somewhere else
if(Entity* colEnt = dynamic_cast<Entity*>(collision->object))
{
if(CollisionComponent *collidingEntityColComp = colEnt->getComponent<CollisionComponent>())
{
if(!collidingEntityColComp->doesBlockColliding())
{
continue;
}
}
}
if (cp->faceDot > collision->faceDot)
collision = cp;
}
//check the last/first one just incase
if(Entity* colEnt = dynamic_cast<Entity*>(collision->object))
{
if(CollisionComponent *collidingEntityColComp = colEnt->getComponent<CollisionComponent>())
{
if(!collidingEntityColComp->doesBlockColliding())
{
//if our ideal surface doesn't stop us, just move along
return start + mVelocity * time;
}
}
}
//F32 bd = _doCollisionImpact( collision, wasFalling );
F32 bd = -mDot( mVelocity, collision->normal);
// Subtract out velocity
F32 sNormalElasticity = 0.01f;
VectorF dv = collision->normal * (bd + sNormalElasticity);
mVelocity += dv;
if (count == 0)
{
firstNormal = collision->normal;
}
else
{
if (count == 1)
{
// Re-orient velocity along the crease.
if (mDot(dv,firstNormal) < 0.0f &&
mDot(collision->normal,firstNormal) < 0.0f)
{
VectorF nv;
mCross(collision->normal,firstNormal,&nv);
F32 nvl = nv.len();
if (nvl)
{
if (mDot(nv,mVelocity) < 0.0f)
nvl = -nvl;
nv *= mVelocity.len() / nvl;
mVelocity = nv;
}
}
}
}
}
else
{
totalMotion += (end - start).len();
start = end;
break;
}
}
U32 colCountThree = colComp->getCollisionList()->getCount();
if (colCountThree != 0)
bool derp = true;
if (count == sMoveRetryCount)
{
// Failed to move
start = initialPosition;
mVelocity.set(0.0f, 0.0f, 0.0f);
}
return start;
}
void SimplePhysicsComponent::updateForces()
{
// Acceleration due to gravity
mVelocity += (mGravity * mGravityMod) * TickMs;
F32 len = mVelocity.len();
if (mMaxVelocity > 0 && mAbs(len) > mMaxVelocity)
{
Point3F excess = mVelocity * (1.0 - (mMaxVelocity / len));
excess *= 0.1f;
mVelocity -= excess;
}
// Container buoyancy & drag
if(mOwner->getContainerInfo().waterCoverage > 0.65f)
mVelocity -= mBuoyancy * (mGravity * mGravityMod) * TickMs;
mVelocity -= mVelocity * mDrag * TickMs;
if( mVelocity.isZero() )
mVelocity = Point3F::Zero;
else
setMaskBits(VelocityMask);
}
//
void SimplePhysicsComponent::setVelocity(const VectorF& vel)
{
Parent::setVelocity(vel);
// Clamp against the maximum velocity.
if ( mMaxVelocity > 0 )
{
F32 len = mVelocity.magnitudeSafe();
if ( len > mMaxVelocity )
{
Point3F excess = mVelocity * ( 1.0f - (mMaxVelocity / len ) );
mVelocity -= excess;
}
}
}

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@ -1,88 +0,0 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef SIMPLE_PHYSICS_COMPONENT_H
#define SIMPLE_PHYSICS_COMPONENT_H
#ifndef PHYSICS_COMPONENT_H
#include "T3D/components/physics/physicsComponent.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _ENTITY_H_
#include "T3D/entity.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#endif
class SceneRenderState;
class PhysicsBody;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class SimplePhysicsComponent : public PhysicsComponent
{
typedef PhysicsComponent Parent;
protected:
F32 mBuoyancy;
F32 mFriction;
F32 mElasticity;
F32 mMaxVelocity;
bool mSticky;
U32 mIntegrationCount;
Point3F moveSpeed;
Point3F mStickyCollisionPos;
Point3F mStickyCollisionNormal;
public:
SimplePhysicsComponent();
virtual ~SimplePhysicsComponent();
DECLARE_CONOBJECT(SimplePhysicsComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
virtual void processTick();
virtual void interpolateTick(F32 dt);
virtual void updatePos(const F32 dt);
void updateForces();
void updateMove(const Move* move);
Point3F _move(const F32 travelTime);
//virtual void onComponentRemove();
virtual VectorF getVelocity() { return mVelocity; }
virtual void setVelocity(const VectorF& vel);
//
DECLARE_CALLBACK(void, updateMove, (SimplePhysicsComponent* obj));
};
#endif // _COMPONENT_H_

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@ -1,611 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "T3D/components/render/meshComponent.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "sim/netConnection.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
#include "scene/sceneManager.h"
#include "gfx/bitmap/ddsFile.h"
#include "gfx/gfxTextureManager.h"
#include "materials/materialFeatureTypes.h"
#include "renderInstance/renderImposterMgr.h"
#include "util/imposterCapture.h"
#include "gfx/sim/debugDraw.h"
#include "gfx/gfxDrawUtil.h"
#include "materials/materialManager.h"
#include "materials/matInstance.h"
#include "core/strings/findMatch.h"
#include "T3D/components/render/meshComponent_ScriptBinding.h"
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
MeshComponent::MeshComponent() : Component(), mShape(nullptr)
{
mFriendlyName = "Mesh Component";
mComponentType = "Render";
mDescription = getDescriptionText("Causes the object to render a non-animating 3d shape using the file provided.");
mNetworked = true;
mShapeName = StringTable->EmptyString();
mShapeAsset = StringTable->EmptyString();
mMeshAsset = StringTable->EmptyString();
mMeshAssetId = StringTable->EmptyString();
mInterfaceData = new MeshRenderSystemInterface();
}
MeshComponent::~MeshComponent()
{
if (mInterfaceData)
SAFE_DELETE(mInterfaceData);
}
IMPLEMENT_CO_NETOBJECT_V1(MeshComponent);
//==========================================================================================
bool MeshComponent::onAdd()
{
if(! Parent::onAdd())
return false;
// Register for the resource change signal.
ResourceManager::get().getChangedSignal().notify( this, &MeshComponent::_onResourceChanged );
return true;
}
void MeshComponent::onComponentAdd()
{
Parent::onComponentAdd();
if (isClientObject())
mInterfaceData->mIsClient = true;
// if (mInterfaceData != nullptr)
// mInterfaceData->mIsClient = isClientObject();
//get the default shape, if any
updateShape();
}
void MeshComponent::onRemove()
{
Parent::onRemove();
}
void MeshComponent::onComponentRemove()
{
if(mOwner)
{
Point3F pos = mOwner->getPosition(); //store our center pos
mOwner->setObjectBox(Box3F(Point3F(-1,-1,-1), Point3F(1,1,1)));
mOwner->setPosition(pos);
}
Parent::onComponentRemove();
}
void MeshComponent::initPersistFields()
{
Parent::initPersistFields();
//create a hook to our internal variables
addGroup("Model");
addProtectedField("MeshAsset", TypeShapeAssetPtr, Offset(mShapeAsset, MeshComponent), &_setMesh, &defaultProtectedGetFn, &writeShape,
"The asset Id used for the mesh.", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("Model");
}
bool MeshComponent::_setMesh(void *object, const char *index, const char *data)
{
MeshComponent *rbI = static_cast<MeshComponent*>(object);
// Sanity!
AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
return rbI->setMeshAsset(data);
}
bool MeshComponent::_setShape( void *object, const char *index, const char *data )
{
MeshComponent *rbI = static_cast<MeshComponent*>(object);
rbI->mShapeName = StringTable->insert(data);
rbI->updateShape(); //make sure we force the update to resize the owner bounds
rbI->setMaskBits(ShapeMask);
return true;
}
bool MeshComponent::setMeshAsset(const char* assetName)
{
// Fetch the asset Id.
if (mInterfaceData == nullptr)
return false;
mMeshAssetId = StringTable->insert(assetName);
mMeshAsset = mMeshAssetId;
if (mMeshAsset.isNull())
{
Con::errorf("[MeshComponent] Failed to load mesh asset.");
return false;
}
mMeshAsset->onShapeChanged.notify(this, &MeshComponent::_shapeAssetUpdated);
mShapeName = mMeshAssetId;
mShapeAsset = mShapeName;
updateShape(); //make sure we force the update to resize the owner bounds
setMaskBits(ShapeMask);
return true;
}
void MeshComponent::_shapeAssetUpdated(ShapeAsset* asset)
{
updateShape();
}
void MeshComponent::updateShape()
{
if (mInterfaceData == nullptr)
return;
//if ((mShapeName && mShapeName[0] != '\0') || (mShapeAsset && mShapeAsset[0] != '\0'))
if ((mShapeName && mShapeName[0] != '\0') || (mMeshAssetId && mMeshAssetId[0] != '\0'))
{
if (mMeshAsset == NULL)
return;
mShape = mMeshAsset->getShape();
if (!mMeshAsset->getShape())
return;
setupShape();
//Do this on both the server and client
S32 materialCount = mMeshAsset->getShape()->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
if (isServerObject())
{
//we need to update the editor
for (U32 i = 0; i < mFields.size(); i++)
{
//find any with the materialslot title and clear them out
if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
{
setDataField(mFields[i].mFieldName, NULL, "");
mFields.erase(i);
continue;
}
}
//next, get a listing of our materials in the shape, and build our field list for them
char matFieldName[128];
if (materialCount > 0)
mComponentGroup = StringTable->insert("Materials");
for (U32 i = 0; i < materialCount; i++)
{
StringTableEntry materialname = StringTable->insert(mMeshAsset->getShape()->materialList->getMaterialName(i).c_str());
//Iterate through our assetList to find the compliant entry in our matList
for (U32 m = 0; m < mMeshAsset->getMaterialCount(); m++)
{
AssetPtr<MaterialAsset> matAsset = mMeshAsset->getMaterialAsset(m);
if (matAsset->getMaterialDefinitionName() == materialname)
{
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
addComponentField(matFieldName, "A material used in the shape file", "Material", matAsset->getAssetId(), "");
break;
}
}
}
if (materialCount > 0)
mComponentGroup = "";
}
if (mOwner != NULL)
{
Point3F min, max, pos;
pos = mOwner->getPosition();
mOwner->getWorldToObj().mulP(pos);
min = mMeshAsset->getShape()->mBounds.minExtents;
max = mMeshAsset->getShape()->mBounds.maxExtents;
if (mInterfaceData)
{
mInterfaceData->mBounds.set(min, max);
mInterfaceData->mScale = mOwner->getScale();
mInterfaceData->mTransform = mOwner->getRenderTransform();
}
mOwner->setObjectBox(Box3F(min, max));
mOwner->resetWorldBox();
if (mOwner->getSceneManager() != NULL)
mOwner->getSceneManager()->notifyObjectDirty(mOwner);
}
//finally, notify that our shape was changed
onShapeInstanceChanged.trigger(this);
}
}
void MeshComponent::setupShape()
{
mInterfaceData->mShapeInstance = new TSShapeInstance(mMeshAsset->getShape(), true);
}
void MeshComponent::_onResourceChanged( const Torque::Path &path )
{
/*bool srv = isServerObject();
if (mInterfaceData == nullptr)
return;
String filePath;
if (mMeshAsset)
filePath = Torque::Path(mMeshAsset->getShapeFilename());
if (!mMeshAsset || path != Torque::Path(mMeshAsset->getShapeFilename()) )
return;
updateShape();
setMaskBits(ShapeMask);*/
}
void MeshComponent::inspectPostApply()
{
Parent::inspectPostApply();
}
U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (!mOwner || con->getGhostIndex(mOwner) == -1)
{
stream->writeFlag(false);
stream->writeFlag(false);
if (mask & ShapeMask)
retMask |= ShapeMask;
if (mask & MaterialMask)
retMask |= MaterialMask;
return retMask;
}
if (stream->writeFlag(mask & ShapeMask))
{
stream->writeString(mShapeName);
}
if (stream->writeFlag( mask & MaterialMask ))
{
stream->writeInt(mChangingMaterials.size(), 16);
for(U32 i=0; i < mChangingMaterials.size(); i++)
{
stream->writeInt(mChangingMaterials[i].slot, 16);
NetStringHandle matNameStr = mChangingMaterials[i].assetId.c_str();
con->packNetStringHandleU(stream, matNameStr);
}
mChangingMaterials.clear();
}
return retMask;
}
void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
mShapeName = stream->readSTString();
setMeshAsset(mShapeName);
updateShape();
}
if(stream->readFlag())
{
mChangingMaterials.clear();
U32 materialCount = stream->readInt(16);
for(U32 i=0; i < materialCount; i++)
{
matMap newMatMap;
newMatMap.slot = stream->readInt(16);
newMatMap.assetId = String(con->unpackNetStringHandleU(stream).getString());
//do the lookup, now
newMatMap.matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newMatMap.assetId);
mChangingMaterials.push_back(newMatMap);
}
updateMaterials();
}
}
void MeshComponent::prepRenderImage( SceneRenderState *state )
{
/*if (!mEnabled || !mOwner || !mShapeInstance)
return;
Point3F cameraOffset;
mOwner->getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
Point3F objScale = getOwner()->getScale();
F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
mShapeInstance->setDetailFromDistance(state, dist * invScale);
if (mShapeInstance->getCurrentDetail() < 0)
return;
GFXTransformSaver saver;
// Set up our TS render state.
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
rdata.setOriginSort(false);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(mOwner->getWorldSphere());
rdata.setLightQuery(&query);
MatrixF mat = mOwner->getRenderTransform();
if (mOwner->isMounted())
{
MatrixF wrldPos = mOwner->getWorldTransform();
Point3F wrldPosPos = wrldPos.getPosition();
Point3F mntPs = mat.getPosition();
EulerF mntRt = RotationF(mat).asEulerF();
bool tr = true;
}
mat.scale(objScale);
GFX->setWorldMatrix(mat);
mShapeInstance->render(rdata);*/
}
void MeshComponent::updateMaterials()
{
if (mChangingMaterials.empty() || !mMeshAsset->getShape())
return;
TSMaterialList* pMatList = mInterfaceData->mShapeInstance->getMaterialList();
pMatList->setTextureLookupPath(getShapeResource().getPath().getPath());
bool found = false;
const Vector<String> &materialNames = pMatList->getMaterialNameList();
for ( S32 i = 0; i < materialNames.size(); i++ )
{
if (found)
break;
for(U32 m=0; m < mChangingMaterials.size(); m++)
{
if(mChangingMaterials[m].slot == i)
{
//Fetch the actual material asset
pMatList->renameMaterial( i, mChangingMaterials[m].matAsset->getMaterialDefinitionName());
found = true;
break;
}
}
}
mChangingMaterials.clear();
// Initialize the material instances
mInterfaceData->mShapeInstance->initMaterialList();
}
MatrixF MeshComponent::getNodeTransform(S32 nodeIdx)
{
if (mInterfaceData != nullptr && !mMeshAsset.isNull() && mMeshAsset->isAssetValid() && mMeshAsset->getShape())
{
S32 nodeCount = getShape()->nodes.size();
if(nodeIdx >= 0 && nodeIdx < nodeCount)
{
//animate();
MatrixF nodeTransform = mInterfaceData->mShapeInstance->mNodeTransforms[nodeIdx];
const Point3F& scale = mOwner->getScale();
// The position of the node needs to be scaled.
Point3F position = nodeTransform.getPosition();
position.convolve(scale);
nodeTransform.setPosition(position);
MatrixF finalTransform = MatrixF::Identity;
finalTransform.mul(mOwner->getRenderTransform(), nodeTransform);
return finalTransform;
}
}
return MatrixF::Identity;
}
S32 MeshComponent::getNodeByName(String nodeName)
{
if (mMeshAsset->getShape())
{
S32 nodeIdx = getShape()->findNode(nodeName);
return nodeIdx;
}
return -1;
}
bool MeshComponent::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
{
return false;
}
void MeshComponent::mountObjectToNode(SceneObject* objB, String node, MatrixF txfm)
{
const char* test;
test = node.c_str();
if(dIsdigit(test[0]))
{
getOwner()->mountObject(objB, dAtoi(node), txfm);
}
else
{
if(TSShape* shape = getShape())
{
S32 idx = shape->findNode(node);
getOwner()->mountObject(objB, idx, txfm);
}
}
}
void MeshComponent::onDynamicModified(const char* slotName, const char* newValue)
{
if(FindMatch::isMatch( "materialslot*", slotName, false ))
{
if(!getShape())
return;
S32 slot = -1;
String outStr( String::GetTrailingNumber( slotName, slot ) );
if(slot == -1)
return;
//Safe to assume the inbound value for the material will be a MaterialAsset, so lets do a lookup on the name
MaterialAsset* matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newValue);
if (!matAsset)
return;
bool found = false;
for(U32 i=0; i < mChangingMaterials.size(); i++)
{
if(mChangingMaterials[i].slot == slot)
{
mChangingMaterials[i].matAsset = matAsset;
mChangingMaterials[i].assetId = newValue;
found = true;
}
}
if(!found)
{
matMap newMatMap;
newMatMap.slot = slot;
newMatMap.matAsset = matAsset;
newMatMap.assetId = newValue;
mChangingMaterials.push_back(newMatMap);
}
setMaskBits(MaterialMask);
}
Parent::onDynamicModified(slotName, newValue);
}
void MeshComponent::changeMaterial(U32 slot, MaterialAsset* newMat)
{
char fieldName[512];
//update our respective field
dSprintf(fieldName, 512, "materialSlot%d", slot);
setDataField(fieldName, NULL, newMat->getAssetId());
}
bool MeshComponent::setMatInstField(U32 slot, const char* field, const char* value)
{
TSMaterialList* pMatList = mInterfaceData->mShapeInstance->getMaterialList();
pMatList->setTextureLookupPath(getShapeResource().getPath().getPath());
MaterialParameters* params = pMatList->getMaterialInst(slot)->getMaterialParameters();
if (pMatList->getMaterialInst(slot)->getFeatures().hasFeature(MFT_DiffuseColor))
{
MaterialParameterHandle* handle = pMatList->getMaterialInst(slot)->getMaterialParameterHandle("DiffuseColor");
params->set(handle, LinearColorF(0, 0, 0));
}
return true;
}
void MeshComponent::onInspect()
{
}
void MeshComponent::onEndInspect()
{
}
void MeshComponent::ownerTransformSet(MatrixF *mat)
{
if (mInterfaceData != nullptr)
{
MatrixF newTransform = *mat;
mInterfaceData->mTransform = newTransform;
}
}

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@ -1,181 +0,0 @@
//-----------------------------------------------------------------------------
// 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 STATIC_MESH_COMPONENT_H
#define STATIC_MESH_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef _NETSTRINGTABLE_H_
#include "sim/netStringTable.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef _SHAPE_ASSET_H_
#include "T3D/assets/ShapeAsset.h"
#endif
#ifndef _GFXVERTEXFORMAT_H_
#include "gfx/gfxVertexFormat.h"
#endif
#include "T3D/systems/render/meshRenderSystem.h"
class TSShapeInstance;
class SceneRenderState;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class MeshComponent : public Component,
public RenderComponentInterface,
public CastRayRenderedInterface,
public EditorInspectInterface
{
typedef Component Parent;
protected:
enum
{
ShapeMask = Parent::NextFreeMask,
MaterialMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2,
};
StringTableEntry mShapeName;
StringTableEntry mShapeAsset;
TSShape* mShape;
//Box3F mShapeBounds;
Point3F mCenterOffset;
MeshRenderSystemInterface* mInterfaceData;
struct matMap
{
MaterialAsset* matAsset;
String assetId;
U32 slot;
};
Vector<matMap> mChangingMaterials;
Vector<matMap> mMaterials;
public:
StringTableEntry mMeshAssetId;
AssetPtr<ShapeAsset> mMeshAsset;
//TSShapeInstance* mShapeInstance;
public:
MeshComponent();
virtual ~MeshComponent();
DECLARE_CONOBJECT(MeshComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void inspectPostApply();
virtual void prepRenderImage(SceneRenderState *state);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
Box3F getShapeBounds() { return mInterfaceData->mBounds; }
virtual MatrixF getNodeTransform(S32 nodeIdx);
S32 getNodeByName(String nodeName);
void setupShape();
void updateShape();
void updateMaterials();
void _shapeAssetUpdated(ShapeAsset* asset);
virtual void onComponentRemove();
virtual void onComponentAdd();
virtual void ownerTransformSet(MatrixF *mat);
static bool _setMesh(void *object, const char *index, const char *data);
static bool _setShape(void *object, const char *index, const char *data);
const char* _getShape(void *object, const char *data);
static bool writeShape(void* obj, StringTableEntry pFieldName) { return static_cast<MeshComponent*>(obj)->mMeshAsset.notNull(); }
bool setMeshAsset(const char* assetName);
virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; }
virtual TSShapeInstance* getShapeInstance() { return mInterfaceData->mShapeInstance; }
Resource<TSShape> getShapeResource() { return mMeshAsset->getShapeResource(); }
void _onResourceChanged(const Torque::Path &path);
virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info);
void mountObjectToNode(SceneObject* objB, String node, MatrixF txfm);
virtual void onDynamicModified(const char* slotName, const char* newValue);
void changeMaterial(U32 slot, MaterialAsset* newMat);
bool setMatInstField(U32 slot, const char* field, const char* value);
virtual void onInspect();
virtual void onEndInspect();
virtual Vector<MatrixF> getNodeTransforms()
{
Vector<MatrixF> bob;
return bob;
}
virtual void setNodeTransforms(Vector<MatrixF> transforms)
{
return;
}
};
#endif

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@ -1,183 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/render/meshComponent.h"
#include "scene/sceneObject.h"
#include "math/mTransform.h"
DefineEngineMethod(MeshComponent, getShapeBounds, Box3F, (), ,
"@brief Get the cobject we're in contact with.\n\n"
"The controlling client is the one that will send moves to us to act on.\n"
"@return the ID of the controlling GameConnection, or 0 if this object is not "
"controlled by any client.\n"
"@see GameConnection\n")
{
return object->getShapeBounds();
}
DefineEngineMethod(MeshComponent, mountObject, bool,
(SceneObject* objB, String node, TransformF txfm), (MatrixF::Identity),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (objB)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
object->mountObjectToNode(objB, node, /*MatrixF::Identity*/txfm.getMatrix());
return true;
}
return false;
}
DefineEngineMethod(MeshComponent, getNodeTransform, TransformF,
(S32 node), (-1),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
return mat;
}
return TransformF::Identity;
}
DefineEngineMethod(MeshComponent, getNodeEulerRot, EulerF,
(S32 node, bool radToDeg), (-1, true),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
EulerF eul = mat.toEuler();
if (radToDeg)
eul = EulerF(mRadToDeg(eul.x), mRadToDeg(eul.y), mRadToDeg(eul.z));
return eul;
}
return EulerF(0, 0, 0);
}
DefineEngineMethod(MeshComponent, getNodePosition, Point3F,
(S32 node), (-1),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
return mat.getPosition();
}
return Point3F(0, 0, 0);
}
DefineEngineMethod(MeshComponent, getNodeRotation, EulerF,
(S32 node), (-1),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
RotationF mat = object->getNodeTransform(node);
return mat.asEulerF(RotationF::Degrees);
}
return EulerF(0, 0, 0);
}
DefineEngineMethod(MeshComponent, getNodeByName, S32,
(String nodeName), ,
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (!nodeName.isEmpty())
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
S32 node = object->getNodeByName(nodeName);
return node;
}
return -1;
}
DefineEngineMethod(MeshComponent, changeMaterial, void, (U32 slot, MaterialAsset* newMat), (0, nullAsType<MaterialAsset*>()),
"@brief Change one of the materials on the shape.\n\n")
{
object->changeMaterial(slot, newMat);
}
DefineEngineMethod(MeshComponent, setMatInstField, bool, (U32 slot, const char* field, const char* value), (0, "", ""),
"@brief Change one of the materials on the shape.\n\n")
{
return object->setMatInstField(slot, field, value);
}

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@ -1,62 +0,0 @@
//-----------------------------------------------------------------------------
// 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 RENDER_COMPONENT_INTERFACE_H
#define RENDER_COMPONENT_INTERFACE_H
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
class RenderComponentInterface : public Interface < RenderComponentInterface >
{
public:
virtual void prepRenderImage(SceneRenderState *state) = 0;
virtual TSShape* getShape() = 0;
Signal< void(RenderComponentInterface*) > onShapeChanged;
virtual TSShapeInstance* getShapeInstance() = 0;
virtual MatrixF getNodeTransform(S32 nodeIdx) = 0;
virtual Vector<MatrixF> getNodeTransforms() = 0;
virtual void setNodeTransforms(Vector<MatrixF> transforms) = 0;
Signal< void(RenderComponentInterface*) > onShapeInstanceChanged;
};
class CastRayRenderedInterface// : public Interface<CastRayRenderedInterface>
{
public:
virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info)=0;
};
#endif

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@ -1,328 +0,0 @@
//-----------------------------------------------------------------------------
// 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 _CONTAINERQUERY_H_
#include "T3D/containerQuery.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef GAME_OBJECT_ASSET_H
#include "T3D/assets/GameObjectAsset.h"
#endif
class Component;
//**************************************************************************
// Entity
//**************************************************************************
class Entity : public GameBase
{
typedef GameBase Parent;
friend class Component;
private:
Point3F mPos;
RotationF mRot;
Vector<Component*> mComponents;
//Bit of helper data to let us track and manage the adding, removal and updating of networked components
struct NetworkedComponent
{
U32 componentIndex;
enum UpdateState
{
None,
Adding,
Removing,
Updating
};
UpdateState updateState;
U32 updateMaskBits;
};
Vector<NetworkedComponent> mNetworkedComponents;
U32 mComponentNetMask;
bool mStartComponentUpdate;
StringTableEntry mGameObjectAssetId;
AssetPtr<GameObjectAsset> mGameObjectAsset;
ContainerQueryInfo containerInfo;
bool mInitialized;
String mTags;
Signal< void(Component*) > onComponentAdded;
Signal< void(Component*) > onComponentRemoved;
S32 mLifetimeMS;
protected:
//Marked if this entity is a GameObject and deliniates from the parent GO asset
bool mDirtyGameObject;
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,
ComponentsUpdateMask = Parent::NextFreeMask << 2,
AddComponentsMask = Parent::NextFreeMask << 3,
RemoveComponentsMask = Parent::NextFreeMask << 4,
NoWarpMask = Parent::NextFreeMask << 5,
NamespaceMask = Parent::NextFreeMask << 6,
NextFreeMask = Parent::NextFreeMask << 7
};
StateDelta mDelta;
S32 mPredictionCount; ///< Number of ticks to predict
Move lastMove;
S32 mStartTimeMS;
//
Entity();
~Entity();
static void initPersistFields();
virtual void onPostAdd();
virtual void setTransform(const MatrixF &mat);
virtual void setRenderTransform(const MatrixF &mat);
void setTransform(const Point3F& position, const RotationF& rotation);
void setRenderTransform(const Point3F& position, const RotationF& rotation);
virtual MatrixF getTransform();
virtual Point3F getPosition() const { return mPos; }
void setRotation(const RotationF& rotation) {
mRot = rotation;
setMaskBits(TransformMask);
};
RotationF getRotation() { return mRot; }
static bool _setGameObject(void *object, const char *index, const char *data);
void setMountOffset(const Point3F& posOffset);
void setMountRotation(const 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);
virtual void mountObject(SceneObject *obj, S32 node, const MatrixF &xfm = MatrixF::Identity);
void mountObject(SceneObject* objB, const MatrixF& txfm);
void onMount(SceneObject *obj, S32 node);
void onUnmount(SceneObject *obj, S32 node);
/// Sets the client controlling this object
/// @param client Client that is now controlling this object
virtual void setControllingClient(GameConnection *client);
//
//Networking
//
// NetObject
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void setComponentsDirty();
void setComponentDirty(Component *comp, bool forceUpdate = false);
void setComponentNetMask(Component* comp, U32 mask);
//Components
virtual bool deferAddingComponents() const { return true; }
void notifyComponents(String signalFunction, String argA, String argB="", String argC = "", String argD = "", String argE = "");
template <class T>
T* getComponent();
template <class T>
Vector<T*> getComponents();
Component* getComponent(String componentType);
U32 getComponentCount() const
{
return mComponents.size();
}
virtual void setObjectBox(const 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; }
StateDelta getNetworkDelta() { return mDelta; }
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;
// Loop through our child objects.
for (U32 i = 0; i < mComponents.size(); i++)
{
curObj = dynamic_cast<T*>(mComponents[i]);
// Add this child object if appropriate.
if (curObj)
foundObjects.push_back(curObj);
}
return foundObjects;
}
#endif //ENTITY_H

View file

@ -44,9 +44,6 @@
#include "console/engineAPI.h"
#include "math/mTransform.h"
#include "T3D/entity.h"
#include "T3D/components/coreInterfaces.h"
#ifdef TORQUE_HIFI_NET
#include "T3D/gameBase/hifi/hifiMoveList.h"
#elif defined TORQUE_EXTENDED_MOVE
@ -787,17 +784,7 @@ bool GameConnection::getControlCameraFov(F32 * fov)
}
if (cObj)
{
if (Entity* ent = dynamic_cast<Entity*>(cObj))
{
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
{
*fov = camInterface->getCameraFov();
}
}
else
{
*fov = cObj->getCameraFov();
}
*fov = cObj->getCameraFov();
return(true);
}
@ -818,17 +805,7 @@ bool GameConnection::isValidControlCameraFov(F32 fov)
if (cObj)
{
if (Entity* ent = dynamic_cast<Entity*>(cObj))
{
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
{
return camInterface->isValidCameraFov(fov);
}
}
else
{
return cObj->isValidCameraFov(fov);
}
return cObj->isValidCameraFov(fov);
}
return NULL;
@ -847,24 +824,10 @@ bool GameConnection::setControlCameraFov(F32 fov)
if (cObj)
{
F32 newFov = 90.f;
if (Entity* ent = dynamic_cast<Entity*>(cObj))
{
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
{
camInterface->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
newFov = camInterface->getCameraFov();
}
else
{
Con::errorf("Attempted to setControlCameraFov, but we don't have a camera!");
}
}
else
{
// allow shapebase to clamp fov to its datablock values
cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
newFov = cObj->getCameraFov();
}
// allow shapebase to clamp fov to its datablock values
cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
newFov = cObj->getCameraFov();
// server fov of client has 1degree resolution
if( S32(newFov) != S32(mCameraFov) || newFov != fov )

View file

@ -32,8 +32,6 @@
#include "platform/profiler.h"
#include "console/consoleTypes.h"
#include "T3D/components/coreInterfaces.h"
#include "T3D/components/component.h"
//----------------------------------------------------------------------------
ProcessObject::ProcessObject()
@ -275,11 +273,6 @@ void ProcessList::advanceObjects()
onTickObject(pobj);
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
UpdateInterface::all[i]->processTick();
}
mTotalTicks++;
PROFILE_END();

View file

@ -37,9 +37,6 @@
#include "T3D/gameBase/std/stdMoveList.h"
#include "T3D/fx/cameraFXMgr.h"
#include "T3D/components/coreInterfaces.h"
#include "T3D/components/component.h"
MODULE_BEGIN( ProcessList )
MODULE_INIT
@ -135,16 +132,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (!comp->isClientObject() || !comp->isActive())
continue;
UpdateInterface::all[i]->interpolateTick(mLastDelta);
}
// Inform objects of total elapsed delta so they can advance
// client side animations.
F32 dt = F32(timeDelta) / 1000;
@ -158,19 +145,6 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj->advanceTime( dt );
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (comp)
{
if (!comp->isClientObject() || !comp->isActive())
continue;
}
UpdateInterface::all[i]->advanceTime(dt);
}
return ret;
}

View file

@ -1,42 +0,0 @@
#include "aiPlayerObject.h"
IMPLEMENT_CO_NETOBJECT_V1(AIPlayerObject);
AIPlayerObject::AIPlayerObject()
//: mAIControllerComponent(nullptr)
{
mSuperClassName = StringTable->insert("Entity");
}
AIPlayerObject::~AIPlayerObject()
{
}
bool AIPlayerObject::onAdd()
{
if (!Parent::onAdd())
return false;
//If we don't delinate from the template, just spawn as apropos here
if (!mDirtyGameObject)
{
//AI Controller
/*mAIControllerComponent = new AIControllerComponent();
if (!mAIControllerComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add mAIControllerComponent!");
return false;
}
mAIControllerComponent->setInternalName("aiControllerComponent");
addComponent(mAIControllerComponent);*/
}
return true;
}
void AIPlayerObject::onRemove()
{
Parent::onRemove();
}

View file

@ -1,20 +0,0 @@
#pragma once
#include "playerObject.h"
//#include "T3D/components/ai/aiControllerComponent.h"
class AIPlayerObject : public PlayerObject
{
typedef PlayerObject Parent;
//AIControllerComponent* mAIControllerComponent;
public:
AIPlayerObject();
~AIPlayerObject();
virtual bool onAdd();
virtual void onRemove();
DECLARE_CONOBJECT(AIPlayerObject);
};

View file

@ -1,165 +0,0 @@
#include "playerObject.h"
IMPLEMENT_CO_NETOBJECT_V1(PlayerObject);
PlayerObject::PlayerObject()
: mMeshComponent(nullptr),
mCollisionComponent(nullptr),
//mAnimationComponent(nullptr),
mPhysicsComponent(nullptr)
{
mSuperClassName = StringTable->insert("Entity");
}
PlayerObject::~PlayerObject()
{
}
bool PlayerObject::onAdd()
{
if (!Parent::onAdd())
return false;
//If we don't delinate from the template, just spawn as apropos here
if (!mDirtyGameObject)
{
//Mesh
mMeshComponent = new MeshComponent();
if (!mMeshComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add MeshComponent!");
return false;
}
mMeshComponent->setInternalName("meshComponent");
addComponent(mMeshComponent);
//Collision
mCollisionComponent = new ShapeCollisionComponent();
if (!mCollisionComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add ShapeCollisionComponent!");
return false;
}
mCollisionComponent->setInternalName("collisionComponent");
addComponent(mCollisionComponent);
//Animation
/*mAnimationComponent = new ActionAnimationComponent();
if (!mAnimationComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add ActionAnimationComponent!");
return false;
}
mAnimationComponent->setInternalName("animationComponent");
addComponent(mAnimationComponent);
//Arm Animation
mArmAnimationComponent = new ArmAnimationComponent();
if (!mArmAnimationComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add ArmAnimationComponent!");
return false;
}
mArmAnimationComponent->setInternalName("armAnimationComponent");
addComponent(mArmAnimationComponent);*/
//Physics control
mPhysicsComponent = new PlayerControllerComponent();
if (!mPhysicsComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add PhysicsComponent!");
return false;
}
mPhysicsComponent->setInternalName("physicsComponent");
addComponent(mPhysicsComponent);
//State Machine
mStateMachineComponent = new StateMachineComponent();
if (!mStateMachineComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add StateMachineComponent!");
return false;
}
mStateMachineComponent->setInternalName("stateMachineComponent");
addComponent(mStateMachineComponent);
//Camera
mCameraComponent = new CameraComponent();
if (!mCameraComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add CameraComponent!");
return false;
}
mCameraComponent->setInternalName("cameraComponent");
addComponent(mCameraComponent);
//Camera Orbiter
mCameraOrbiterComponent = new CameraOrbiterComponent();
if (!mCameraOrbiterComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add CameraOrbiterComponent!");
return false;
}
mCameraOrbiterComponent->setInternalName("cameraOrbiterComponent");
addComponent(mCameraOrbiterComponent);
//Control Object
mControlObjectComponent = new ControlObjectComponent();
if (!mControlObjectComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add ControlObjectComponent!");
return false;
}
mControlObjectComponent->setInternalName("controlObjectComponent");
addComponent(mControlObjectComponent);
//Sound
mSoundComponent = new SoundComponent();
if (!mSoundComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add SoundComponent!");
return false;
}
mSoundComponent->setInternalName("soundComponent");
addComponent(mSoundComponent);
//Interaction
mInteractComponent = new InteractComponent();
if (!mInteractComponent->registerObject())
{
Con::errorf("PlayerObject::onAdd - unable to add InteractComponent!");
return false;
}
mInteractComponent->setInternalName("interactComponent");
addComponent(mInteractComponent);
}
return true;
}
void PlayerObject::onRemove()
{
Parent::onRemove();
}

View file

@ -1,40 +0,0 @@
#pragma once
#include "T3D/entity.h"
#include "T3D/components/render/meshComponent.h"
#include "T3D/components/collision/shapeCollisionComponent.h"
//#include "T3D/components/animation/actionAnimationComponent.h"
//#include "T3D/components/animation/armAnimationComponent.h"
#include "T3D/components/physics/playerControllerComponent.h"
#include "T3D/components/game/stateMachineComponent.h"
#include "T3D/components/camera/cameraComponent.h"
#include "T3D/components/camera/cameraOrbiterComponent.h"
#include "T3D/components/game/controlObjectComponent.h"
#include "T3D/components/audio/SoundComponent.h"
#include "T3D/components/game/interactComponent.h"
class PlayerObject : public Entity
{
typedef Entity Parent;
MeshComponent* mMeshComponent;
ShapeCollisionComponent* mCollisionComponent;
//ActionAnimationComponent* mAnimationComponent;
//ArmAnimationComponent* mArmAnimationComponent;
PlayerControllerComponent* mPhysicsComponent;
StateMachineComponent* mStateMachineComponent;
CameraComponent* mCameraComponent;
CameraOrbiterComponent* mCameraOrbiterComponent;
ControlObjectComponent* mControlObjectComponent;
SoundComponent* mSoundComponent;
InteractComponent* mInteractComponent;
public:
PlayerObject();
~PlayerObject();
virtual bool onAdd();
virtual void onRemove();
DECLARE_CONOBJECT(PlayerObject);
};

View file

@ -1,38 +0,0 @@
#include "soundEmitterObject.h"
IMPLEMENT_CO_NETOBJECT_V1(SoundEmitterObject);
SoundEmitterObject::SoundEmitterObject()
: mSoundComponent(nullptr)
{
mSuperClassName = StringTable->insert("Entity");
}
SoundEmitterObject::~SoundEmitterObject()
{
}
bool SoundEmitterObject::onAdd()
{
if (!Parent::onAdd())
return false;
//Sound
mSoundComponent = new SoundComponent();
if (!mSoundComponent->registerObject())
{
Con::errorf("SoundEmitterObject::onAdd - unable to add soundComponent!");
return false;
}
mSoundComponent->setInternalName("soundComponent");
addComponent(mSoundComponent);
return true;
}
void SoundEmitterObject::onRemove()
{
Parent::onRemove();
}

View file

@ -1,20 +0,0 @@
#pragma once
#include "T3D/entity.h"
#include "T3D/components/audio/SoundComponent.h"
class SoundEmitterObject : public Entity
{
typedef Entity Parent;
SoundComponent* mSoundComponent;
public:
SoundEmitterObject();
~SoundEmitterObject();
virtual bool onAdd();
virtual void onRemove();
DECLARE_CONOBJECT(SoundEmitterObject);
};

View file

@ -1,67 +0,0 @@
#include "staticShapeObject.h"
IMPLEMENT_CO_NETOBJECT_V1(StaticShapeObject);
StaticShapeObject::StaticShapeObject()
: mMeshComponent(nullptr),
mCollisionComponent(nullptr),
mAnimationComponent(nullptr)
{
}
StaticShapeObject::~StaticShapeObject()
{
}
bool StaticShapeObject::onAdd()
{
if (!Parent::onAdd())
return false;
//If we don't delinate from the template, just spawn as apropos here
if (!mDirtyGameObject)
{
//Mesh
mMeshComponent = new MeshComponent();
if (!mMeshComponent->registerObject())
{
Con::errorf("StaticShapeObject::onAdd - unable to add MeshComponent!");
return false;
}
mMeshComponent->setInternalName("meshComponent");
addComponent(mMeshComponent);
//Collision
mCollisionComponent = new ShapeCollisionComponent();
if (!mCollisionComponent->registerObject())
{
Con::errorf("StaticShapeObject::onAdd - unable to add ShapeCollisionComponent!");
return false;
}
mCollisionComponent->setInternalName("collisionComponent");
addComponent(mCollisionComponent);
//Animation
mAnimationComponent = new AnimationComponent();
if (!mAnimationComponent->registerObject())
{
Con::errorf("StaticShapeObject::onAdd - unable to add AnimationComponent!");
return false;
}
mAnimationComponent->setInternalName("animationComponent");
addComponent(mAnimationComponent);
}
return true;
}
void StaticShapeObject::onRemove()
{
Parent::onRemove();
}

View file

@ -1,28 +0,0 @@
#pragma once
#include "T3D/entity.h"
#include "T3D/components/render/meshComponent.h"
#include "T3D/components/collision/shapeCollisionComponent.h"
#include "T3D/components/animation/animationComponent.h"
class StaticShapeObject : public Entity
{
typedef Entity Parent;
MeshComponent* mMeshComponent;
ShapeCollisionComponent* mCollisionComponent;
AnimationComponent* mAnimationComponent;
public:
StaticShapeObject();
~StaticShapeObject();
virtual bool onAdd();
virtual void onRemove();
MeshComponent* getMeshComponent() { return mMeshComponent; }
ShapeCollisionComponent* getCollisionComponent() { return mCollisionComponent; }
AnimationComponent* getAnimationComponent() { return mAnimationComponent; }
DECLARE_CONOBJECT(StaticShapeObject);
};

View file

@ -1,94 +0,0 @@
#include "T3D/systems/render/meshRenderSystem.h"
#include "gfx/gfxTransformSaver.h"
#include "lighting/lightQuery.h"
#include "renderInstance/renderPassManager.h"
#include "materials/materialManager.h"
#include "materials/baseMatInstance.h"
void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
{
if (sceneManager == nullptr || state == nullptr)
return;
Frustum viewFrustum = state->getCullingFrustum();
MatrixF camTransform = state->getCameraTransform();
U32 count = MeshRenderSystemInterface::all.size();
for (U32 i = 0; i < count; i++)
{
//Server side items exist for data, but we don't actually render them
if (!MeshRenderSystemInterface::all[i]->mIsClient)
continue;
//First, do frustum culling
if (viewFrustum.isCulled(MeshRenderSystemInterface::all[i]->mBounds))
continue;
// Set the query box for the container query. Never
// make it larger than the frustum's AABB. In the editor,
// always query the full frustum as that gives objects
// the opportunity to render editor visualizations even if
// they are otherwise not in view.
if (!state->getCullingFrustum().getBounds().isOverlapped(state->getRenderArea()))
{
// This handles fringe cases like flying backwards into a zone where you
// end up pretty much standing on a zone border and looking directly into
// its "walls". In that case the traversal area will be behind the frustum
// (remember that the camera isn't where visibility starts, it's the near
// distance).
continue;
}
//We can then sort our objects by range since we have it already, so we can do occlusion culling be rendering front-to-back
//if we've made it this far, call down to the render function to actually display our stuff
renderInterface(i, state);
}
}
void MeshRenderSystem::renderInterface(U32 interfaceIndex, SceneRenderState* state)
{
//Fetch
MeshRenderSystemInterface* interface = MeshRenderSystemInterface::all[interfaceIndex];
if (interface->mShapeInstance == nullptr)
return;
Point3F cameraOffset;
interface->mTransform.getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
Point3F objScale = interface->mScale;
F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
interface->mShapeInstance->setDetailFromDistance(state, dist * invScale);
if (interface->mShapeInstance->getCurrentDetail() < 0)
return;
GFXTransformSaver saver;
// Set up our TS render state.
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
rdata.setOriginSort(false);
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(interface->mSphere);
rdata.setLightQuery(&query);
MatrixF mat = interface->mTransform;
mat.scale(objScale);
GFX->setWorldMatrix(mat);
interface->mShapeInstance->render(rdata);
}

View file

@ -1,62 +0,0 @@
#pragma once
#include "scene/sceneRenderState.h"
#include "core/util/systemInterfaceList.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "T3D/assets/ShapeAsset.h"
#include "T3D/assets/MaterialAsset.h"
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _OPTIMIZEDPOLYLIST_H_
#include "collision/optimizedPolyList.h"
#endif
class MeshRenderSystemInterface : public SystemInterface<MeshRenderSystemInterface>
{
public:
TSShapeInstance * mShapeInstance;
MatrixF mTransform;
Point3F mScale;
Box3F mBounds;
SphereF mSphere;
bool mIsClient;
struct matMap
{
//MaterialAsset* matAsset;
String assetId;
U32 slot;
};
Vector<matMap> mChangingMaterials;
Vector<matMap> mMaterials;
MeshRenderSystemInterface() : SystemInterface(), mShapeInstance(nullptr), mTransform(MatrixF::Identity), mScale(Point3F::One), mIsClient(false)
{
mBounds = Box3F(1);
mSphere = SphereF();
}
~MeshRenderSystemInterface()
{
//SAFE_DELETE(mShape);
SAFE_DELETE(mShapeInstance);
}
};
class MeshRenderSystem
{
public:
//Core render function, which does all the real work
static void render(SceneManager *sceneManager, SceneRenderState* state);
//Render our particular interface's data
static void renderInterface(U32 interfaceIndex, SceneRenderState* state);
};

View file

@ -1,34 +0,0 @@
#include "T3D/systems/updateSystem.h"
void UpdateSystem::processTick()
{
for (U32 i = 0; i < UpdateSystemInterface::all.size(); i++)
{
if (UpdateSystemInterface::all[i]->mIsEnabled)
{
//do work
}
}
}
void UpdateSystem::advanceTime(U32 _tickMS)
{
for (U32 i = 0; i < UpdateSystemInterface::all.size(); i++)
{
if (UpdateSystemInterface::all[i]->mIsEnabled)
{
//do work
}
}
}
void UpdateSystem::interpolateTick(U32 _deltaMS)
{
for (U32 i = 0; i < UpdateSystemInterface::all.size(); i++)
{
if (UpdateSystemInterface::all[i]->mIsEnabled)
{
//do work
}
}
}

View file

@ -1,16 +0,0 @@
#pragma once
#include "core/util/systemInterfaceList.h"
class UpdateSystemInterface : public SystemInterface<UpdateSystemInterface>
{
public:
bool mIsEnabled;
};
class UpdateSystem
{
public:
static void processTick();
static void advanceTime(U32 _tickMS);
static void interpolateTick(U32 _deltaMS);
};

View file

@ -58,9 +58,6 @@
#include "assets/autoloadAssets.h"
#endif
#ifndef COMPONENTASSET_H
#include "T3D/assets/ComponentAsset.h"
#endif
#ifndef GUI_ASSET_H
#include "T3D/assets/GUIAsset.h"
#endif
@ -259,11 +256,7 @@ bool AssetManager::loadModuleAutoLoadAssets(ModuleDefinition* pModuleDefinition)
//TODO: this is stupid and ugly, need to properly automagically parse the class for registration
AssetBase* assetBase = nullptr;
if (assetDef->mAssetType == StringTable->insert("ComponentAsset"))
{
assetBase = mTaml.read<ComponentAsset>(assetDef->mAssetBaseFilePath);
}
else if (assetDef->mAssetType == StringTable->insert("GUIAsset"))
if (assetDef->mAssetType == StringTable->insert("GUIAsset"))
{
assetBase = mTaml.read<GUIAsset>(assetDef->mAssetBaseFilePath);
}

View file

@ -36,7 +36,6 @@
#include "gui/editor/editorFunctions.h"
#endif
#include "console/engineAPI.h"
#include "T3D/entity.h"
IMPLEMENT_CONOBJECT(GuiTreeViewCtrl);
@ -3479,22 +3478,6 @@ void GuiTreeViewCtrl::onMouseDown(const GuiEvent & event)
if( !item->isInspectorData() && item->mState.test(Item::VirtualParent) )
onVirtualParentExpand(item);
//Slightly hacky, but I'm not sure of a better setup until we get major update to the editors
//We check if our object is an entity, and if it is, we call a 'onInspect' function.
//This function is pretty much a special notifier to the entity so if it has any behaviors that do special
//stuff in the editor, it can fire that up
if (item->isInspectorData())
{
Entity* e = dynamic_cast<Entity*>(item->getObject());
if (e)
{
if (item->isExpanded())
e->onInspect();
else
e->onEndInspect();
}
}
mFlags.set( RebuildVisible );
scrollVisible(item);
}
@ -4309,11 +4292,6 @@ bool GuiTreeViewCtrl::onVirtualParentBuild(Item *item, bool bForceFullUpdate)
// Go through our items and purge those that have disappeared from
// the set.
//Entities will be a special case here, if we're an entity, skip this step
if (dynamic_cast<Entity*>(srcObj))
return true;
for( Item* ptr = item->mChild; ptr != NULL; )
{
Item* next = ptr->mNext;

View file

@ -29,11 +29,6 @@
#include "gui/containers/guiScrollCtrl.h"
#include "gui/editor/inspector/customField.h"
#include "gui/editor/inspector/entityGroup.h"
#include "gui/editor/inspector/mountingGroup.h"
#include "gui/editor/inspector/componentGroup.h"
#include "T3D/components/component.h"
IMPLEMENT_CONOBJECT(GuiInspector);
ConsoleDocClass( GuiInspector,
@ -591,60 +586,6 @@ void GuiInspector::refresh()
mTargets.first()->onInspect(this);
//Entity inspector group
if (mTargets.first()->getClassRep()->isSubclassOf("Entity"))
{
//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
GuiInspectorGroup *gameObject = new GuiInspectorGroup("GameObject", this);
gameObject->registerObject();
mGroups.push_back(gameObject);
addObject(gameObject);
GuiInspectorEntityGroup *components = new GuiInspectorEntityGroup("Components", this);
if (components != NULL)
{
components->registerObject();
mGroups.push_back(components);
addObject(components);
}
Entity* selectedEntity = dynamic_cast<Entity*>(mTargets.first().getObject());
U32 compCount = selectedEntity->getComponentCount();
//Now, add the component groups
for (U32 c = 0; c < compCount; ++c)
{
Component* comp = selectedEntity->getComponent(c);
String compName;
if (comp->getFriendlyName() != StringTable->EmptyString())
compName = comp->getFriendlyName();
else
compName = comp->getComponentName();
StringBuilder captionString;
captionString.format("%s [%i]", compName.c_str(), comp->getId());
GuiInspectorGroup *compGroup = new GuiInspectorComponentGroup(captionString.data(), this, comp);
if (compGroup != NULL)
{
compGroup->registerObject();
mGroups.push_back(compGroup);
addObject(compGroup);
}
}
//Mounting group override
GuiInspectorGroup *mounting = new GuiInspectorMountingGroup("Mounting", this);
if (mounting != NULL)
{
mounting->registerObject();
mGroups.push_back(mounting);
addObject(mounting);
}
}
// Create the inspector groups for static fields.
for( TargetVector::iterator iter = mTargets.begin(); iter != mTargets.end(); ++ iter )

View file

@ -1,531 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "gui/buttons/guiIconButtonCtrl.h"
#include "gui/editor/guiInspector.h"
#include "gui/editor/inspector/componentGroup.h"
#include "core/strings/stringUnit.h"
#include "T3D/components/component.h"
#include "gui/editor/inspector/field.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT(GuiInspectorComponentGroup);
ConsoleDocClass(GuiInspectorComponentGroup,
"@brief Used to inspect an object's FieldDictionary (dynamic fields) instead "
"of regular persistent fields.\n\n"
"Editor use only.\n\n"
"@internal"
);
GuiInspectorComponentGroup::GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent)
: GuiInspectorGroup(groupName, parent)
{
/*mNeedScroll=false;*/
mTargetComponent = targetComponent;
};
bool GuiInspectorComponentGroup::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
//-----------------------------------------------------------------------------
// GuiInspectorComponentGroup - add custom controls
//-----------------------------------------------------------------------------
bool GuiInspectorComponentGroup::createContent()
{
if(!Parent::createContent())
return false;
Con::evaluatef("%d.stack = %d;", this->getId(), mStack->getId());
Con::executef(this, "createContent");
return true;
}
//-----------------------------------------------------------------------------
// GuiInspectorComponentGroup - inspectGroup override
//-----------------------------------------------------------------------------
bool GuiInspectorComponentGroup::inspectGroup()
{
// We can't inspect a group without a target!
if (!mParent || !mParent->getNumInspectObjects())
return false;
clearFields();
// to prevent crazy resizing, we'll just freeze our stack for a sec..
mStack->freeze(true);
bool bNoGroup = false;
bool bNewItems = false;
bool bMakingArray = false;
GuiStackControl *pArrayStack = NULL;
GuiRolloutCtrl *pArrayRollout = NULL;
bool bGrabItems = false;
//if this isn't a component, what are we even doing here?
if (!mTargetComponent)
return false;
mParent->setComponentGroupTargetId(mTargetComponent->getId());
//first, relevent static fields
AbstractClassRep::FieldList& fieldList = mTargetComponent->getClassRep()->mFieldList;
for (AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++itr)
{
AbstractClassRep::Field* field = &(*itr);
if (field->type == AbstractClassRep::StartGroupFieldType)
{
// If we're dealing with general fields, always set grabItems to true (to skip them)
if (bNoGroup == true)
bGrabItems = true;
else if (dStricmp(field->pGroupname, mCaption) == 0)
bGrabItems = true;
continue;
}
else if (field->type == AbstractClassRep::EndGroupFieldType)
{
// If we're dealing with general fields, always set grabItems to false (to grab them)
if (bNoGroup == true)
bGrabItems = false;
else if (dStricmp(field->pGroupname, mCaption) == 0)
bGrabItems = false;
continue;
}
// Skip field if it has the HideInInspectors flag set.
if (field->flag.test(AbstractClassRep::FIELD_HideInInspectors))
continue;
if (field->pFieldname == StringTable->insert("locked") || field->pFieldname == StringTable->insert("class")
|| field->pFieldname == StringTable->insert("internalName"))
continue;
if (/*(bGrabItems == true || (bNoGroup == true && bGrabItems == false)) &&*/ itr->type != AbstractClassRep::DeprecatedFieldType)
{
if (bNoGroup == true && bGrabItems == true)
continue;
if (field->type == AbstractClassRep::StartArrayFieldType)
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Beginning array '%s'",
field->pFieldname);
#endif
// Starting an array...
// Create a rollout for the Array, give it the array's name.
GuiRolloutCtrl *arrayRollout = new GuiRolloutCtrl();
GuiControlProfile *arrayRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
arrayRollout->setControlProfile(arrayRolloutProfile);
//arrayRollout->mCaption = StringTable->insert( String::ToString( "%s (%i)", field->pGroupname, field->elementCount ) );
arrayRollout->setCaption(field->pGroupname);
//arrayRollout->setMargin( 14, 0, 0, 0 );
arrayRollout->registerObject();
GuiStackControl *arrayStack = new GuiStackControl();
arrayStack->registerObject();
arrayStack->freeze(true);
arrayRollout->addObject(arrayStack);
// Allocate a rollout for each element-count in the array
// Give it the element count name.
for (U32 i = 0; i < field->elementCount; i++)
{
GuiRolloutCtrl *elementRollout = new GuiRolloutCtrl();
GuiControlProfile *elementRolloutProfile = dynamic_cast<GuiControlProfile*>(Sim::findObject("GuiInspectorRolloutProfile0"));
char buf[256];
dSprintf(buf, 256, " [%i]", i);
elementRollout->setControlProfile(elementRolloutProfile);
elementRollout->setCaption(buf);
//elementRollout->setMargin( 14, 0, 0, 0 );
elementRollout->registerObject();
GuiStackControl *elementStack = new GuiStackControl();
elementStack->registerObject();
elementRollout->addObject(elementStack);
elementRollout->instantCollapse();
arrayStack->addObject(elementRollout);
}
pArrayRollout = arrayRollout;
pArrayStack = arrayStack;
arrayStack->freeze(false);
pArrayRollout->instantCollapse();
mStack->addObject(arrayRollout);
bMakingArray = true;
continue;
}
else if (field->type == AbstractClassRep::EndArrayFieldType)
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Ending array '%s'",
field->pFieldname);
#endif
bMakingArray = false;
continue;
}
if (bMakingArray)
{
// Add a GuiInspectorField for this field,
// for every element in the array...
for (U32 i = 0; i < pArrayStack->size(); i++)
{
FrameTemp<char> intToStr(64);
dSprintf(intToStr, 64, "%d", i);
// The array stack should have a rollout for each element
// as children...
GuiRolloutCtrl *pRollout = dynamic_cast<GuiRolloutCtrl*>(pArrayStack->at(i));
// And the each of those rollouts should have a stack for
// fields...
GuiStackControl *pStack = dynamic_cast<GuiStackControl*>(pRollout->at(0));
// And we add a new GuiInspectorField to each of those stacks...
GuiInspectorField *fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
StringTableEntry caption = field->pFieldname;
fieldGui->setInspectorField(field, caption, intToStr);
if (fieldGui->registerObject())
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Adding array element '%s[%i]'",
field->pFieldname, i);
#endif
mChildren.push_back(fieldGui);
pStack->addObject(fieldGui);
}
else
delete fieldGui;
}
continue;
}
// This is weird, but it should work for now. - JDD
// We are going to check to see if this item is an array
// if so, we're going to construct a field for each array element
if (field->elementCount > 1)
{
// Make a rollout control for this array
//
GuiRolloutCtrl *rollout = new GuiRolloutCtrl();
rollout->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorRolloutProfile0");
rollout->setCaption(String::ToString("%s (%i)", field->pFieldname, field->elementCount));
rollout->setMargin(14, 0, 0, 0);
rollout->registerObject();
mArrayCtrls.push_back(rollout);
// Put a stack control within the rollout
//
GuiStackControl *stack = new GuiStackControl();
stack->setDataField(StringTable->insert("profile"), NULL, "GuiInspectorStackProfile");
stack->registerObject();
stack->freeze(true);
rollout->addObject(stack);
mStack->addObject(rollout);
// Create each field and add it to the stack.
//
for (S32 nI = 0; nI < field->elementCount; nI++)
{
FrameTemp<char> intToStr(64);
dSprintf(intToStr, 64, "%d", nI);
// Construct proper ValueName[nI] format which is "ValueName0" for index 0, etc.
String fieldName = String::ToString("%s%d", field->pFieldname, nI);
// If the field already exists, just update it
GuiInspectorField *fieldGui = findField(fieldName);
if (fieldGui != NULL)
{
fieldGui->updateValue();
continue;
}
bNewItems = true;
fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
StringTableEntry caption = StringTable->insert(String::ToString(" [%i]", nI));
fieldGui->setInspectorField(field, caption, intToStr);
fieldGui->setTargetObject(mTargetComponent);
if (fieldGui->registerObject())
{
mChildren.push_back(fieldGui);
stack->addObject(fieldGui);
}
else
delete fieldGui;
}
stack->freeze(false);
stack->updatePanes();
rollout->instantCollapse();
}
else
{
// If the field already exists, just update it
GuiInspectorField *fieldGui = findField(field->pFieldname);
if (fieldGui != NULL)
{
fieldGui->updateValue();
continue;
}
bNewItems = true;
fieldGui = constructField(field->type);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
fieldGui->setInspectorField(field);
fieldGui->setTargetObject(mTargetComponent);
if (fieldGui->registerObject())
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Adding field '%s'",
field->pFieldname);
#endif
fieldGui->setValue(mTargetComponent->getDataField(field->pFieldname, NULL));
mChildren.push_back(fieldGui);
mStack->addObject(fieldGui);
}
else
{
SAFE_DELETE(fieldGui);
}
}
}
}
for (U32 i = 0; i < mTargetComponent->getComponentFieldCount(); i++)
{
ComponentField* field = mTargetComponent->getComponentField(i);
//first and foremost, nab the field type and check if it's a custom field or not.
//If it's not a custom field, proceed below, if it is, hand it off to script to be handled by the component
if (field->mFieldType == -1)
{
Con::executef(this, "onConstructComponentField", mTargetComponent, field->mFieldName);
continue;
}
bNewItems = true;
GuiInspectorField *fieldGui = constructField(field->mFieldType);
if (fieldGui == NULL)
fieldGui = new GuiInspectorField();
fieldGui->init(mParent, this);
fieldGui->setTargetObject(mTargetComponent);
AbstractClassRep::Field *refField = NULL;
//check dynamics
SimFieldDictionary* fieldDictionary = mTargetComponent->getFieldDictionary();
SimFieldDictionaryIterator itr(fieldDictionary);
while (*itr)
{
SimFieldDictionary::Entry* entry = *itr;
if (entry->slotName == field->mFieldName)
{
AbstractClassRep::Field f;
f.pFieldname = StringTable->insert(field->mFieldName);
if (field->mFieldDescription)
f.pFieldDocs = field->mFieldDescription;
f.type = field->mFieldType;
f.offset = -1;
f.elementCount = 1;
f.validator = NULL;
f.flag = 0; //change to be the component type
f.setDataFn = &defaultProtectedSetFn;
f.getDataFn = &defaultProtectedGetFn;
f.writeDataFn = &defaultProtectedWriteFn;
f.pFieldDocs = field->mFieldDescription;
f.pGroupname = "Component Fields";
ConsoleBaseType* conType = ConsoleBaseType::getType(field->mFieldType);
AssertFatal(conType, "ConsoleObject::addField - invalid console type");
f.table = conType->getEnumTable();
tempFields.push_back(f);
refField = &f;
break;
}
++itr;
}
if (!refField)
continue;
fieldGui->setInspectorField(&tempFields[tempFields.size() - 1]);
if (fieldGui->registerObject())
{
#ifdef DEBUG_SPEW
Platform::outputDebugString("[GuiInspectorGroup] Adding field '%s'",
field->pFieldname);
#endif
mChildren.push_back(fieldGui);
mStack->addObject(fieldGui);
}
else
{
SAFE_DELETE(fieldGui);
}
}
mStack->freeze(false);
mStack->updatePanes();
// If we've no new items, there's no need to resize anything!
if (bNewItems == false && !mChildren.empty())
return true;
sizeToContents();
setUpdate();
return true;
}
void GuiInspectorComponentGroup::updateAllFields()
{
// We overload this to just reinspect the group.
inspectGroup();
}
void GuiInspectorComponentGroup::onMouseMove(const GuiEvent &event)
{
//mParent->mOverDivider = false;
}
void GuiInspectorComponentGroup::onRightMouseUp(const GuiEvent &event)
{
//mParent->mOverDivider = false;
if (isMethod("onRightMouseUp"))
Con::executef(this, "onRightMouseUp", event.mousePoint);
}
DefineEngineMethod(GuiInspectorComponentGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")
{
return object->inspectGroup();
}
void GuiInspectorComponentGroup::clearFields()
{
// delete everything else
mStack->clear();
// clear the mChildren list.
mChildren.clear();
}
SimFieldDictionary::Entry* GuiInspectorComponentGroup::findDynamicFieldInDictionary(StringTableEntry fieldName)
{
SimFieldDictionary * fieldDictionary = mParent->getInspectObject()->getFieldDictionary();
for (SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
{
SimFieldDictionary::Entry * entry = (*ditr);
if (entry->slotName == fieldName)
return entry;
}
return NULL;
}
void GuiInspectorComponentGroup::addDynamicField()
{
}
AbstractClassRep::Field* GuiInspectorComponentGroup::findObjectBehaviorField(Component* target, String fieldName)
{
AbstractClassRep::FieldList& fieldList = target->getClassRep()->mFieldList;
for (AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++itr)
{
AbstractClassRep::Field* field = &(*itr);
String fldNm(field->pFieldname);
if (fldNm == fieldName)
return field;
}
return NULL;
}
DefineEngineMethod(GuiInspectorComponentGroup, addDynamicField, void, (), , "obj.addDynamicField();")
{
object->addDynamicField();
}
DefineEngineMethod(GuiInspectorComponentGroup, removeDynamicField, void, (), , "")
{
}
DefineEngineMethod(GuiInspectorComponentGroup, getComponent, S32, (), , "")
{
return object->getComponent()->getId();
}

View file

@ -1,76 +0,0 @@
//-----------------------------------------------------------------------------
// 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 GUI_INSPECTOR_COMPONENT_GROUP_H
#define GUI_INSPECTOR_COMPONENT_GROUP_H
#include "gui/editor/inspector/group.h"
#include "console/simFieldDictionary.h"
#include "T3D/components/component.h"
#include "gui/controls/guiPopUpCtrlEx.h"
class GuiInspectorComponentGroup : public GuiInspectorGroup
{
private:
typedef GuiInspectorGroup Parent;
GuiControl* mAddCtrl;
Component* mTargetComponent;
Vector<AbstractClassRep::Field> tempFields;
public:
DECLARE_CONOBJECT(GuiInspectorComponentGroup);
GuiInspectorComponentGroup() { /*mNeedScroll=false;*/ };
GuiInspectorComponentGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent, Component* targetComponent);
//-----------------------------------------------------------------------------
// inspectGroup is overridden in GuiInspectorComponentGroup to inspect an
// objects FieldDictionary (dynamic fields) instead of regular persistent
// fields.
virtual bool onAdd();
bool inspectGroup();
virtual void updateAllFields();
void onMouseMove(const GuiEvent &event);
virtual void onRightMouseUp(const GuiEvent &event);
// For scriptable dynamic field additions
void addDynamicField();
// Clear our fields (delete them)
void clearFields();
// Find an already existent field by name in the dictionary
virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary(StringTableEntry fieldName);
AbstractClassRep::Field* findObjectBehaviorField(Component* target, String fieldName);
Component* getComponent() { return mTargetComponent; }
protected:
// create our inner controls when we add
virtual bool createContent();
};
#endif

View file

@ -26,8 +26,6 @@
#include "gui/editor/inspector/dynamicField.h"
#include "console/engineAPI.h"
#include "T3D/components/component.h"
IMPLEMENT_CONOBJECT(GuiInspectorDynamicGroup);
ConsoleDocClass( GuiInspectorDynamicGroup,
@ -124,15 +122,6 @@ bool GuiInspectorDynamicGroup::inspectGroup()
SimFieldDictionary * fieldDictionary = target->getFieldDictionary();
for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
{
if (target->getClassRep()->isSubclassOf("Component"))
{
Component* compTarget = dynamic_cast<Component*>(target);
ComponentField* compField = compTarget->getComponentField((*ditr)->slotName);
if (compField)
continue;
}
if( i == 0 )
{
flist.increment();

View file

@ -1,140 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "gui/buttons/guiIconButtonCtrl.h"
#include "gui/editor/guiInspector.h"
#include "gui/editor/inspector/entityGroup.h"
#include "core/strings/stringUnit.h"
#include "T3D/components/component.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT(GuiInspectorEntityGroup);
ConsoleDocClass(GuiInspectorEntityGroup,
"@brief Used to inspect an object's FieldDictionary (dynamic fields) instead "
"of regular persistent fields.\n\n"
"Editor use only.\n\n"
"@internal"
);
bool GuiInspectorEntityGroup::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
//-----------------------------------------------------------------------------
// GuiInspectorEntityGroup - add custom controls
//-----------------------------------------------------------------------------
bool GuiInspectorEntityGroup::createContent()
{
if(!Parent::createContent())
return false;
Con::evaluatef("%d.stack = %d;", this->getId(), mStack->getId());
Con::executef(this, "createContent");
return true;
}
//-----------------------------------------------------------------------------
// GuiInspectorEntityGroup - inspectGroup override
//-----------------------------------------------------------------------------
bool GuiInspectorEntityGroup::inspectGroup()
{
const U32 numTargets = mParent->getNumInspectObjects();
if (numTargets == 1)
{
Entity* target = dynamic_cast<Entity*>(mParent->getInspectObject(0));
if(target)
Con::executef(this, "inspectObject", target->getIdString());
}
return true;
}
void GuiInspectorEntityGroup::updateAllFields()
{
// We overload this to just reinspect the group.
inspectGroup();
}
void GuiInspectorEntityGroup::onMouseMove(const GuiEvent &event)
{
//mParent->mOverDivider = false;
}
DefineEngineMethod(GuiInspectorEntityGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")
{
return object->inspectGroup();
}
void GuiInspectorEntityGroup::clearFields()
{
}
SimFieldDictionary::Entry* GuiInspectorEntityGroup::findDynamicFieldInDictionary(StringTableEntry fieldName)
{
SimFieldDictionary * fieldDictionary = mParent->getInspectObject()->getFieldDictionary();
for (SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
{
SimFieldDictionary::Entry * entry = (*ditr);
if (entry->slotName == fieldName)
return entry;
}
return NULL;
}
void GuiInspectorEntityGroup::addDynamicField()
{
}
AbstractClassRep::Field* GuiInspectorEntityGroup::findObjectBehaviorField(Component* target, String fieldName)
{
AbstractClassRep::FieldList& fieldList = target->getClassRep()->mFieldList;
for (AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++itr)
{
AbstractClassRep::Field* field = &(*itr);
String fldNm(field->pFieldname);
if (fldNm == fieldName)
return field;
}
return NULL;
}
DefineEngineMethod(GuiInspectorEntityGroup, addDynamicField, void, (), , "obj.addDynamicField();")
{
object->addDynamicField();
}
DefineEngineMethod(GuiInspectorEntityGroup, removeDynamicField, void, (), , "")
{
}

View file

@ -1,72 +0,0 @@
//-----------------------------------------------------------------------------
// 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 GUI_INSPECTOR_ENTITY_GROUP_H
#define GUI_INSPECTOR_ENTITY_GROUP_H
#include "gui/editor/inspector/group.h"
#include "console/simFieldDictionary.h"
#include "T3D/components/component.h"
#include "gui/controls/guiPopUpCtrlEx.h"
class GuiInspectorEntityGroup : public GuiInspectorGroup
{
private:
typedef GuiInspectorGroup Parent;
GuiControl* mAddCtrl;
GuiPopUpMenuCtrlEx* mAddBhvrList;
public:
DECLARE_CONOBJECT(GuiInspectorEntityGroup);
GuiInspectorEntityGroup() { /*mNeedScroll=false;*/ };
GuiInspectorEntityGroup(StringTableEntry groupName, SimObjectPtr<GuiInspector> parent)
: GuiInspectorGroup(groupName, parent) { /*mNeedScroll=false;*/
};
//-----------------------------------------------------------------------------
// inspectGroup is overridden in GuiInspectorEntityGroup to inspect an
// objects FieldDictionary (dynamic fields) instead of regular persistent
// fields.
virtual bool onAdd();
bool inspectGroup();
virtual void updateAllFields();
void onMouseMove(const GuiEvent &event);
// For scriptable dynamic field additions
void addDynamicField();
// Clear our fields (delete them)
void clearFields();
// Find an already existent field by name in the dictionary
virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary(StringTableEntry fieldName);
AbstractClassRep::Field* findObjectBehaviorField(Component* target, String fieldName);
protected:
// create our inner controls when we add
virtual bool createContent();
};
#endif

View file

@ -1,505 +0,0 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "gui/buttons/guiIconButtonCtrl.h"
#include "gui/editor/guiInspector.h"
#include "gui/editor/inspector/mountingGroup.h"
#include "core/strings/stringUnit.h"
#include "T3D/entity.h"
#include "T3D/components/component.h"
//Need this to get node lists
#include "T3D/components/render/renderComponentInterface.h"
IMPLEMENT_CONOBJECT(GuiInspectorMountingGroup);
ConsoleDocClass( GuiInspectorMountingGroup,
"@brief Used to inspect an object's FieldDictionary (dynamic fields) instead "
"of regular persistent fields.\n\n"
"Editor use only.\n\n"
"@internal"
);
//-----------------------------------------------------------------------------
// GuiInspectorMountingGroup - add custom controls
//-----------------------------------------------------------------------------
GuiInspectorMountingGroup::GuiInspectorMountingGroup( StringTableEntry groupName, SimObjectPtr<GuiInspector> parent )
: GuiInspectorGroup( groupName, parent)
{
mParentInspector = parent;
targetMountCtrl = NULL;
mountCtrl = NULL;
};
bool GuiInspectorMountingGroup::createContent()
{
if(!Parent::createContent())
return false;
//give the necessary padding for the nested controls so it looks nice.
setMargin(RectI(4,0,4,4));
return true;
}
GuiControl* GuiInspectorMountingGroup::buildMenuCtrl()
{
GuiControl* retCtrl = new GuiPopUpMenuCtrl();
// If we couldn't construct the control, bail!
if( retCtrl == NULL )
return retCtrl;
GuiPopUpMenuCtrl *menu = dynamic_cast<GuiPopUpMenuCtrl*>(retCtrl);
// Let's make it look pretty.
retCtrl->setDataField( StringTable->insert("profile"), NULL, "GuiPopUpMenuProfile" );
//GuiInspectorTypeMenuBase::_registerEditControl( retCtrl );
char szName[512];
dSprintf( szName, 512, "IE_%s_%d_%s_Field", retCtrl->getClassName(), mParentInspector->getInspectObject()->getId(), mCaption.c_str());
// Register the object
retCtrl->registerObject( szName );
// Configure it to update our value when the popup is closed
char szBuffer[512];
dSprintf( szBuffer, 512, "%d.apply( %d.getText() );", getId(), menu->getId() );
menu->setField("Command", szBuffer );
return menu;
}
bool GuiInspectorMountingGroup::buildList(Entity* ent, GuiPopUpMenuCtrl* menu)
{
RenderComponentInterface* renderInterface = ent->getComponent<RenderComponentInterface>();
if (renderInterface)
{
TSShape* shape = renderInterface->getShape();
S32 nodeCount = shape ? shape->nodes.size() : 0;
for(U32 i=0; i < nodeCount; i++)
{
menu->addEntry(shape->names[i], i);
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// GuiInspectorMountingGroup - inspectGroup override
//-----------------------------------------------------------------------------
bool GuiInspectorMountingGroup::inspectGroup()
{
// We can't inspect a group without a target!
if( !mParent->getNumInspectObjects() )
return false;
// to prevent crazy resizing, we'll just freeze our stack for a sec..
mStack->freeze(true);
bool bNoGroup = false;
// Un-grouped fields are all sorted into the 'general' group
if ( dStricmp( mCaption, "General" ) == 0 )
bNoGroup = true;
// Just delete all fields and recreate them (like the dynamicGroup)
// because that makes creating controls for array fields a lot easier
clearFields();
bool bNewItems = false;
bool bGrabItems = false;
AbstractClassRep* commonAncestorClass = findCommonAncestorClass();
AbstractClassRep::FieldList& fieldList = commonAncestorClass->mFieldList;
for( AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++ itr )
{
AbstractClassRep::Field* field = &( *itr );
if( field->type == AbstractClassRep::StartGroupFieldType )
{
// If we're dealing with general fields, always set grabItems to true (to skip them)
if( bNoGroup == true )
bGrabItems = true;
else if( dStricmp( field->pGroupname, mCaption ) == 0 )
bGrabItems = true;
continue;
}
else if ( field->type == AbstractClassRep::EndGroupFieldType )
{
// If we're dealing with general fields, always set grabItems to false (to grab them)
if( bNoGroup == true )
bGrabItems = false;
else if( dStricmp( field->pGroupname, mCaption ) == 0 )
bGrabItems = false;
continue;
}
// Skip field if it has the HideInInspectors flag set.
if( field->flag.test( AbstractClassRep::FIELD_HideInInspectors ) )
continue;
if( ( bGrabItems == true || ( bNoGroup == true && bGrabItems == false ) ) && itr->type != AbstractClassRep::DeprecatedFieldType )
{
if( bNoGroup == true && bGrabItems == true )
continue;
// If the field already exists, just update it
GuiInspectorField *fieldGui = findField( field->pFieldname );
if ( fieldGui != NULL )
{
fieldGui->updateValue();
continue;
}
bNewItems = true;
if(field->pFieldname == StringTable->insert("mountNode"))
{
fieldGui = new GuiInspectorNodeListField();
Entity* e = dynamic_cast<Entity*>(mParent->getInspectObject(0));
if(e)
(dynamic_cast<GuiInspectorNodeListField*>(fieldGui))->setTargetEntity(e);
}
else
{
fieldGui = constructField( field->type );
if ( fieldGui == NULL )
fieldGui = new GuiInspectorField();
}
fieldGui->init( mParent, this );
fieldGui->setInspectorField( field );
if( fieldGui->registerObject() )
{
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[GuiInspectorGroup] Adding field '%s'",
field->pFieldname );
#endif
mChildren.push_back( fieldGui );
mStack->addObject( fieldGui );
}
else
{
SAFE_DELETE( fieldGui );
}
}
}
mStack->freeze(false);
mStack->updatePanes();
// If we've no new items, there's no need to resize anything!
if( bNewItems == false && !mChildren.empty() )
return true;
sizeToContents();
setUpdate();
return true;
}
void GuiInspectorMountingGroup::updateAllFields()
{
// We overload this to just reinspect the group.
inspectGroup();
}
void GuiInspectorMountingGroup::onMouseMove(const GuiEvent &event)
{
//mParent->mOverDivider = false;
}
DefineEngineMethod(GuiInspectorMountingGroup, inspectGroup, bool, (),, "Refreshes the dynamic fields in the inspector.")
{
return object->inspectGroup();
}
void GuiInspectorMountingGroup::clearFields()
{
}
bool GuiInspectorMountingGroup::resize( const Point2I &newPosition, const Point2I &newExtent )
{
if ( !Parent::resize( newPosition, newExtent ) )
return false;
//check if we're set up yet
if(!targetMountCtrl || !mountCtrl)
//no? bail
return false;
targetMountCtrl->setExtent(newExtent.x, 18);
mountCtrl->setExtent(newExtent.x, 18);
S32 dividerPos, dividerMargin;
mParentInspector->getDivider( dividerPos, dividerMargin );
Point2I fieldExtent = Point2I(newExtent.x, 18);
Point2I fieldPos = Point2I(newExtent.x, 18);
S32 editWidth = dividerPos - dividerMargin;
targetMountText->setPosition(0,0);
targetMountText->setExtent(fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
targetMountNode->setPosition(fieldExtent.x - dividerPos + dividerMargin, 1);
targetMountNode->setExtent(editWidth, fieldExtent.y - 1);
mountText->setPosition(0,0);
mountText->setExtent(fieldExtent.x - dividerPos - dividerMargin, fieldExtent.y);
mountNode->setPosition(fieldExtent.x - dividerPos + dividerMargin, 1);
mountNode->setExtent(editWidth, fieldExtent.y - 1);
return true;
}
SimFieldDictionary::Entry* GuiInspectorMountingGroup::findDynamicFieldInDictionary( StringTableEntry fieldName )
{
SimFieldDictionary * fieldDictionary = mParent->getInspectObject()->getFieldDictionary();
for(SimFieldDictionaryIterator ditr(fieldDictionary); *ditr; ++ditr)
{
SimFieldDictionary::Entry * entry = (*ditr);
if( entry->slotName == fieldName )
return entry;
}
return NULL;
}
void GuiInspectorMountingGroup::addDynamicField()
{
}
AbstractClassRep::Field* GuiInspectorMountingGroup::findObjectComponentField(Component* target, String fieldName)
{
AbstractClassRep::FieldList& fieldList = target->getClassRep()->mFieldList;
for( AbstractClassRep::FieldList::iterator itr = fieldList.begin();
itr != fieldList.end(); ++ itr )
{
AbstractClassRep::Field* field = &( *itr );
String fldNm(field->pFieldname);
if(fldNm == fieldName)
return field;
}
return NULL;
}
DefineEngineMethod(GuiInspectorMountingGroup, addDynamicField, void, (), , "obj.addDynamicField();")
{
object->addDynamicField();
}
DefineEngineMethod(GuiInspectorMountingGroup, removeDynamicField, void, (), , "")
{
}
//
IMPLEMENT_CONOBJECT( GuiInspectorNodeListField );
ConsoleDocClass( GuiInspectorNodeListField,
"@brief A control that allows to edit the custom properties (text) of one or more SimObjects.\n\n"
"Editor use only.\n\n"
"@internal"
);
GuiInspectorNodeListField::GuiInspectorNodeListField( GuiInspector *inspector,
GuiInspectorGroup* parent,
SimFieldDictionary::Entry* field,
SimObjectPtr<Entity> target )
{
mInspector = inspector;
mParent = parent;
setBounds(0,0,100,20);
mTargetEntity = target;
}
GuiInspectorNodeListField::GuiInspectorNodeListField()
{
mInspector = NULL;
mParent = NULL;
}
void GuiInspectorNodeListField::setData( const char* data, bool callbacks )
{
mCustomValue = data;
//We aren't updating any mounting info if we're not mounted already
if(mTargetEntity.getObject())
{
Entity* target = dynamic_cast<Entity*>(mTargetEntity->getObjectMount());
if(target)
{
RenderComponentInterface* renderInterface = target->getComponent<RenderComponentInterface>();
if (renderInterface)
{
if (renderInterface->getShape())
{
S32 nodeIdx = renderInterface->getShape()->findNode(data);
target->mountObject(mTargetEntity, nodeIdx, MatrixF::Identity);
mTargetEntity->setMaskBits(Entity::MountedMask);
}
}
}
}
// Force our edit to update
updateValue();
}
const char* GuiInspectorNodeListField::getData( U32 inspectObjectIndex )
{
return mCustomValue;
}
void GuiInspectorNodeListField::updateValue()
{
mMenu->clear();
//mMenu->addEntry("Origin");
//if(mCustomValue.isEmpty())
if(mTargetEntity.getObject())
{
Entity* target = dynamic_cast<Entity*>(mTargetEntity->getObjectMount());
if(target)
{
mMenu->addEntry("Origin");
mMenu->setActive(true);
RenderComponentInterface* renderInterface = target->getComponent<RenderComponentInterface>();
if (renderInterface)
{
TSShape* shape = renderInterface->getShape();
S32 nodeCount = shape ? shape->nodes.size() : 0;
for(U32 i=0; i < nodeCount; i++)
{
mMenu->addEntry(shape->names[i], i);
}
S32 targetNode = mTargetEntity->getMountNode();
if(targetNode != -1)
{
String name = shape->names[targetNode];
mCustomValue = name;
}
else
{
mCustomValue = String("Origin");
}
setValue( mCustomValue );
return;
}
}
}
setValue("Not Mounted");
mMenu->setActive(false);
}
void GuiInspectorNodeListField::setDoc( const char* doc )
{
mDoc = StringTable->insert( doc, true );
}
void GuiInspectorNodeListField::setToolTip( StringTableEntry data )
{
static StringTableEntry sTooltipProfile = StringTable->insert( "tooltipProfile" );
static StringTableEntry sHoverTime = StringTable->insert( "hovertime" );
static StringTableEntry sTooltip = StringTable->insert( "tooltip" );
mEdit->setDataField( sTooltipProfile, NULL, "GuiToolTipProfile" );
mEdit->setDataField( sHoverTime, NULL, "1000" );
mEdit->setDataField( sTooltip, NULL, data );
}
bool GuiInspectorNodeListField::onAdd()
{
if( !Parent::onAdd() )
return false;
return true;
}
void GuiInspectorNodeListField::setInspectorField( AbstractClassRep::Field *field,
StringTableEntry caption,
const char*arrayIndex )
{
// Override the base just to be sure it doesn't get called.
// We don't use an AbstractClassRep::Field...
mField = field;
mCaption = field->pFieldname;
mDoc = field->pFieldDocs;
}
GuiControl* GuiInspectorNodeListField::constructEditControl()
{
GuiControl* retCtrl = new GuiPopUpMenuCtrl();
mMenu = dynamic_cast<GuiPopUpMenuCtrl*>(retCtrl);
static StringTableEntry sProfile = StringTable->insert( "profile" );
retCtrl->setDataField( sProfile, NULL, "ToolsGuiPopUpMenuEditProfile" );
// Register the object
retCtrl->registerObject();
char szBuffer[512];
dSprintf( szBuffer, 512, "%d.apply( %d.getText() );", getId(), mMenu->getId() );
mMenu->setField("Command", szBuffer );
return retCtrl;
}
void GuiInspectorNodeListField::setValue( const char* newValue )
{
GuiPopUpMenuCtrl *ctrl = dynamic_cast<GuiPopUpMenuCtrl*>( mEdit );
if( ctrl != NULL )
ctrl->setText( newValue );
}
void GuiInspectorNodeListField::_executeSelectedCallback()
{
}
void GuiInspectorNodeListField::setTargetEntity(SimObjectPtr<Entity> target)
{
mTargetEntity = target;
}

View file

@ -1,152 +0,0 @@
//-----------------------------------------------------------------------------
// 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 GUI_INSPECTOR_MOUNTINGGROUP_H
#define GUI_INSPECTOR_MOUNTINGGROUP_H
#include "gui/editor/inspector/group.h"
#include "console/simFieldDictionary.h"
#include "T3D/components/component.h"
#include "gui/controls/guiPopUpCtrlEx.h"
#ifndef _GUI_INSPECTOR_TYPES_H_
#include "gui/editor/guiInspectorTypes.h"
#endif
#ifndef _ENTITY_H_
#include "T3D/entity.h"
#endif
class GuiInspectorMountingGroup;
class GuiInspectorNodeListField : public GuiInspectorField
{
typedef GuiInspectorField Parent;
friend class GuiInspectorMountingGroup;
public:
GuiInspectorNodeListField( GuiInspector *inspector, GuiInspectorGroup* parent, SimFieldDictionary::Entry* field,
SimObjectPtr<Entity> target );
GuiInspectorNodeListField();
~GuiInspectorNodeListField() {};
DECLARE_CONOBJECT( GuiInspectorNodeListField );
virtual void setData( const char* data, bool callbacks = true );
virtual const char* getData( U32 inspectObjectIndex = 0 );
virtual void updateValue();
virtual StringTableEntry getFieldName() { return StringTable->EmptyString(); }
virtual void setDoc( const char* doc );
virtual void setToolTip( StringTableEntry data );
virtual bool onAdd();
virtual void setInspectorField( AbstractClassRep::Field *field,
StringTableEntry caption = NULL,
const char *arrayIndex = NULL );
virtual GuiControl* constructEditControl();
virtual void setValue( const char* newValue );
void setTargetEntity(SimObjectPtr<Entity> target);
protected:
virtual void _executeSelectedCallback();
protected:
String mCustomValue;
StringTableEntry mDoc;
GuiPopUpMenuCtrl *mMenu;
SimObjectPtr<Entity> mTargetEntity;
};
class GuiInspectorMountingGroup : public GuiInspectorGroup
{
private:
typedef GuiInspectorGroup Parent;
GuiControl* mAddCtrl;
GuiPopUpMenuCtrlEx* mAddBhvrList;
GuiTextCtrl *persistText;
GuiButtonCtrl *reloadFile;
GuiButtonCtrl *saveFile;
GuiButtonCtrl *overwriteFile;
GuiButtonCtrl *mBrowseButton;
GuiControl *filePath;
GuiControl *targetMountCtrl;
GuiTextCtrl *targetMountText;
GuiPopUpMenuCtrl *targetMountNode;
GuiControl *mountCtrl;
GuiTextCtrl *mountText;
GuiPopUpMenuCtrl *mountNode;
GuiInspectorNodeListField* mountNodeList;
GuiInspectorNodeListField* targetMountNodeList;
SimObjectPtr<GuiInspector> mParentInspector;
public:
DECLARE_CONOBJECT(GuiInspectorMountingGroup);
GuiInspectorMountingGroup() { /*mNeedScroll=false;*/ };
GuiInspectorMountingGroup( StringTableEntry groupName, SimObjectPtr<GuiInspector> parent );
//-----------------------------------------------------------------------------
// inspectGroup is overridden in GuiInspectorMountingGroup to inspect an
// objects FieldDictionary (dynamic fields) instead of regular persistent
// fields.
bool inspectGroup();
virtual void updateAllFields();
void onMouseMove(const GuiEvent &event);
// For scriptable dynamic field additions
void addDynamicField();
// Clear our fields (delete them)
void clearFields();
virtual bool resize( const Point2I &newPosition, const Point2I &newExtent );
// Find an already existent field by name in the dictionary
virtual SimFieldDictionary::Entry* findDynamicFieldInDictionary( StringTableEntry fieldName );
AbstractClassRep::Field* findObjectComponentField(Component* target, String fieldName);
protected:
// create our inner controls when we add
virtual bool createContent();
GuiControl* buildMenuCtrl();
bool buildList(Entity* ent, GuiPopUpMenuCtrl* menu);
};
#endif

View file

@ -23,7 +23,6 @@
#include "gui/worldEditor/worldEditorSelection.h"
#include "gui/worldEditor/worldEditor.h"
#include "scene/sceneObject.h"
#include "T3D/entity.h"
IMPLEMENT_CONOBJECT( WorldEditorSelection );
@ -410,34 +409,26 @@ void WorldEditorSelection::rotate(const EulerF & rot, const Point3F & center)
// single selections will rotate around own axis, multiple about world
if(size() == 1)
{
Entity* eO = dynamic_cast< Entity* >(at(0));
if (eO)
SceneObject* object = dynamic_cast<SceneObject*>(at(0));
if (object)
{
eO->setTransform(eO->getPosition(), eO->getRotation() + RotationF(rot));
}
else
{
SceneObject* object = dynamic_cast<SceneObject*>(at(0));
if (object)
{
MatrixF mat = object->getTransform();
MatrixF mat = object->getTransform();
Point3F pos;
mat.getColumn(3, &pos);
Point3F pos;
mat.getColumn(3, &pos);
// get offset in obj space
Point3F offset = pos - center;
MatrixF wMat = object->getWorldTransform();
wMat.mulV(offset);
// get offset in obj space
Point3F offset = pos - center;
MatrixF wMat = object->getWorldTransform();
wMat.mulV(offset);
//
MatrixF transform(EulerF(0, 0, 0), -offset);
transform.mul(MatrixF(rot));
transform.mul(MatrixF(EulerF(0, 0, 0), offset));
mat.mul(transform);
//
MatrixF transform(EulerF(0, 0, 0), -offset);
transform.mul(MatrixF(rot));
transform.mul(MatrixF(EulerF(0, 0, 0), offset));
mat.mul(transform);
object->setTransform(mat);
}
object->setTransform(mat);
}
}
else

View file

@ -223,7 +223,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
// Find a shadow map for this light, if it has one
ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
LightShadowMap *lsm = lsp->getShadowMap();
LightShadowMap *dynamicShadowMap = lsp->getShadowMap(true);
// Get the right shadow type.
ShadowType shadowType = ShadowType_None;
@ -236,7 +235,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
LightBinEntry lEntry;
lEntry.lightInfo = light;
lEntry.shadowMap = lsm;
lEntry.dynamicShadowMap = dynamicShadowMap;
lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
if( lightType == LightInfo::Spot )
@ -376,7 +374,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
setupSGData( sgData, state, curLightInfo );
curLightMat->setLightParameters( curLightInfo, state );
mShadowManager->setLightShadowMap( curEntry.shadowMap );
mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
// Set geometry
GFX->setVertexBuffer( curEntry.vertBuffer );
@ -405,7 +402,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
// Set NULL for active shadow map (so nothing gets confused)
mShadowManager->setLightShadowMap(NULL);
mShadowManager->setLightDynamicShadowMap(NULL);
GFX->setVertexBuffer( NULL );
GFX->setPrimitiveBuffer( NULL );

View file

@ -197,7 +197,6 @@ protected:
{
LightInfo* lightInfo;
LightShadowMap* shadowMap;
LightShadowMap* dynamicShadowMap;
LightMaterialInfo* lightMaterial;
GFXPrimitiveBuffer* primBuffer;
GFXVertexBuffer* vertBuffer;

View file

@ -360,13 +360,10 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
LightingShaderConstants *lsc = getLightingShaderConstants(shaderConsts);
LightShadowMap *lsm = SHADOWMGR->getCurrentShadowMap();
LightShadowMap *dynamicShadowMap = SHADOWMGR->getCurrentDynamicShadowMap();
LightInfo *light;
if (lsm)
light = lsm->getLightInfo();
else if ( dynamicShadowMap )
light = dynamicShadowMap->getLightInfo();
else
{
light = sgData.lights[0];
@ -436,46 +433,6 @@ void AdvancedLightManager::setLightInfo( ProcessedMaterial *pmat,
lsc->mViewToLightProjSC->getType() );
}
}
// Dynamic
if ( dynamicShadowMap )
{
if ( lsc->mDynamicWorldToLightProjSC->isValid() )
shaderConsts->set( lsc->mDynamicWorldToLightProjSC,
dynamicShadowMap->getWorldToLightProj(),
lsc->mDynamicWorldToLightProjSC->getType() );
if ( lsc->mDynamicViewToLightProjSC->isValid() )
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
shaderConsts->set( lsc->mDynamicViewToLightProjSC,
dynamicShadowMap->getWorldToLightProj() * state->getCameraTransform(),
lsc->mDynamicViewToLightProjSC->getType() );
}
shaderConsts->setSafe( lsc->mShadowMapSizeSC, 1.0f / (F32)dynamicShadowMap->getTexSize() );
// Do this last so that overrides can properly override parameters previously set
dynamicShadowMap->setShaderParameters(shaderConsts, lsc);
}
else
{
if ( lsc->mDynamicViewToLightProjSC->isValid() )
{
// TODO: Should probably cache these results and
// not do this mul here on every material that needs
// this transform.
MatrixF proj;
light->getWorldToLightProj( &proj );
shaderConsts->set( lsc->mDynamicViewToLightProjSC,
proj * state->getCameraTransform(),
lsc->mDynamicViewToLightProjSC->getType() );
}
}
}
void AdvancedLightManager::registerGlobalLight(LightInfo *light, SimObject *obj)
@ -504,7 +461,6 @@ bool AdvancedLightManager::setTextureStage( const SceneData &sgData,
ShaderConstHandles *handles )
{
LightShadowMap* lsm = SHADOWMGR->getCurrentShadowMap();
LightShadowMap* dynamicShadowMap = SHADOWMGR->getCurrentDynamicShadowMap();
// Assign Shadowmap, if it exists
LightingShaderConstants* lsc = getLightingShaderConstants(shaderConsts);
@ -522,18 +478,7 @@ bool AdvancedLightManager::setTextureStage( const SceneData &sgData,
GFX->setTexture( reg, GFXTexHandle::ONE );
return true;
} else if ( currTexFlag == Material::DynamicShadowMap )
{
// Dynamic
if ( dynamicShadowMap )
return dynamicShadowMap->setTextureStage( currTexFlag, lsc );
S32 reg = lsc->mDynamicShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setTexture( reg, GFXTexHandle::ONE );
return true;
}
}
else if ( currTexFlag == Material::DynamicLightMask )
{
S32 reg = lsc->mCookieMapSC->getSamplerRegister();

View file

@ -85,27 +85,21 @@ LightShadowMap::LightShadowMap( LightInfo *light )
: mWorldToLightProj( true ),
mTexSize( 0 ),
mLight( light ),
mLastUpdate( 0 ),
mLastShader( NULL ),
mIsViewDependent( false ),
mLastCull( 0 ),
mLastScreenSize( 0.0f ),
mLastPriority( 0.0f ),
mIsDynamic( false )
mLastPriority( 0.0f )
{
GFXTextureManager::addEventDelegate( this, &LightShadowMap::_onTextureEvent );
mTarget = GFX->allocRenderToTextureTarget();
smShadowMaps.push_back( this );
mStaticRefreshTimer = PlatformTimer::create();
mDynamicRefreshTimer = PlatformTimer::create();
}
LightShadowMap::~LightShadowMap()
{
mTarget = NULL;
SAFE_DELETE(mStaticRefreshTimer);
SAFE_DELETE(mDynamicRefreshTimer);
releaseTextures();
@ -246,7 +240,6 @@ void LightShadowMap::releaseTextures()
{
mShadowMapTex = NULL;
mDebugTarget.setTexture( NULL );
mLastUpdate = 0;
smUsedShadowMaps.remove( this );
}
@ -268,7 +261,7 @@ GFXTextureObject* LightShadowMap::_getDepthTarget( U32 width, U32 height )
bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants* lsc )
{
if ( currTexFlag == Material::DynamicLight && !isDynamic() )
if ( currTexFlag == Material::DynamicLight )
{
S32 reg = lsc->mShadowMapSC->getSamplerRegister();
@ -276,16 +269,7 @@ bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants*
GFX->setTexture( reg, mShadowMapTex);
return true;
} else if ( currTexFlag == Material::DynamicShadowMap && isDynamic() )
{
S32 reg = lsc->mDynamicShadowMapSC->getSamplerRegister();
if ( reg != -1 )
GFX->setTexture( reg, mShadowMapTex);
return true;
}
else if ( currTexFlag == Material::DynamicLightMask )
} else if ( currTexFlag == Material::DynamicLightMask )
{
S32 reg = lsc->mCookieMapSC->getSamplerRegister();
if ( reg != -1 )
@ -304,35 +288,16 @@ bool LightShadowMap::setTextureStage( U32 currTexFlag, LightingShaderConstants*
return false;
}
void LightShadowMap::render(RenderPassManager* renderPass,
const SceneRenderState *diffuseState,
bool _dynamic, bool _forceUpdate)
void LightShadowMap::render(RenderPassManager* renderPass, const SceneRenderState *diffuseState)
{
if (!_forceUpdate)
{
// control how often shadow maps are refreshed
if (!_dynamic && (mStaticRefreshTimer->getElapsedMs() < getLightInfo()->getStaticRefreshFreq()))
return;
}
mStaticRefreshTimer->reset();
if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
return;
mDynamicRefreshTimer->reset();
mDebugTarget.setTexture( NULL );
_render( renderPass, diffuseState );
mDebugTarget.setTexture( mShadowMapTex );
// Add it to the used list unless we're been updated.
if ( !mLastUpdate )
{
AssertFatal( !smUsedShadowMaps.contains( this ), "LightShadowMap::render - Used shadow map inserted twice!" );
//AssertFatal( !smUsedShadowMaps.contains( this ), "LightShadowMap::render - Used shadow map inserted twice!" );
if(!smUsedShadowMaps.contains(this))
smUsedShadowMaps.push_back( this );
}
mLastUpdate = Sim::getCurrentTime();
}
BaseMatInstance* LightShadowMap::getShadowMaterial( BaseMatInstance *inMat ) const
@ -395,8 +360,6 @@ void LightShadowMap::updatePriority( const SceneRenderState *state, U32 currTime
return;
}
U32 timeSinceLastUpdate = currTimeMs - mLastUpdate;
const Point3F &camPt = state->getCameraPosition();
F32 range = mLight->getRange().x;
F32 dist;
@ -422,7 +385,6 @@ void LightShadowMap::updatePriority( const SceneRenderState *state, U32 currTime
// Update the priority.
mLastPriority = mPow( mLastScreenSize * 50.0f, 2.0f );
mLastPriority += timeSinceLastUpdate;
mLastPriority *= mLight->getPriority();
}
@ -466,7 +428,6 @@ LightingShaderConstants::LightingShaderConstants()
mVectorLightColorSC(NULL),
mVectorLightBrightnessSC(NULL),
mShadowMapSC(NULL),
mDynamicShadowMapSC(NULL),
mShadowMapSizeSC(NULL),
mCookieMapSC(NULL),
mRandomDirsConst(NULL),
@ -484,15 +445,7 @@ LightingShaderConstants::LightingShaderConstants()
mScaleYSC(NULL),
mOffsetXSC(NULL),
mOffsetYSC(NULL),
mFarPlaneScalePSSM(NULL),
mDynamicWorldToLightProjSC(NULL),
mDynamicViewToLightProjSC(NULL),
mDynamicScaleXSC(NULL),
mDynamicScaleYSC(NULL),
mDynamicOffsetXSC(NULL),
mDynamicOffsetYSC(NULL),
mDynamicFarPlaneScalePSSM(NULL)
mFarPlaneScalePSSM(NULL)
{
}
@ -534,7 +487,6 @@ void LightingShaderConstants::init(GFXShader* shader)
mVectorLightBrightnessSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightBrightness);
mShadowMapSC = shader->getShaderConstHandle("$shadowMap");
mDynamicShadowMapSC = shader->getShaderConstHandle("$dynamicShadowMap");
mShadowMapSizeSC = shader->getShaderConstHandle("$shadowMapSize");
mCookieMapSC = shader->getShaderConstHandle("$cookieMap");
@ -556,14 +508,6 @@ void LightingShaderConstants::init(GFXShader* shader)
mOffsetYSC = shader->getShaderConstHandle("$offsetY");
mFarPlaneScalePSSM = shader->getShaderConstHandle("$farPlaneScalePSSM");
mDynamicWorldToLightProjSC = shader->getShaderConstHandle("$dynamicWorldToLightProj");
mDynamicViewToLightProjSC = shader->getShaderConstHandle("$dynamicViewToLightProj");
mDynamicScaleXSC = shader->getShaderConstHandle("$dynamicScaleX");
mDynamicScaleYSC = shader->getShaderConstHandle("$dynamicScaleY");
mDynamicOffsetXSC = shader->getShaderConstHandle("$dynamicOffsetX");
mDynamicOffsetYSC = shader->getShaderConstHandle("$dynamicOffsetY");
mDynamicFarPlaneScalePSSM = shader->getShaderConstHandle("$dynamicFarPlaneScalePSSM");
mInit = true;
}
@ -585,9 +529,7 @@ LightInfoExType ShadowMapParams::Type( "" );
ShadowMapParams::ShadowMapParams( LightInfo *light )
: mShadowMap( NULL ),
mLight( light ),
mDynamicShadowMap ( NULL ),
isDynamic ( true )
mLight( light )
{
attenuationRatio.set( 0.0f, 1.0f, 1.0f );
shadowType = ShadowType_Spot;
@ -608,7 +550,6 @@ ShadowMapParams::~ShadowMapParams()
{
SAFE_DELETE( mQuery );
SAFE_DELETE( mShadowMap );
SAFE_DELETE( mDynamicShadowMap );
}
void ShadowMapParams::_validate()
@ -665,12 +606,9 @@ void ShadowMapParams::_validate()
texSize = mClamp( texSize, 32, maxTexSize );
}
LightShadowMap* ShadowMapParams::getOrCreateShadowMap(bool _isDynamic)
LightShadowMap* ShadowMapParams::getOrCreateShadowMap()
{
if (_isDynamic && mDynamicShadowMap)
return mDynamicShadowMap;
if (!_isDynamic && mShadowMap)
if (mShadowMap)
return mShadowMap;
if ( !mLight->getCastShadows() )
@ -702,18 +640,8 @@ LightShadowMap* ShadowMapParams::getOrCreateShadowMap(bool _isDynamic)
break;
}
if ( _isDynamic )
{
newShadowMap->setDynamic( true );
mDynamicShadowMap = newShadowMap;
return mDynamicShadowMap;
}
else
{
newShadowMap->setDynamic(false);
mShadowMap = newShadowMap;
return mShadowMap;
}
mShadowMap = newShadowMap;
return mShadowMap;
}
GFXTextureObject* ShadowMapParams::getCookieTex()
@ -788,7 +716,6 @@ void ShadowMapParams::unpackUpdate( BitStream *stream )
// map so it can be reallocated on the next render.
shadowType = newType;
SAFE_DELETE( mShadowMap );
SAFE_DELETE( mDynamicShadowMap );
}
mathRead( *stream, &attenuationRatio );

View file

@ -96,7 +96,6 @@ struct LightingShaderConstants
GFXShaderConstHandle* mVectorLightBrightnessSC;
GFXShaderConstHandle* mShadowMapSC;
GFXShaderConstHandle* mDynamicShadowMapSC;
GFXShaderConstHandle* mShadowMapSizeSC;
GFXShaderConstHandle* mCookieMapSC;
@ -123,15 +122,6 @@ struct LightingShaderConstants
GFXShaderConstHandle* mOffsetYSC;
GFXShaderConstHandle* mFarPlaneScalePSSM;
// Dynamic Specific:
GFXShaderConstHandle* mDynamicWorldToLightProjSC;
GFXShaderConstHandle* mDynamicViewToLightProjSC;
GFXShaderConstHandle* mDynamicScaleXSC;
GFXShaderConstHandle* mDynamicScaleYSC;
GFXShaderConstHandle* mDynamicOffsetXSC;
GFXShaderConstHandle* mDynamicOffsetYSC;
GFXShaderConstHandle* mDynamicFarPlaneScalePSSM;
LightingShaderConstants();
~LightingShaderConstants();
@ -165,10 +155,7 @@ public:
virtual ~LightShadowMap();
void render( RenderPassManager* renderPass,
const SceneRenderState *diffuseState,
bool _dynamic, bool _forceUpdate);
U32 getLastUpdate() const { return mLastUpdate; }
const SceneRenderState *diffuseState);
//U32 getLastVisible() const { return mLastVisible; }
@ -248,11 +235,6 @@ protected:
/// be skipped if visible and within active range.
bool mIsViewDependent;
/// The time this shadow was last updated.
U32 mLastUpdate;
PlatformTimer *mStaticRefreshTimer;
PlatformTimer *mDynamicRefreshTimer;
/// The time this shadow was last culled and prioritized.
U32 mLastCull;
@ -280,13 +262,6 @@ protected:
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void _onTextureEvent( GFXTexCallbackCode code );
bool mIsDynamic;
public:
bool isDynamic() { return mIsDynamic; }
void setDynamic(bool value) { mIsDynamic = value; }
};
GFX_DeclareTextureProfile( ShadowMapProfile );
@ -309,9 +284,9 @@ public:
virtual void packUpdate( BitStream *stream ) const;
virtual void unpackUpdate( BitStream *stream );
LightShadowMap* getShadowMap(bool _isDynamic = false) const { return _isDynamic ? mDynamicShadowMap : mShadowMap; }
LightShadowMap* getShadowMap() const { return mShadowMap; }
LightShadowMap* getOrCreateShadowMap(bool _isDynamic = false);
LightShadowMap* getOrCreateShadowMap();
bool hasCookieTex() const { return cookie.isNotEmpty(); }
@ -330,7 +305,6 @@ protected:
///
LightShadowMap *mShadowMap;
LightShadowMap *mDynamicShadowMap;
GFXOcclusionQuery* mQuery;
LightInfo *mLight;
@ -393,7 +367,6 @@ public:
bool lastSplitTerrainOnly;
/// @}
bool isDynamic;
};
#endif // _LIGHTSHADOWMAP_H_

View file

@ -445,20 +445,11 @@ void PSSMLightShadowMap::setShaderParameters(GFXShaderConstBuffer* params, Light
}
// These values change based on static/dynamic.
if ( mIsDynamic )
{
params->setSafe(lsc->mDynamicScaleXSC, sx);
params->setSafe(lsc->mDynamicScaleYSC, sy);
params->setSafe(lsc->mDynamicOffsetXSC, ox);
params->setSafe(lsc->mDynamicOffsetYSC, oy);
params->setSafe( lsc->mDynamicFarPlaneScalePSSM, mFarPlaneScalePSSM);
} else {
params->setSafe(lsc->mScaleXSC, sx);
params->setSafe(lsc->mScaleYSC, sy);
params->setSafe(lsc->mOffsetXSC, ox);
params->setSafe(lsc->mOffsetYSC, oy);
params->setSafe( lsc->mFarPlaneScalePSSM, mFarPlaneScalePSSM);
}
params->setSafe(lsc->mScaleXSC, sx);
params->setSafe(lsc->mScaleYSC, sy);
params->setSafe(lsc->mOffsetXSC, ox);
params->setSafe(lsc->mOffsetYSC, oy);
params->setSafe(lsc->mFarPlaneScalePSSM, mFarPlaneScalePSSM);
params->setSafe(lsc->mAtlasXOffsetSC, aXOff);
params->setSafe(lsc->mAtlasYOffsetSC, aYOff);

View file

@ -99,7 +99,6 @@ Signal<void(void)> ShadowMapManager::smShadowDeactivateSignal;
ShadowMapManager::ShadowMapManager()
: mShadowMapPass(NULL),
mCurrentShadowMap(NULL),
mCurrentDynamicShadowMap(NULL),
mIsActive(false)
{
}
@ -114,12 +113,10 @@ void ShadowMapManager::setLightShadowMapForLight( LightInfo *light )
if ( params )
{
mCurrentShadowMap = params->getShadowMap();
mCurrentDynamicShadowMap = params->getShadowMap(true);
}
else
{
mCurrentShadowMap = NULL;
mCurrentDynamicShadowMap = NULL;
}
}

View file

@ -60,14 +60,12 @@ public:
/// Sets the current shadowmap (used in setLightInfo/setTextureStage calls)
void setLightShadowMap( LightShadowMap *lm ) { mCurrentShadowMap = lm; }
void setLightDynamicShadowMap( LightShadowMap *lm ) { mCurrentDynamicShadowMap = lm; }
/// Looks up the shadow map for the light then sets it.
void setLightShadowMapForLight( LightInfo *light );
/// Return the current shadow map
LightShadowMap* getCurrentShadowMap() const { return mCurrentShadowMap; }
LightShadowMap* getCurrentDynamicShadowMap() const { return mCurrentDynamicShadowMap; }
ShadowMapPass* getShadowMapPass() const { return mShadowMapPass; }
@ -90,7 +88,6 @@ protected:
ShadowMapPass *mShadowMapPass;
LightShadowMap *mCurrentShadowMap;
LightShadowMap *mCurrentDynamicShadowMap;
///
GFXTexHandle mTapRotationTex;
@ -108,4 +105,4 @@ public:
GFX_DeclareTextureProfile( ShadowMapTexProfile );
#endif // _SHADOWMAPMANAGER_H_
#endif // _SHADOWMAPMANAGER_H_

View file

@ -79,15 +79,6 @@ ShadowMapPass::ShadowMapPass(LightManager* lightManager, ShadowMapManager* shado
mShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
mShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
// Dynamic
mDynamicShadowRPM = new DynamicShadowRenderPassManager();
mDynamicShadowRPM->assignName( "DynamicShadowRenderPassManager" );
mDynamicShadowRPM->registerObject();
Sim::getRootGroup()->addObject( mDynamicShadowRPM );
mDynamicShadowRPM->addManager( new RenderMeshMgr(RenderPassManager::RIT_Mesh, 0.3f, 0.3f) );
mDynamicShadowRPM->addManager( new RenderTerrainMgr( 0.5f, 0.5f ) );
mDynamicShadowRPM->addManager( new RenderImposterMgr( 0.6f, 0.6f ) );
mActiveLights = 0;
mPrevCamPos = Point3F::Zero;
mPrevCamRot = Point3F::Zero;
@ -132,9 +123,6 @@ ShadowMapPass::~ShadowMapPass()
if ( mShadowRPM )
mShadowRPM->deleteObject();
if ( mDynamicShadowRPM )
mDynamicShadowRPM->deleteObject();
}
void ShadowMapPass::render( SceneManager *sceneManager,
@ -165,7 +153,7 @@ void ShadowMapPass::render( SceneManager *sceneManager,
// First do a loop thru the lights setting up the shadow
// info array for this pass.
Vector<LightShadowMap*> shadowMaps;
shadowMaps.reserve( mActiveLights * 2 );
shadowMaps.reserve( mActiveLights );
for ( U32 i = 0; i < mActiveLights; i++ )
{
ShadowMapParams *params = mLights[i]->getExtended<ShadowMapParams>();
@ -176,7 +164,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
// --- Static Shadow Map ---
LightShadowMap *lsm = params->getOrCreateShadowMap();
LightShadowMap *dlsm = params->getOrCreateShadowMap(true);
// First check the visiblity query... if it wasn't
// visible skip it.
@ -191,17 +178,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
lsm->updatePriority(diffuseState, currTime);
shadowMaps.push_back(lsm);
// --- Dynamic Shadow Map ---
// Any shadow that is visible is counted as being
// active regardless if we update it or not.
++smActiveShadowMaps;
// Do a priority update for this shadow.
dlsm->updatePriority(diffuseState, currTime);
shadowMaps.push_back( dlsm );
}
// Now sort the shadow info by priority.
@ -238,32 +214,19 @@ void ShadowMapPass::render( SceneManager *sceneManager,
mPrevCamFov = control->getCameraFov();
// 2 Shadow Maps per Light. This may fail.
for ( U32 i = 0; i < shadowMaps.size(); i += 2 )
for ( U32 i = 0; i < shadowMaps.size(); i++ )
{
LightShadowMap *lsm = shadowMaps[i];
LightShadowMap *dlsm = shadowMaps[i + 1];
{
GFXDEBUGEVENT_SCOPE( ShadowMapPass_Render_Shadow, ColorI::RED );
mShadowManager->setLightShadowMap(lsm);
mShadowManager->setLightDynamicShadowMap( dlsm );
mShadowManager->setLightShadowMap(lsm);
lsm->render(mShadowRPM, diffuseState, false, forceUpdate);
dlsm->render(mDynamicShadowRPM, diffuseState, true, forceUpdate);
lsm->render(mShadowRPM, diffuseState);
++smUpdatedShadowMaps;
}
// View dependent shadows or ones that are covering the entire
// screen are updated every frame no matter the time left in
// our shadow rendering budget.
if ( dlsm->isViewDependent() || dlsm->getLastScreenSize() >= 1.0f )
{
++smNearShadowMaps;
continue;
}
// See if we're over our frame budget for shadow
// updates... give up completely in that case.
if ( mTimer->getElapsedMs() > smRenderBudgetMs )
@ -284,7 +247,6 @@ void ShadowMapPass::render( SceneManager *sceneManager,
// The NULL here is importaint as having it around
// will cause extra work in AdvancedLightManager::setLightInfo().
mShadowManager->setLightShadowMap( NULL );
mShadowManager->setLightDynamicShadowMap( NULL );
}
void ShadowRenderPassManager::addInst( RenderInst *inst )
@ -298,29 +260,7 @@ void ShadowRenderPassManager::addInst( RenderInst *inst )
return;
const BaseMaterialDefinition *mat = meshRI->matInst->getMaterial();
if ( !mat->castsShadows() || mat->castsDynamicShadows() || mat->isTranslucent() )
{
// Do not add this instance, return here and avoid the default behavior
// of calling up to Parent::addInst()
return;
}
}
Parent::addInst(inst);
}
void DynamicShadowRenderPassManager::addInst( RenderInst *inst )
{
PROFILE_SCOPE(DynamicShadowRenderPassManager_addInst);
if ( inst->type == RIT_Mesh )
{
MeshRenderInst *meshRI = static_cast<MeshRenderInst*>( inst );
if ( !meshRI->matInst )
return;
const BaseMaterialDefinition *mat = meshRI->matInst->getMaterial();
if ( !mat->castsShadows() || !mat->castsDynamicShadows() || mat->isTranslucent() )
if ( !mat->castsShadows() || mat->isTranslucent() )
{
// Do not add this instance, return here and avoid the default behavior
// of calling up to Parent::addInst()

View file

@ -45,7 +45,6 @@ class RenderObjectMgr;
class RenderTerrainMgr;
class PlatformTimer;
class ShadowRenderPassManager;
class DynamicShadowRenderPassManager;
/// ShadowMapPass, this is plugged into the SceneManager to generate
/// ShadowMaps for the scene.
@ -109,7 +108,6 @@ private:
LightInfoList mLights;
U32 mActiveLights;
SimObjectPtr<ShadowRenderPassManager> mShadowRPM;
SimObjectPtr<DynamicShadowRenderPassManager> mDynamicShadowRPM;
LightManager* mLightManager;
ShadowMapManager* mShadowManager;
Point3F mPrevCamPos;
@ -127,14 +125,4 @@ public:
virtual void addInst( RenderInst *inst );
};
class DynamicShadowRenderPassManager : public RenderPassManager
{
typedef RenderPassManager Parent;
public:
DynamicShadowRenderPassManager() : Parent() {}
/// Add a RenderInstance to the list
virtual void addInst(RenderInst *inst);
};
#endif // _SHADOWMAPPASS_H_

View file

@ -37,7 +37,6 @@ public:
virtual bool isDoubleSided() const = 0;
virtual bool isLightmapped() const = 0;
virtual bool castsShadows() const = 0;
virtual bool castsDynamicShadows() const = 0;
};
#endif // _BASEMATERIALDEFINITION_H_

View file

@ -203,7 +203,6 @@ Material::Material()
mAlphaRef = 1;
mCastShadows = true;
mCastDynamicShadows = false;
mPlanarReflection = false;
@ -431,9 +430,6 @@ void Material::initPersistFields()
addField( "castShadows", TypeBool, Offset(mCastShadows, Material),
"If set to false the lighting system will not cast shadows from this material." );
addField( "castDynamicShadows", TypeBool, Offset(mCastDynamicShadows, Material),
"If set to false the lighting system will not cast dynamic shadows from this material." );
addField("planarReflection", TypeBool, Offset(mPlanarReflection, Material), "@internal" );
addField("translucent", TypeBool, Offset(mTranslucent, Material),

View file

@ -99,7 +99,6 @@ public:
NormalizeCube,
TexTarget,
AccuMap,
DynamicShadowMap,
};
enum BlendOp
@ -345,7 +344,6 @@ public:
/// A generic setting which tells the system to skip
/// generation of shadows from this material.
bool mCastShadows;
bool mCastDynamicShadows;
bool mAlphaTest;
U32 mAlphaRef;
@ -404,7 +402,6 @@ public:
virtual void setAutoGenerated(bool isAutoGenerated) { mAutoGenerated = isAutoGenerated; }
virtual bool isLightmapped() const;
virtual bool castsShadows() const { return mCastShadows; }
virtual bool castsDynamicShadows() const { return mCastDynamicShadows; }
const String &getPath() const { return mPath; }
void flush();

View file

@ -86,15 +86,7 @@ void ProcessedCustomMaterial::_setStageData()
continue;
}
if(filename.equal(String("$dynamicShadowMap"), String::NoCase))
{
rpd->mTexType[i] = Material::DynamicShadowMap;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
mMaxTex = i+1;
continue;
}
if(filename.equal(String("$dynamiclightmask"), String::NoCase))
if(filename.equal(String("$dynamiclightmask"), String::NoCase))
{
rpd->mTexType[i] = Material::DynamicLightMask;
rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];

View file

@ -38,9 +38,6 @@
#include "T3D/gameBase/gameConnection.h"
#include "math/mathUtils.h"
#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/systems/render/meshRenderSystem.h"
// For player object bounds workaround.
#include "T3D/player.h"
@ -361,8 +358,6 @@ void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZ
if( gEditingMission && state->isDiffusePass() )
objectMask = EDITOR_RENDER_TYPEMASK;
MeshRenderSystem::render(this, state);
// Update the zoning state and traverse zones.
if( getZoneManager() )

View file

@ -26,9 +26,6 @@
#include "renderInstance/renderPassManager.h"
#include "math/util/matrixSet.h"
#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/components/component.h"
//-----------------------------------------------------------------------------
SceneRenderState::SceneRenderState( SceneManager* sceneManager,