Merge branch 'development' into walkabout

Conflicts:
	Templates/Empty/game/tools/worldEditor/scripts/editors/creator.ed.cs
	Templates/Full/game/tools/worldEditor/scripts/editors/creator.ed.cs
This commit is contained in:
Daniel Buckmaster 2015-01-02 14:45:20 +11:00
commit 7ab6731f51
1453 changed files with 95576 additions and 14818 deletions

View file

@ -0,0 +1,349 @@
//-----------------------------------------------------------------------------
// 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/accumulationVolume.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/sim/debugDraw.h"
#include "util/tempAlloc.h"
#include "materials/materialDefinition.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/matInstance.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxDevice.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "gfx/gfxTextureHandle.h"
#include "scene/sceneContainer.h"
#include "math/mPolyhedron.impl.h"
Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
//#define DEBUG_DRAW
IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
ConsoleDocClass( AccumulationVolume,
"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
"Objects within the volume must have accumulation enabled in their material. \n\n"
"@ingroup enviroMisc"
);
//-----------------------------------------------------------------------------
AccumulationVolume::AccumulationVolume()
: mTransformDirty( true ),
mSilhouetteExtractor( mPolyhedron )
{
VECTOR_SET_ASSOCIATION( mWSPoints );
VECTOR_SET_ASSOCIATION( mVolumeQueryList );
//mObjectFlags.set( VisualOccluderFlag );
mNetFlags.set( Ghostable | ScopeAlways );
mObjScale.set( 1.f, 1.f, 1.f );
mObjBox.set(
Point3F( -0.5f, -0.5f, -0.5f ),
Point3F( 0.5f, 0.5f, 0.5f )
);
mObjToWorld.identity();
mWorldToObj.identity();
// Accumulation Texture.
mTextureName = "";
mAccuTexture = NULL;
resetWorldBox();
}
AccumulationVolume::~AccumulationVolume()
{
mAccuTexture = NULL;
}
void AccumulationVolume::initPersistFields()
{
addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::consoleInit()
{
// Disable rendering of occlusion volumes by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
//-----------------------------------------------------------------------------
bool AccumulationVolume::onAdd()
{
if( !Parent::onAdd() )
return false;
// Prepare some client side things.
if ( isClientObject() )
{
smAccuVolumes.push_back(this);
refreshVolumes();
}
// Set up the silhouette extractor.
mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
return true;
}
void AccumulationVolume::onRemove()
{
if ( isClientObject() )
{
smAccuVolumes.remove(this);
refreshVolumes();
}
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
{
Parent::_renderObject( ri, state, overrideMat );
#ifdef DEBUG_DRAW
if( state->isDiffusePass() )
DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
#endif
}
//-----------------------------------------------------------------------------
void AccumulationVolume::setTransform( const MatrixF& mat )
{
Parent::setTransform( mat );
mTransformDirty = true;
refreshVolumes();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
{
// Extract the silhouette of the polyhedron. This works differently
// depending on whether we project orthogonally or in perspective.
TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
U32 numPoints;
if( cameraState.getFrustum().isOrtho() )
{
// Transform the view direction into object space.
Point3F osViewDir;
getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
// And extract the silhouette.
SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
}
else
{
// Create a transform to go from view space to object space.
MatrixF camView( true );
camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
camView.mul( getRenderWorldTransform() );
camView.mul( cameraState.getViewWorldMatrix() );
// Do a perspective-correct silhouette extraction.
numPoints = mSilhouetteExtractor.extractSilhouette(
camView,
indices, indices.size );
}
// If we haven't yet, transform the polyhedron's points
// to world space.
if( mTransformDirty )
{
const U32 numPoints = mPolyhedron.getNumPoints();
const PolyhedronType::PointType* points = getPolyhedron().getPoints();
mWSPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
{
Point3F p = points[ i ];
p.convolve( getScale() );
getTransform().mulP( p, &mWSPoints[ i ] );
}
mTransformDirty = false;
}
// Now store the points.
outPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
outPoints[ i ] = mWSPoints[ indices[ i ] ];
}
//-----------------------------------------------------------------------------
U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if (stream->writeFlag(mask & InitialUpdateMask))
{
stream->write( mTextureName );
}
return retMask;
}
void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
{
Parent::unpackUpdate( connection, stream );
if (stream->readFlag())
{
stream->read( &mTextureName );
setTexture(mTextureName);
}
}
//-----------------------------------------------------------------------------
void AccumulationVolume::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(U32(-1) );
}
void AccumulationVolume::setTexture( const String& name )
{
mTextureName = name;
if ( isClientObject() && mTextureName.isNotEmpty() )
{
mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
if ( mAccuTexture.isNull() )
Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
}
refreshVolumes();
}
//-----------------------------------------------------------------------------
// Static Functions
//-----------------------------------------------------------------------------
bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
{
AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
volume->setTexture( data );
return false;
}
void AccumulationVolume::refreshVolumes()
{
// This function tests each accumulation object to
// see if it's within the bounds of an accumulation
// volume. If so, it will pass on the accumulation
// texture of the volume to the object.
// This function should only be called when something
// global like change of volume or material occurs.
// Clear old data.
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isValid() )
object->mAccuTex = GFXTexHandle::ZERO;
}
//
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}
}
// Accumulation Object Management.
void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.push_back(object);
refreshVolumes();
}
void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.remove(object);
refreshVolumes();
}
void AccumulationVolume::updateObject(SceneObject* object)
{
// This function is called when an individual object
// has been moved. Tests to see if it's in any of the
// accumulation volumes.
// We use ZERO instead of NULL so the accumulation
// texture will be updated in renderMeshMgr.
object->mAccuTex = GFXTexHandle::ZERO;
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}

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@ -0,0 +1,104 @@
//-----------------------------------------------------------------------------
// 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 _ACCUMULATIONVOLUME_H_
#define _ACCUMULATIONVOLUME_H_
#ifndef _SCENEPOLYHEDRALSPACE_H_
#include "scene/scenePolyhedralSpace.h"
#endif
#ifndef _MSILHOUETTEEXTRACTOR_H_
#include "math/mSilhouetteExtractor.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// A volume in space that blocks visibility.
class AccumulationVolume : public ScenePolyhedralSpace
{
public:
typedef ScenePolyhedralSpace Parent;
protected:
typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
/// Whether the volume's transform has changed and we need to recompute
/// transform-based data.
bool mTransformDirty;
/// World-space points of the volume's polyhedron.
Vector< Point3F > mWSPoints;
/// Silhouette extractor when using perspective projections.
SilhouetteExtractorType mSilhouetteExtractor;
mutable Vector< SceneObject* > mVolumeQueryList;
// Name (path) of the accumulation texture.
String mTextureName;
// SceneSpace.
virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
public:
GFXTexHandle mAccuTexture;
AccumulationVolume();
~AccumulationVolume();
// SimObject.
DECLARE_CONOBJECT( AccumulationVolume );
DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
DECLARE_CATEGORY( "3D Scene" );
virtual bool onAdd();
virtual void onRemove();
void inspectPostApply();
void setTexture( const String& name );
// Static Functions.
static void consoleInit();
static void initPersistFields();
static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
static void addObject(SimObjectPtr<SceneObject> object);
static void removeObject(SimObjectPtr<SceneObject> object);
static void refreshVolumes();
static bool _setTexture( void *object, const char *index, const char *data );
static void updateObject(SceneObject* object);
// Network
U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *, BitStream *stream );
// SceneObject.
virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints );
virtual void setTransform( const MatrixF& mat );
};
#endif // !_AccumulationVolume_H_

View file

@ -28,6 +28,7 @@
#include "T3D/player.h"
#include "T3D/gameBase/moveManager.h"
#include "console/consoleInternal.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( AIClient );
@ -52,6 +53,8 @@ ConsoleDocClass( AIClient,
"@ingroup Networking\n"
);
IMPLEMENT_CALLBACK(AIClient, onConnect, void, (const char* idString), (idString),"");
/**
* Constructor
*/
@ -415,15 +418,17 @@ void AIClient::onAdd( const char *nameSpace ) {
/**
* Sets the move speed for an AI object
*/
ConsoleMethod( AIClient, setMoveSpeed, void, 3, 3, "ai.setMoveSpeed( float );" ) {
DefineConsoleMethod( AIClient, setMoveSpeed, void, (F32 speed), , "ai.setMoveSpeed( float );" )
{
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveSpeed( dAtof( argv[2] ) );
ai->setMoveSpeed( speed );
}
/**
* Stops all AI movement, halt!
*/
ConsoleMethod( AIClient, stop, void, 2, 2, "ai.stop();" ) {
DefineConsoleMethod( AIClient, stop, void, (),, "ai.stop();" )
{
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveMode( AIClient::ModeStop );
}
@ -431,10 +436,9 @@ ConsoleMethod( AIClient, stop, void, 2, 2, "ai.stop();" ) {
/**
* Tells the AI to aim at the location provided
*/
ConsoleMethod( AIClient, setAimLocation, void, 3, 3, "ai.setAimLocation( x y z );" ) {
DefineConsoleMethod( AIClient, setAimLocation, void, (Point3F v), , "ai.setAimLocation( x y z );" )
{
AIClient *ai = static_cast<AIClient *>( object );
Point3F v( 0.0f,0.0f,0.0f );
dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z );
ai->setAimLocation( v );
}
@ -442,10 +446,9 @@ ConsoleMethod( AIClient, setAimLocation, void, 3, 3, "ai.setAimLocation( x y z )
/**
* Tells the AI to move to the location provided
*/
ConsoleMethod( AIClient, setMoveDestination, void, 3, 3, "ai.setMoveDestination( x y z );" ) {
DefineConsoleMethod( AIClient, setMoveDestination, void, (Point3F v), , "ai.setMoveDestination( x y z );" )
{
AIClient *ai = static_cast<AIClient *>( object );
Point3F v( 0.0f, 0.0f, 0.0f );
dSscanf( argv[2], "%f %f", &v.x, &v.y );
ai->setMoveDestination( v );
}
@ -453,40 +456,31 @@ ConsoleMethod( AIClient, setMoveDestination, void, 3, 3, "ai.setMoveDestination(
/**
* Returns the point the AI is aiming at
*/
ConsoleMethod( AIClient, getAimLocation, const char *, 2, 2, "ai.getAimLocation();" ) {
DefineConsoleMethod( AIClient, getAimLocation, Point3F, (),, "ai.getAimLocation();" )
{
AIClient *ai = static_cast<AIClient *>( object );
Point3F aimPoint = ai->getAimLocation();
static const U32 bufSize = 256;
char *returnBuffer = Con::getReturnBuffer( bufSize );
dSprintf( returnBuffer, bufSize, "%f %f %f", aimPoint.x, aimPoint.y, aimPoint.z );
return returnBuffer;
return ai->getAimLocation();
}
/**
* Returns the point the AI is set to move to
*/
ConsoleMethod( AIClient, getMoveDestination, const char *, 2, 2, "ai.getMoveDestination();" ) {
DefineConsoleMethod( AIClient, getMoveDestination, Point3F, (),, "ai.getMoveDestination();" )
{
AIClient *ai = static_cast<AIClient *>( object );
Point3F movePoint = ai->getMoveDestination();
static const U32 bufSize = 256;
char *returnBuffer = Con::getReturnBuffer( bufSize );
dSprintf( returnBuffer, bufSize, "%f %f %f", movePoint.x, movePoint.y, movePoint.z );
return returnBuffer;
return ai->getMoveDestination();
}
/**
* Sets the bots target object
*/
ConsoleMethod( AIClient, setTargetObject, void, 3, 3, "ai.setTargetObject( obj );" ) {
DefineConsoleMethod( AIClient, setTargetObject, void, (const char * objName), , "ai.setTargetObject( obj );" )
{
AIClient *ai = static_cast<AIClient *>( object );
// Find the target
ShapeBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
if( Sim::findObject( objName, targetObject ) )
ai->setTargetObject( targetObject );
else
ai->setTargetObject( NULL );
@ -495,7 +489,8 @@ ConsoleMethod( AIClient, setTargetObject, void, 3, 3, "ai.setTargetObject( obj )
/**
* Gets the object the AI is targeting
*/
ConsoleMethod( AIClient, getTargetObject, S32, 2, 2, "ai.getTargetObject();" ) {
DefineConsoleMethod( AIClient, getTargetObject, S32, (),, "ai.getTargetObject();" )
{
AIClient *ai = static_cast<AIClient *>( object );
return ai->getTargetObject();
@ -504,7 +499,8 @@ ConsoleMethod( AIClient, getTargetObject, S32, 2, 2, "ai.getTargetObject();" ) {
/**
* Tells the bot the mission is cycling
*/
ConsoleMethod( AIClient, missionCycleCleanup, void, 2, 2, "ai.missionCycleCleanup();" ) {
DefineConsoleMethod( AIClient, missionCycleCleanup, void, (),, "ai.missionCycleCleanup();" )
{
AIClient *ai = static_cast<AIClient*>( object );
ai->missionCycleCleanup();
}
@ -512,7 +508,8 @@ ConsoleMethod( AIClient, missionCycleCleanup, void, 2, 2, "ai.missionCycleCleanu
/**
* Sets the AI to run mode
*/
ConsoleMethod( AIClient, move, void, 2, 2, "ai.move();" ) {
DefineConsoleMethod( AIClient, move, void, (),, "ai.move();" )
{
AIClient *ai = static_cast<AIClient *>( object );
ai->setMoveMode( AIClient::ModeMove );
}
@ -520,21 +517,17 @@ ConsoleMethod( AIClient, move, void, 2, 2, "ai.move();" ) {
/**
* Gets the AI's location in the world
*/
ConsoleMethod( AIClient, getLocation, const char *, 2, 2, "ai.getLocation();" ) {
DefineConsoleMethod( AIClient, getLocation, Point3F, (),, "ai.getLocation();" )
{
AIClient *ai = static_cast<AIClient *>( object );
Point3F locPoint = ai->getLocation();
static const U32 bufSize = 256;
char *returnBuffer = Con::getReturnBuffer( bufSize );
dSprintf( returnBuffer, bufSize, "%f %f %f", locPoint.x, locPoint.y, locPoint.z );
return returnBuffer;
return ai->getLocation();
}
/**
* Adds an AI Player to the game
*/
ConsoleFunction( aiAddPlayer, S32 , 2, 3, "aiAddPlayer( 'playerName'[, 'AIClassType'] );" ) {
DefineConsoleFunction( aiAddPlayer, S32, (const char * name, const char * ns), (""), "'playerName'[, 'AIClassType'] );")
{
// Create the player
AIClient *aiPlayer = new AIClient();
aiPlayer->registerObject();
@ -548,18 +541,13 @@ ConsoleFunction( aiAddPlayer, S32 , 2, 3, "aiAddPlayer( 'playerName'[, 'AIClassT
SimGroup *g = Sim::getClientGroup();
g->addObject( aiPlayer );
char *name = new char[ dStrlen( argv[1] ) + 1];
char *ns = new char[ dStrlen( argv[2] ) + 1];
dStrcpy( name, argv[1] );
dStrcpy( ns, argv[2] );
// Execute the connect console function, this is the same
// onConnect function invoked for normal client connections
Con::executef( aiPlayer, "onConnect", name );
aiPlayer->onConnect_callback( name );
// Now execute the onAdd command and feed it the namespace
if( argc > 2 )
if(dStrcmp( ns,"" ) != 0 )
aiPlayer->onAdd( ns );
else
aiPlayer->onAdd( "AIClient" );
@ -571,7 +559,8 @@ ConsoleFunction( aiAddPlayer, S32 , 2, 3, "aiAddPlayer( 'playerName'[, 'AIClassT
/**
* Tells the AI to move forward 100 units...TEST FXN
*/
ConsoleMethod( AIClient, moveForward, void, 2, 2, "ai.moveForward();" ) {
DefineConsoleMethod( AIClient, moveForward, void, (),, "ai.moveForward();" )
{
AIClient *ai = static_cast<AIClient *>( object );
ShapeBase *player = dynamic_cast<ShapeBase*>(ai->getControlObject());

View file

@ -70,6 +70,8 @@ class AIClient : public AIConnection {
DECLARE_CONOBJECT( AIClient );
DECLARE_CALLBACK( void, onConnect, (const char* idString) );
enum {
ModeStop = 0,
ModeMove,

View file

@ -21,6 +21,7 @@
//-----------------------------------------------------------------------------
#include "T3D/aiConnection.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( AIConnection );
@ -159,7 +160,7 @@ ConsoleFunction(aiConnect, S32 , 2, 20, "(...)"
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,setMove,void,4, 4,"(string field, float value)"
DefineConsoleMethod(AIConnection, setMove, void, (const char * field, F32 value), ,"(string field, float value)"
"Set a field on the current move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@param value Value to set field to.")
@ -167,59 +168,59 @@ ConsoleMethod(AIConnection,setMove,void,4, 4,"(string field, float value)"
Move move = object->getMove();
// Ok, a little slow for now, but this is just an example..
if (!dStricmp(argv[2],"x"))
move.x = mClampF(dAtof(argv[3]),-1,1);
if (!dStricmp(field,"x"))
move.x = mClampF(value,-1,1);
else
if (!dStricmp(argv[2],"y"))
move.y = mClampF(dAtof(argv[3]),-1,1);
if (!dStricmp(field,"y"))
move.y = mClampF(value,-1,1);
else
if (!dStricmp(argv[2],"z"))
move.z = mClampF(dAtof(argv[3]),-1,1);
if (!dStricmp(field,"z"))
move.z = mClampF(value,-1,1);
else
if (!dStricmp(argv[2],"yaw"))
move.yaw = moveClamp(dAtof(argv[3]));
if (!dStricmp(field,"yaw"))
move.yaw = moveClamp(value);
else
if (!dStricmp(argv[2],"pitch"))
move.pitch = moveClamp(dAtof(argv[3]));
if (!dStricmp(field,"pitch"))
move.pitch = moveClamp(value);
else
if (!dStricmp(argv[2],"roll"))
move.roll = moveClamp(dAtof(argv[3]));
if (!dStricmp(field,"roll"))
move.roll = moveClamp(value);
//
object->setMove(&move);
}
ConsoleMethod(AIConnection,getMove,F32,3, 3,"(string field)"
DefineConsoleMethod(AIConnection,getMove,F32, (const char * field), ,"(string field)"
"Get the given field of a move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@returns The requested field on the current move.")
{
const Move& move = object->getMove();
if (!dStricmp(argv[2],"x"))
if (!dStricmp(field,"x"))
return move.x;
if (!dStricmp(argv[2],"y"))
if (!dStricmp(field,"y"))
return move.y;
if (!dStricmp(argv[2],"z"))
if (!dStricmp(field,"z"))
return move.z;
if (!dStricmp(argv[2],"yaw"))
if (!dStricmp(field,"yaw"))
return move.yaw;
if (!dStricmp(argv[2],"pitch"))
if (!dStricmp(field,"pitch"))
return move.pitch;
if (!dStricmp(argv[2],"roll"))
if (!dStricmp(field,"roll"))
return move.roll;
return 0;
}
ConsoleMethod(AIConnection,setFreeLook,void,3, 3,"(bool isFreeLook)"
DefineConsoleMethod(AIConnection,setFreeLook,void,(bool isFreeLook), ,"(bool isFreeLook)"
"Enable/disable freelook on the current move.")
{
Move move = object->getMove();
move.freeLook = dAtob(argv[2]);
move.freeLook = isFreeLook;
object->setMove(&move);
}
ConsoleMethod(AIConnection,getFreeLook,bool,2, 2,"getFreeLook()"
DefineConsoleMethod(AIConnection, getFreeLook, bool, (), ,"getFreeLook()"
"Is freelook on for the current move?")
{
return object->getMove().freeLook;
@ -228,21 +229,20 @@ ConsoleMethod(AIConnection,getFreeLook,bool,2, 2,"getFreeLook()"
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,setTrigger,void,4, 4,"(int trigger, bool set)"
DefineConsoleMethod(AIConnection,setTrigger,void, (S32 idx, bool set), ,"(int trigger, bool set)"
"Set a trigger.")
{
S32 idx = dAtoi(argv[2]);
if (idx >= 0 && idx < MaxTriggerKeys) {
if (idx >= 0 && idx < MaxTriggerKeys)
{
Move move = object->getMove();
move.trigger[idx] = dAtob(argv[3]);
move.trigger[idx] = set;
object->setMove(&move);
}
}
ConsoleMethod(AIConnection,getTrigger,bool,4, 4,"(int trigger)"
DefineConsoleMethod(AIConnection,getTrigger,bool, (S32 idx), ,"(int trigger)"
"Is the given trigger set?")
{
S32 idx = dAtoi(argv[2]);
if (idx >= 0 && idx < MaxTriggerKeys)
return object->getMove().trigger[idx];
return false;
@ -251,7 +251,7 @@ ConsoleMethod(AIConnection,getTrigger,bool,4, 4,"(int trigger)"
//-----------------------------------------------------------------------------
ConsoleMethod(AIConnection,getAddress,const char*,2, 2,"")
DefineConsoleMethod(AIConnection,getAddress,const char*,(), ,"")
{
// Override the netConnection method to return to indicate
// this is an ai connection.

View file

@ -1119,23 +1119,21 @@ ConsoleDocFragment _setAimObject(
"AIPlayer",
"void setAimObject(GameBase targetObject, Point3F offset);"
);
ConsoleMethod( AIPlayer, setAimObject, void, 3, 4, "( GameBase obj, [Point3F offset] )"
DefineConsoleMethod( AIPlayer, setAimObject, void, ( const char * objName, Point3F offset ), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
Point3F off( 0.0f, 0.0f, 0.0f );
// Find the target
GameBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
if( Sim::findObject( objName, targetObject ) )
{
if (argc == 4)
dSscanf( argv[3], "%g %g %g", &off.x, &off.y, &off.z );
object->setAimObject( targetObject, off );
object->setAimObject( targetObject, offset );
}
else
object->setAimObject( 0, off );
object->setAimObject( 0, offset );
}
DefineEngineMethod( AIPlayer, getAimObject, S32, (),,

View file

@ -1860,7 +1860,7 @@ DefineEngineMethod( Camera, setOffset, void, (Point3F offset), ,
//-----------------------------------------------------------------------------
DefineEngineMethod( Camera, setOrbitMode, void, (GameBase* orbitObject, TransformF orbitPoint, F32 minDistance, F32 maxDistance,
F32 initDistance, bool ownClientObj, Point3F offset, bool locked), (false, Point3F(0.0f, 0.0f, 0.0f), false),
F32 initDistance, bool ownClientObj, Point3F offset, bool locked), (false, Point3F::Zero, false),
"Set the camera to orbit around the given object, or if none is given, around the given point.\n\n"
"@param orbitObject The object to orbit around. If no object is given (0 or blank string is passed in) use the orbitPoint instead\n"
"@param orbitPoint The point to orbit around when no object is given. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().\n"
@ -1883,7 +1883,7 @@ DefineEngineMethod( Camera, setOrbitMode, void, (GameBase* orbitObject, Transfor
DefineEngineMethod( Camera, setOrbitObject, bool, (GameBase* orbitObject, VectorF rotation, F32 minDistance,
F32 maxDistance, F32 initDistance, bool ownClientObject, Point3F offset, bool locked),
(false, Point3F(0.0f, 0.0f, 0.0f), false),
(false, Point3F::Zero, false),
"Set the camera to orbit around a given object.\n\n"
"@param orbitObject The object to orbit around.\n"
"@param rotation The initial camera rotation about the object in radians in the form of \"x y z\".\n"
@ -1911,7 +1911,7 @@ DefineEngineMethod( Camera, setOrbitObject, bool, (GameBase* orbitObject, Vector
DefineEngineMethod( Camera, setOrbitPoint, void, (TransformF orbitPoint, F32 minDistance, F32 maxDistance, F32 initDistance,
Point3F offset, bool locked),
(Point3F(0.0f, 0.0f, 0.0f), false),
(Point3F::Zero, false),
"Set the camera to orbit around a given point.\n\n"
"@param orbitPoint The point to orbit around. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform().\n"
"@param minDistance The minimum distance allowed to the orbit object or point.\n"
@ -1929,7 +1929,7 @@ DefineEngineMethod( Camera, setOrbitPoint, void, (TransformF orbitPoint, F32 min
//-----------------------------------------------------------------------------
DefineEngineMethod( Camera, setTrackObject, bool, (GameBase* trackObject, Point3F offset), (Point3F(0.0f, 0.0f, 0.0f)),
DefineEngineMethod( Camera, setTrackObject, bool, (GameBase* trackObject, Point3F offset), (Point3F::Zero),
"Set the camera to track a given object.\n\n"
"@param trackObject The object to track.\n"
"@param offset [optional] An offset added to the camera's position. Default is no offset.\n"

View file

@ -214,7 +214,7 @@ void CameraSpline::renderTimeMap()
// Render the buffer
GFX->pushWorldMatrix();
GFX->disableShaders();
GFX->setupGenericShaders();
GFX->setVertexBuffer(vb);
GFX->drawPrimitive(GFXLineStrip,0,index);
GFX->popWorldMatrix();

View file

@ -138,8 +138,17 @@ ConsoleDocClass( Explosion,
MRandomLCG sgRandom(0xdeadbeef);
//WLE - Vince - The defaults are bad, the whole point of calling this function\
//is to determine the explosion coverage on a object. Why would you want them
//To call this with a null for the ID? In fact, it just returns a 1f if
//it can't find the object. Seems useless to me. Cause how can I apply
//damage to a object that doesn't exist?
DefineEngineFunction(calcExplosionCoverage, F32, (Point3F pos, S32 id, U32 covMask),(Point3F(0.0f,0.0f,0.0f), NULL, NULL),
//I could possible see a use with passing in a null covMask, but even that
//sounds flaky because it will be 100 percent if your saying not to take
//any thing in consideration for coverage. So I'm removing these defaults they are just bad.
DefineEngineFunction(calcExplosionCoverage, F32, (Point3F pos, S32 id, U32 covMask),,
"@brief Calculates how much an explosion effects a specific object.\n\n"
"Use this to determine how much damage to apply to objects based on their "
"distance from the explosion's center point, and whether the explosion is "

View file

@ -929,13 +929,10 @@ DefineEngineMethod(Lightning, strikeRandomPoint, void, (),,
object->strikeRandomPoint();
}
DefineEngineMethod(Lightning, strikeObject, void, (S32 id), (NULL),
DefineEngineMethod(Lightning, strikeObject, void, (ShapeBase* pSB),,
"Creates a LightningStrikeEvent which strikes a specific object.\n"
"@note This method is currently unimplemented.\n" )
{
ShapeBase* pSB;
if (object->isServerObject() && Sim::findObject(id, pSB))
object->strikeObject(pSB);
}

View file

@ -145,6 +145,7 @@ ParticleEmitterData::ParticleEmitterData()
blendStyle = ParticleRenderInst::BlendUndefined;
sortParticles = false;
renderReflection = true;
glow = false;
reverseOrder = false;
textureName = 0;
textureHandle = 0;
@ -289,6 +290,9 @@ void ParticleEmitterData::initPersistFields()
addField( "renderReflection", TYPEID< bool >(), Offset(renderReflection, ParticleEmitterData),
"Controls whether particles are rendered onto reflective surfaces like water." );
addField("glow", TYPEID< bool >(), Offset(glow, ParticleEmitterData),
"If true, the particles are rendered to the glow buffer as well.");
//@}
endGroup( "ParticleEmitterData" );
@ -356,6 +360,7 @@ void ParticleEmitterData::packData(BitStream* stream)
}
stream->writeFlag(highResOnly);
stream->writeFlag(renderReflection);
stream->writeFlag(glow);
stream->writeInt( blendStyle, 4 );
}
@ -418,6 +423,7 @@ void ParticleEmitterData::unpackData(BitStream* stream)
}
highResOnly = stream->readFlag();
renderReflection = stream->readFlag();
glow = stream->readFlag();
blendStyle = stream->readInt( 4 );
}
@ -909,6 +915,8 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
ri->blendStyle = mDataBlock->blendStyle;
ri->glow = mDataBlock->glow;
// use first particle's texture unless there is an emitter texture to override it
if (mDataBlock->textureHandle)
ri->diffuseTex = &*(mDataBlock->textureHandle);

View file

@ -114,6 +114,7 @@ class ParticleEmitterData : public GameBaseData
GFXTexHandle textureHandle; ///< Emitter texture handle from txrName
bool highResOnly; ///< This particle system should not use the mixed-resolution particle rendering
bool renderReflection; ///< Enables this emitter to render into reflection passes.
bool glow; ///< Renders this emitter into the glow buffer.
bool reload();
};

View file

@ -393,8 +393,9 @@ void ParticleEmitterNode::setEmitterDataBlock(ParticleEmitterData* data)
mEmitterDatablock = data;
}
DefineEngineMethod(ParticleEmitterNode, setEmitterDataBlock, void, (ParticleEmitterData* emitterDatablock), (0),
DefineEngineMethod(ParticleEmitterNode, setEmitterDataBlock, void, (ParticleEmitterData* emitterDatablock), (NULL),
"Assigns the datablock for this emitter node.\n"
"@param emitterDatablock ParticleEmitterData datablock to assign\n"
"@tsexample\n"

View file

@ -506,7 +506,7 @@ DefineEngineMethod(Precipitation, modifyStorm, void, (F32 percentage, F32 second
object->modifyStorm(percentage, S32(seconds * 1000.0f));
}
DefineEngineMethod(Precipitation, setTurbulence, void, (F32 max, F32 speed, F32 seconds), (1.0f, 5.0f, 5.0),
DefineEngineMethod(Precipitation, setTurbulence, void, (F32 max, F32 speed, F32 seconds), (1.0f, 5.0f, 5.0f),
"Smoothly change the turbulence parameters over a period of time.\n"
"@param max New #maxTurbulence value. Set to 0 to disable turbulence.\n"
"@param speed New #turbulenceSpeed value.\n"
@ -1666,7 +1666,7 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
}
else
{
GFX->disableShaders();
GFX->setupGenericShaders(GFXDevice::GSTexture);
// We don't support distance fade or lighting without shaders.
GFX->setStateBlock(mDistantSB);
@ -1799,7 +1799,7 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
GFX->setShaderConstBuffer(mSplashShaderConsts);
}
else
GFX->disableShaders();
GFX->setupGenericShaders(GFXDevice::GSTexture);
while (curr)
{

View file

@ -672,9 +672,9 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
Point3F pointA = verts[count-1].point;
Point3F pointB = verts[0].point;
verts.unlock();
pb.unlock();
verts.unlock();
Point3F diffSize = pointA - pointB;
Box3F objBox;
@ -704,4 +704,4 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
}
mUpdateBuffers = false;
}
}

View file

@ -388,7 +388,9 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
// Weight by field of view, objects directly in front
// will be weighted 1, objects behind will be 0
F32 dot = mDot(pos,camInfo->orientation);
bool inFov = dot > camInfo->cosFov;
bool inFov = dot > camInfo->cosFov * 1.5f;
F32 wFov = inFov? 1.0f: 0;
// Weight by linear velocity parallel to the viewing plane
@ -406,7 +408,7 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
// Weight by interest.
F32 wInterest;
if (getTypeMask() & PlayerObjectType)
if (getTypeMask() & (PlayerObjectType || VehicleObjectType ))
wInterest = 0.75f;
else if (getTypeMask() & ProjectileObjectType)
{

View file

@ -35,6 +35,10 @@
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#ifndef __SCENEMANAGER_H__
#include "scene/sceneManager.h"
#define __SCENEMANAGER_H__
#endif
class NetConnection;
class ProcessList;

View file

@ -226,6 +226,8 @@ GameConnection::GameConnection()
mAddYawToAbsRot = false;
mAddPitchToAbsRot = false;
mVisibleGhostDistance = 0.0f;
clearDisplayDevice();
}
@ -240,6 +242,16 @@ GameConnection::~GameConnection()
//----------------------------------------------------------------------------
void GameConnection::setVisibleGhostDistance(F32 dist)
{
mVisibleGhostDistance = dist;
}
F32 GameConnection::getVisibleGhostDistance()
{
return mVisibleGhostDistance;
}
bool GameConnection::canRemoteCreate()
{
return true;
@ -2199,3 +2211,21 @@ DefineEngineMethod( GameConnection, getControlSchemeAbsoluteRotation, bool, (),,
{
return object->getControlSchemeAbsoluteRotation();
}
DefineEngineMethod( GameConnection, setVisibleGhostDistance, void, (F32 dist),,
"@brief Sets the distance that objects around it will be ghosted. If set to 0, "
"it may be defined by the LevelInfo.\n\n"
"@dist - is the max distance\n\n"
)
{
object->setVisibleGhostDistance(dist);
}
DefineEngineMethod( GameConnection, getVisibleGhostDistance, F32, (),,
"@brief Gets the distance that objects around the connection will be ghosted.\n\n"
"@return S32 of distance.\n\n"
)
{
return object->getVisibleGhostDistance();
}

View file

@ -72,6 +72,8 @@ private:
U32 mMissionCRC; // crc of the current mission file from the server
F32 mVisibleGhostDistance;
private:
U32 mLastControlRequestTime;
S32 mDataBlockModifiedKey;
@ -155,6 +157,9 @@ public:
bool canRemoteCreate();
void setVisibleGhostDistance(F32 dist);
F32 getVisibleGhostDistance();
private:
/// @name Connection State
/// This data is set with setConnectArgs() and setJoinPassword(), and

View file

@ -20,6 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "platform/platform.h"
#include "T3D/gameBase/gameProcess.h"
@ -33,7 +34,7 @@ ClientProcessList* ClientProcessList::smClientProcessList = NULL;
ServerProcessList* ServerProcessList::smServerProcessList = NULL;
static U32 gNetOrderNextId = 0;
ConsoleFunction( dumpProcessList, void, 1, 1,
DefineConsoleFunction( dumpProcessList, void, ( ), ,
"Dumps all ProcessObjects in ServerProcessList and ClientProcessList to the console." )
{
Con::printf( "client process list:" );

View file

@ -88,7 +88,7 @@ extern void ShowInit();
//------------------------------------------------------------------------------
/// Camera and FOV info
namespace {
namespace CameraAndFOV{
const U32 MaxZoomSpeed = 2000; ///< max number of ms to reach target FOV
@ -112,7 +112,7 @@ static U32 sgServerQueryIndex = 0;
//SERVER FUNCTIONS ONLY
ConsoleFunctionGroupBegin( Containers, "Spatial query functions. <b>Server side only!</b>");
ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point, float x, float y, float z)"
DefineConsoleFunction( containerFindFirst, const char*, (U32 typeMask, Point3F origin, Point3F size), , "(int mask, Point3F point, float x, float y, float z)"
"@brief Find objects matching the bitmask type within a box centered at point, with extents x, y, z.\n\n"
"@returns The first object found, or an empty string if nothing was found. Thereafter, you can get more "
"results using containerFindNext()."
@ -120,17 +120,6 @@ ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point
"@ingroup Game")
{
//find out what we're looking for
U32 typeMask = U32(dAtoi(argv[1]));
//find the center of the container volume
Point3F origin(0.0f, 0.0f, 0.0f);
dSscanf(argv[2], "%g %g %g", &origin.x, &origin.y, &origin.z);
//find the box dimensions
Point3F size(0.0f, 0.0f, 0.0f);
size.x = mFabs(dAtof(argv[3]));
size.y = mFabs(dAtof(argv[4]));
size.z = mFabs(dAtof(argv[5]));
//build the container volume
Box3F queryBox;
@ -155,7 +144,7 @@ ConsoleFunction(containerFindFirst, const char*, 6, 6, "(int mask, Point3F point
return buff;
}
ConsoleFunction( containerFindNext, const char*, 1, 1, "()"
DefineConsoleFunction( containerFindNext, const char*, (), , "()"
"@brief Get more results from a previous call to containerFindFirst().\n\n"
"@note You must call containerFindFirst() to begin the search.\n"
"@returns The next object found, or an empty string if nothing else was found.\n"
@ -191,9 +180,9 @@ DefineEngineFunction( setDefaultFov, void, ( F32 defaultFOV ),,
"@param defaultFOV The default field of view in degrees\n"
"@ingroup CameraSystem")
{
sDefaultFov = mClampF(defaultFOV, MinCameraFov, MaxCameraFov);
if(sCameraFov == sTargetFov)
sTargetFov = sDefaultFov;
CameraAndFOV::sDefaultFov = mClampF(defaultFOV, MinCameraFov, MaxCameraFov);
if(CameraAndFOV::sCameraFov == CameraAndFOV::sTargetFov)
CameraAndFOV::sTargetFov = CameraAndFOV::sDefaultFov;
}
DefineEngineFunction( setZoomSpeed, void, ( S32 speed ),,
@ -203,7 +192,7 @@ DefineEngineFunction( setZoomSpeed, void, ( S32 speed ),,
"@param speed The camera's zoom speed in ms per 90deg FOV change\n"
"@ingroup CameraSystem")
{
sZoomSpeed = mClamp(speed, 0, MaxZoomSpeed);
CameraAndFOV::sZoomSpeed = mClamp(speed, 0, CameraAndFOV::MaxZoomSpeed);
}
DefineEngineFunction( setFov, void, ( F32 FOV ),,
@ -211,22 +200,22 @@ DefineEngineFunction( setFov, void, ( F32 FOV ),,
"@param FOV The camera's new FOV in degrees\n"
"@ingroup CameraSystem")
{
sTargetFov = mClampF(FOV, MinCameraFov, MaxCameraFov);
CameraAndFOV::sTargetFov = mClampF(FOV, MinCameraFov, MaxCameraFov);
}
F32 GameGetCameraFov()
{
return(sCameraFov);
return(CameraAndFOV::sCameraFov);
}
void GameSetCameraFov(F32 fov)
{
sTargetFov = sCameraFov = fov;
CameraAndFOV::sTargetFov = CameraAndFOV::sCameraFov = fov;
}
void GameSetCameraTargetFov(F32 fov)
{
sTargetFov = fov;
CameraAndFOV::sTargetFov = fov;
}
void GameUpdateCameraFov()
@ -234,29 +223,29 @@ void GameUpdateCameraFov()
F32 time = F32(Platform::getVirtualMilliseconds());
// need to update fov?
if(sTargetFov != sCameraFov)
if(CameraAndFOV::sTargetFov != CameraAndFOV::sCameraFov)
{
F32 delta = time - sLastCameraUpdateTime;
F32 delta = time - CameraAndFOV::sLastCameraUpdateTime;
// snap zoom?
if((sZoomSpeed == 0) || (delta <= 0.f))
sCameraFov = sTargetFov;
if((CameraAndFOV::sZoomSpeed == 0) || (delta <= 0.f))
CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
else
{
// gZoomSpeed is time in ms to zoom 90deg
F32 step = 90.f * (delta / F32(sZoomSpeed));
F32 step = 90.f * (delta / F32(CameraAndFOV::sZoomSpeed));
if(sCameraFov > sTargetFov)
if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
{
sCameraFov -= step;
if(sCameraFov < sTargetFov)
sCameraFov = sTargetFov;
CameraAndFOV::sCameraFov -= step;
if(CameraAndFOV::sCameraFov < CameraAndFOV::sTargetFov)
CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
}
else
{
sCameraFov += step;
if(sCameraFov > sTargetFov)
sCameraFov = sTargetFov;
CameraAndFOV::sCameraFov += step;
if(CameraAndFOV::sCameraFov > CameraAndFOV::sTargetFov)
CameraAndFOV::sCameraFov = CameraAndFOV::sTargetFov;
}
}
}
@ -266,23 +255,23 @@ void GameUpdateCameraFov()
if(connection)
{
// check if fov is valid on control object
if(connection->isValidControlCameraFov(sCameraFov))
connection->setControlCameraFov(sCameraFov);
if(connection->isValidControlCameraFov(CameraAndFOV::sCameraFov))
connection->setControlCameraFov(CameraAndFOV::sCameraFov);
else
{
// will set to the closest fov (fails only on invalid control object)
if(connection->setControlCameraFov(sCameraFov))
if(connection->setControlCameraFov(CameraAndFOV::sCameraFov))
{
F32 setFov = sCameraFov;
F32 setFov = CameraAndFOV::sCameraFov;
connection->getControlCameraFov(&setFov);
sTargetFov = sCameraFov = setFov;
CameraAndFOV::sTargetFov =CameraAndFOV::sCameraFov = setFov;
}
}
}
// update the console variable
sConsoleCameraFov = sCameraFov;
sLastCameraUpdateTime = time;
CameraAndFOV::sConsoleCameraFov = CameraAndFOV::sCameraFov;
CameraAndFOV::sLastCameraUpdateTime = time;
}
//--------------------------------------------------------------------------
@ -355,8 +344,8 @@ bool GameProcessCameraQuery(CameraQuery *query)
// Scale the normal visible distance by the performance
// tuning scale which we never let over 1.
sVisDistanceScale = mClampF( sVisDistanceScale, 0.01f, 1.0f );
query->farPlane = gClientSceneGraph->getVisibleDistance() * sVisDistanceScale;
CameraAndFOV::sVisDistanceScale = mClampF( CameraAndFOV::sVisDistanceScale, 0.01f, 1.0f );
query->farPlane = gClientSceneGraph->getVisibleDistance() * CameraAndFOV::sVisDistanceScale;
// Provide some default values
query->projectionOffset = Point2F::Zero;
@ -432,10 +421,10 @@ static void Process3D()
static void RegisterGameFunctions()
{
Con::addVariable( "$pref::Camera::distanceScale", TypeF32, &sVisDistanceScale,
Con::addVariable( "$pref::Camera::distanceScale", TypeF32, &CameraAndFOV::sVisDistanceScale,
"A scale to apply to the normal visible distance, typically used for tuning performance.\n"
"@ingroup Game");
Con::addVariable( "$cameraFov", TypeF32, &sConsoleCameraFov,
Con::addVariable( "$cameraFov", TypeF32, &CameraAndFOV::sConsoleCameraFov,
"The camera's Field of View.\n\n"
"@ingroup Game" );

View file

@ -35,6 +35,8 @@
#include "console/engineAPI.h"
#include "math/mathIO.h"
#include "torqueConfig.h"
IMPLEMENT_CO_NETOBJECT_V1(LevelInfo);
@ -77,6 +79,7 @@ static SFXAmbience sDefaultAmbience;
LevelInfo::LevelInfo()
: mNearClip( 0.1f ),
mVisibleDistance( 1000.0f ),
mVisibleGhostDistance ( 0 ),
mDecalBias( 0.0015f ),
mCanvasClearColor( 255, 0, 255, 255 ),
mSoundAmbience( NULL ),
@ -113,7 +116,8 @@ void LevelInfo::initPersistFields()
addGroup( "Visibility" );
addField( "nearClip", TypeF32, Offset( mNearClip, LevelInfo ), "Closest distance from the camera's position to render the world." );
addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance fromt he camera's position to render the world." );
addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance from the camera's position to render the world." );
addField( "visibleGhostDistance", TypeF32, Offset( mVisibleGhostDistance, LevelInfo ), "Furthest distance from the camera's position to render players. Defaults to visibleDistance." );
addField( "decalBias", TypeF32, Offset( mDecalBias, LevelInfo ),
"NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level." );
@ -300,6 +304,7 @@ void LevelInfo::_updateSceneGraph()
scene->setNearClip( mNearClip );
scene->setVisibleDistance( mVisibleDistance );
scene->setVisibleGhostDistance( mVisibleGhostDistance );
gDecalBias = mDecalBias;

View file

@ -36,7 +36,6 @@
#include "sfx/sfxCommon.h"
#endif
class SFXAmbience;
class SFXSoundscape;
@ -55,6 +54,8 @@ class LevelInfo : public NetObject
F32 mVisibleDistance;
F32 mVisibleGhostDistance;
F32 mDecalBias;
ColorI mCanvasClearColor;

View file

@ -425,21 +425,22 @@ static ConsoleDocFragment _lbplayAnimation2(
"LightBase",
"void playAnimation(LightAnimData anim);"
);
ConsoleMethod( LightBase, playAnimation, void, 2, 3, "( [LightAnimData anim] )\t"
DefineConsoleMethod( LightBase, playAnimation, void, (const char * anim), (""), "( [LightAnimData anim] )\t"
"Plays a light animation on the light. If no LightAnimData is passed the "
"existing one is played."
"@hide")
{
if ( argc == 2 )
if ( dStrIsEmpty(anim) )
{
object->playAnimation();
return;
}
LightAnimData *animData;
if ( !Sim::findObject( argv[2], animData ) )
if ( !Sim::findObject( anim, animData ) )
{
Con::errorf( "LightBase::playAnimation() - Invalid LightAnimData '%s'.", (const char*)argv[2] );
Con::errorf( "LightBase::playAnimation() - Invalid LightAnimData '%s'.", anim );
return;
}
@ -469,7 +470,7 @@ void LightBase::playAnimation( LightAnimData *animData )
}
}
ConsoleMethod( LightBase, pauseAnimation, void, 2, 2, "Stops the light animation." )
DefineConsoleMethod( LightBase, pauseAnimation, void, (), , "Stops the light animation." )
{
object->pauseAnimation();
}

View file

@ -279,8 +279,6 @@ void WayPoint::unpackUpdate(NetConnection * con, BitStream * stream)
setHidden(stream->readFlag());
}
void WayPoint::initPersistFields()
{
addGroup("Misc");
@ -506,16 +504,16 @@ ConsoleDocFragment _SpawnSpherespawnObject1(
"bool spawnObject(string additionalProps);"
);
ConsoleMethod(SpawnSphere, spawnObject, S32, 2, 3,
DefineConsoleMethod(SpawnSphere, spawnObject, S32, (String additionalProps), ,
"([string additionalProps]) Spawns the object based on the SpawnSphere's "
"class, datablock, properties, and script settings. Allows you to pass in "
"extra properties."
"@hide" )
{
String additionalProps;
//String additionalProps;
if (argc == 3)
additionalProps = (const char*)argv[2];
//if (argc == 3)
// additionalProps = String(argv[2]);
SimObject* obj = object->spawnObject(additionalProps);

View file

@ -581,7 +581,7 @@ static CameraSpline::Knot::Path resolveKnotPath(const char *arg)
}
DefineEngineMethod(PathCamera, pushBack, void, (TransformF transform, F32 speed, const char* type, const char* path),
(1.0, "Normal", "Linear"),
(1.0f, "Normal", "Linear"),
"@brief Adds a new knot to the back of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"
@ -606,7 +606,7 @@ DefineEngineMethod(PathCamera, pushBack, void, (TransformF transform, F32 speed,
}
DefineEngineMethod(PathCamera, pushFront, void, (TransformF transform, F32 speed, const char* type, const char* path),
(1.0, "Normal", "Linear"),
(1.0f, "Normal", "Linear"),
"@brief Adds a new knot to the front of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"

View file

@ -27,6 +27,7 @@
#include "math/mathUtils.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "scene/sceneRenderState.h"
#include "scene/sceneManager.h"
@ -237,7 +238,7 @@ void PhysicsDebrisData::unpackData(BitStream* stream)
shapeName = stream->readSTString();
}
ConsoleMethod( PhysicsDebrisData, preload, void, 2, 2,
DefineConsoleMethod( PhysicsDebrisData, preload, void, (), ,
"@brief Loads some information to have readily available at simulation time.\n\n"
"Forces generation of shaders, materials, and other data used by the %PhysicsDebris object. "
"This function should be used while a level is loading in order to shorten "

View file

@ -24,6 +24,7 @@
#include "T3D/physics/physicsPlugin.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "console/consoleTypes.h"
#include "console/simSet.h"
#include "core/strings/stringFunctions.h"
@ -123,55 +124,52 @@ void PhysicsPlugin::_debugDraw( SceneManager *graph, const SceneRenderState *sta
world->onDebugDraw( state );
}
ConsoleFunction( physicsPluginPresent, bool, 1, 1, "physicsPluginPresent()\n"
DefineConsoleFunction( physicsPluginPresent, bool, (), , "physicsPluginPresent()"
"@brief Returns true if a physics plugin exists and is initialized.\n\n"
"@ingroup Physics" )
{
return PHYSICSMGR != NULL;
}
ConsoleFunction( physicsInit, bool, 1, 2, "physicsInit( [string library] )" )
DefineConsoleFunction( physicsInit, bool, (const char * library), ("default"), "physicsInit( [string library] )")
{
const char *library = "default";
if ( argc > 1 )
library = argv[1];
return PhysicsPlugin::activate( library );
}
ConsoleFunction( physicsDestroy, void, 1, 1, "physicsDestroy()" )
DefineConsoleFunction( physicsDestroy, void, (), , "physicsDestroy()")
{
if ( PHYSICSMGR )
PHYSICSMGR->destroyPlugin();
}
ConsoleFunction( physicsInitWorld, bool, 2, 2, "physicsInitWorld( String worldName )" )
DefineConsoleFunction( physicsInitWorld, bool, (const char * worldName), , "physicsInitWorld( String worldName )")
{
return PHYSICSMGR && PHYSICSMGR->createWorld( (const char*)argv[1] );
bool res = PHYSICSMGR && PHYSICSMGR->createWorld( String( worldName ) );
return res;
}
ConsoleFunction( physicsDestroyWorld, void, 2, 2, "physicsDestroyWorld( String worldName )" )
DefineConsoleFunction( physicsDestroyWorld, void, (const char * worldName), , "physicsDestroyWorld( String worldName )")
{
if ( PHYSICSMGR )
PHYSICSMGR->destroyWorld( (const char*)argv[1] );
PHYSICSMGR->destroyWorld( worldName );
}
// Control/query of the stop/started state
// of the currently running simulation.
ConsoleFunction( physicsStartSimulation, void, 2, 2, "physicsStartSimulation( String worldName )" )
DefineConsoleFunction( physicsStartSimulation, void, (const char * worldName), , "physicsStartSimulation( String worldName )")
{
if ( PHYSICSMGR )
PHYSICSMGR->enableSimulation( (const char*)argv[1], true );
PHYSICSMGR->enableSimulation( String( worldName ), true );
}
ConsoleFunction( physicsStopSimulation, void, 2, 2, "physicsStopSimulation( String worldName )" )
DefineConsoleFunction( physicsStopSimulation, void, (const char * worldName), , "physicsStopSimulation( String worldName )")
{
if ( PHYSICSMGR )
PHYSICSMGR->enableSimulation( (const char*)argv[1], false );
PHYSICSMGR->enableSimulation( String( worldName ), false );
}
ConsoleFunction( physicsSimulationEnabled, bool, 1, 1, "physicsSimulationEnabled()" )
DefineConsoleFunction( physicsSimulationEnabled, bool, (), , "physicsStopSimulation( String worldName )")
{
return PHYSICSMGR && PHYSICSMGR->isSimulationEnabled();
}
@ -179,14 +177,14 @@ ConsoleFunction( physicsSimulationEnabled, bool, 1, 1, "physicsSimulationEnabled
// Used for slowing down time on the
// physics simulation, and for pausing/restarting
// the simulation.
ConsoleFunction( physicsSetTimeScale, void, 2, 2, "physicsSetTimeScale( F32 scale )" )
DefineConsoleFunction( physicsSetTimeScale, void, (F32 scale), , "physicsSetTimeScale( F32 scale )")
{
if ( PHYSICSMGR )
PHYSICSMGR->setTimeScale( argv[1] );
PHYSICSMGR->setTimeScale( scale );
}
// Get the currently set time scale.
ConsoleFunction( physicsGetTimeScale, F32, 1, 1, "physicsGetTimeScale()" )
DefineConsoleFunction( physicsGetTimeScale, F32, (), , "physicsGetTimeScale()")
{
return PHYSICSMGR && PHYSICSMGR->getTimeScale();
}
@ -195,7 +193,7 @@ ConsoleFunction( physicsGetTimeScale, F32, 1, 1, "physicsGetTimeScale()" )
// physics simulation that they should store
// their current state for later restoration,
// such as when the editor is closed.
ConsoleFunction( physicsStoreState, void, 1, 1, "physicsStoreState()" )
DefineConsoleFunction( physicsStoreState, void, (), , "physicsStoreState()")
{
PhysicsPlugin::getPhysicsResetSignal().trigger( PhysicsResetEvent_Store );
}
@ -203,14 +201,14 @@ ConsoleFunction( physicsStoreState, void, 1, 1, "physicsStoreState()" )
// Used to send a signal to objects in the
// physics simulation that they should restore
// their saved state, such as when the editor is opened.
ConsoleFunction( physicsRestoreState, void, 1, 1, "physicsRestoreState()" )
DefineConsoleFunction( physicsRestoreState, void, (), , "physicsRestoreState()")
{
if ( PHYSICSMGR )
PHYSICSMGR->reset();
}
ConsoleFunction( physicsDebugDraw, void, 2, 2, "physicsDebugDraw( bool enable )" )
DefineConsoleFunction( physicsDebugDraw, void, (bool enable), , "physicsDebugDraw( bool enable )")
{
if ( PHYSICSMGR )
PHYSICSMGR->enableDebugDraw( (S32)argv[1] );
PHYSICSMGR->enableDebugDraw( enable );
}

View file

@ -20,28 +20,34 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Windows WGL functions
GL_GROUP_BEGIN(ARB_win32)
GL_FUNCTION(wglCopyContext, BOOL, (HGLRC, HGLRC, UINT))
GL_FUNCTION(wglCreateContext, HGLRC, (HDC))
GL_FUNCTION(wglCreateLayerContext, HGLRC, (HDC, GLint))
GL_FUNCTION(wglDeleteContext, BOOL, (HGLRC))
GL_FUNCTION(wglGetCurrentContext, HGLRC, (VOID))
GL_FUNCTION(wglGetCurrentDC, HDC, (VOID))
GL_FUNCTION(wglGetProcAddress, PROC, (LPCSTR))
GL_FUNCTION(wglMakeCurrent, BOOL, (HDC, HGLRC))
GL_FUNCTION(wglShareLists, BOOL, (HGLRC, HGLRC))
GL_FUNCTION(wglDescribeLayerPlane, BOOL, (HDC, GLint, GLint, UINT, LPLAYERPLANEDESCRIPTOR))
GL_FUNCTION(wglSetLayerPaletteEntries, GLint, (HDC, GLint, GLint, GLint, CONST COLORREF *))
GL_FUNCTION(wglGetLayerPaletteEntries, GLint, (HDC, GLint, GLint, GLint, COLORREF *))
GL_FUNCTION(wglRealizeLayerPalette, BOOL, (HDC, GLint, BOOL))
GL_FUNCTION(wglSwapLayerBuffers, BOOL, (HDC, UINT))
#ifndef _PHYSX3_H_
#define _PHYSX3_H_
// Ascii and Unicode versions
GL_FUNCTION(wglUseFontBitmapsA, BOOL, (HDC, DWORD, DWORD, DWORD))
GL_FUNCTION(wglUseFontOutlinesA, BOOL, (HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, GLint, LPGLYPHMETRICSFLOAT))
GL_FUNCTION(wglUseFontBitmapsW, BOOL, (HDC, DWORD, DWORD, DWORD))
GL_FUNCTION(wglUseFontOutlinesW, BOOL, (HDC, DWORD, DWORD, DWORD, FLOAT, FLOAT, GLint, LPGLYPHMETRICSFLOAT))
//-------------------------------------------------------------------------
//defines to keep PhysX happy and compiling
#if defined(TORQUE_OS_MAC) && !defined(__APPLE__)
#define __APPLE__
#elif defined(TORQUE_OS_LINUX) && !defined(LINUX)
#define LINUX
#elif defined(TORQUE_OS_WIN) && !defined(WIN32)
#define WIN32
#endif
GL_GROUP_END()
//-------------------------------------------------------------------------
#include <PxPhysicsAPI.h>
#include <PxExtensionsAPI.h>
#include <PxDefaultErrorCallback.h>
#include <PxDefaultAllocator.h>
#include <PxDefaultSimulationFilterShader.h>
#include <PxDefaultCpuDispatcher.h>
#include <PxShapeExt.h>
#include <PxSimpleFactory.h>
#include <PxFoundation.h>
#include <PxController.h>
#include <PxIO.h>
extern physx::PxPhysics* gPhysics3SDK;
#endif // _PHYSX3_

View file

@ -0,0 +1,419 @@
//-----------------------------------------------------------------------------
// 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/physics/physx3/px3Body.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Casts.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "console/console.h"
#include "console/consoleTypes.h"
Px3Body::Px3Body() :
mActor( NULL ),
mMaterial( NULL ),
mWorld( NULL ),
mBodyFlags( 0 ),
mIsEnabled( true ),
mIsStatic(false)
{
}
Px3Body::~Px3Body()
{
_releaseActor();
}
void Px3Body::_releaseActor()
{
if ( !mActor )
return;
mWorld->releaseWriteLock();
mActor->userData = NULL;
mActor->release();
mActor = NULL;
mBodyFlags = 0;
if ( mMaterial )
{
mMaterial->release();
}
mColShape = NULL;
}
bool Px3Body::init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "Px3Body::init - Got a null scene object!" );
AssertFatal( world, "Px3Body::init - Got a null world!" );
AssertFatal( dynamic_cast<Px3World*>( world ), "Px3Body::init - The world is the wrong type!" );
AssertFatal( shape, "Px3Body::init - Got a null collision shape!" );
AssertFatal( dynamic_cast<Px3Collision*>( shape ), "Px3Body::init - The collision shape is the wrong type!" );
AssertFatal( !((Px3Collision*)shape)->getShapes().empty(), "Px3Body::init - Got empty collision shape!" );
// Cleanup any previous actor.
_releaseActor();
mWorld = (Px3World*)world;
mColShape = (Px3Collision*)shape;
mBodyFlags = bodyFlags;
const bool isKinematic = mBodyFlags & BF_KINEMATIC;
const bool isTrigger = mBodyFlags & BF_TRIGGER;
const bool isDebris = mBodyFlags & BF_DEBRIS;
if ( isKinematic )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setRigidDynamicFlag(physx::PxRigidDynamicFlag::eKINEMATIC, true);
actor->setMass(getMax( mass, 1.0f ));
}
else if ( mass > 0.0f )
{
mActor = gPhysics3SDK->createRigidDynamic(physx::PxTransform(physx::PxIDENTITY()));
}
else
{
mActor = gPhysics3SDK->createRigidStatic(physx::PxTransform(physx::PxIDENTITY()));
mIsStatic = true;
}
mMaterial = gPhysics3SDK->createMaterial(0.6f,0.4f,0.1f);
// Add all the shapes.
const Vector<Px3CollisionDesc*> &shapes = mColShape->getShapes();
for ( U32 i=0; i < shapes.size(); i++ )
{
Px3CollisionDesc* desc = shapes[i];
if( mass > 0.0f )
{
if(desc->pGeometry->getType() == physx::PxGeometryType::eTRIANGLEMESH)
{
Con::errorf("PhysX3 Dynamic Triangle Mesh is not supported.");
}
}
physx::PxShape * pShape = mActor->createShape(*desc->pGeometry,*mMaterial);
physx::PxFilterData colData;
if(isDebris)
colData.word0 = PX3_DEBRIS;
else if(isTrigger)
colData.word0 = PX3_TRIGGER;
else
colData.word0 = PX3_DEFAULT;
//set local pose - actor->createShape with a local pose is deprecated in physx 3.3
pShape->setLocalPose(desc->pose);
//set the skin width
pShape->setContactOffset(0.01f);
pShape->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE, !isTrigger);
pShape->setFlag(physx::PxShapeFlag::eSCENE_QUERY_SHAPE,true);
pShape->setSimulationFilterData(colData);
pShape->setQueryFilterData(colData);
}
//mass & intertia has to be set after creating the shape
if ( mass > 0.0f )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor,mass);
}
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mWorld->getScene()->addActor(*mActor);
mIsEnabled = true;
if ( isDebris )
mActor->setDominanceGroup( 31 );
mUserData.setObject( obj );
mUserData.setBody( this );
mActor->userData = &mUserData;
return true;
}
void Px3Body::setMaterial( F32 restitution,
F32 friction,
F32 staticFriction )
{
AssertFatal( mActor, "Px3Body::setMaterial - The actor is null!" );
if ( isDynamic() )
{
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->wakeUp();
}
mMaterial->setRestitution(restitution);
mMaterial->setStaticFriction(staticFriction);
mMaterial->setDynamicFriction(friction);
}
void Px3Body::setSleepThreshold( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setSleepThreshold - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxF32 massNormalized= (linear*linear+angular*angular)/2.0f;
actor->setSleepThreshold(massNormalized);
}
void Px3Body::setDamping( F32 linear, F32 angular )
{
AssertFatal( mActor, "Px3Body::setDamping - The actor is null!" );
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearDamping( linear );
actor->setAngularDamping( angular );
}
void Px3Body::getState( PhysicsState *outState )
{
AssertFatal( mActor, "Px3Body::getState - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getState - This call is only for dynamics!" );
outState->position = px3Cast<Point3F>( mActor->getGlobalPose().p );
outState->orientation = px3Cast<QuatF>( mActor->getGlobalPose().q );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
outState->linVelocity = px3Cast<Point3F>( actor->getLinearVelocity() );
outState->angVelocity = px3Cast<Point3F>( actor->getAngularVelocity() );
outState->sleeping = actor->isSleeping();
outState->momentum = px3Cast<Point3F>( (1.0f/actor->getMass()) * actor->getLinearVelocity() );
}
F32 Px3Body::getMass() const
{
AssertFatal( mActor, "PxBody::getCMassPosition - The actor is null!" );
if(mIsStatic)
return 0;
const physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return actor->getMass();
}
Point3F Px3Body::getCMassPosition() const
{
AssertFatal( mActor, "Px3Body::getCMassPosition - The actor is null!" );
if(mIsStatic)
return px3Cast<Point3F>(mActor->getGlobalPose().p);
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
physx::PxTransform pose = actor->getGlobalPose() * actor->getCMassLocalPose();
return px3Cast<Point3F>(pose.p);
}
void Px3Body::setLinVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setLinearVelocity( px3Cast<physx::PxVec3>( vel ) );
}
void Px3Body::setAngVelocity( const Point3F &vel )
{
AssertFatal( mActor, "Px3Body::setAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
actor->setAngularVelocity(px3Cast<physx::PxVec3>( vel ) );
}
Point3F Px3Body::getLinVelocity() const
{
AssertFatal( mActor, "Px3Body::getLinVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getLinVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getLinearVelocity() );
}
Point3F Px3Body::getAngVelocity() const
{
AssertFatal( mActor, "Px3Body::getAngVelocity - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::getAngVelocity - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
return px3Cast<Point3F>( actor->getAngularVelocity() );
}
void Px3Body::setSleeping( bool sleeping )
{
AssertFatal( mActor, "Px3Body::setSleeping - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::setSleeping - This call is only for dynamics!" );
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( sleeping )
actor->putToSleep();
else
actor->wakeUp();
}
bool Px3Body::isDynamic() const
{
AssertFatal( mActor, "PxBody::isDynamic - The actor is null!" );
return !mIsStatic && ( mBodyFlags & BF_KINEMATIC ) == 0;
}
PhysicsWorld* Px3Body::getWorld()
{
return mWorld;
}
PhysicsCollision* Px3Body::getColShape()
{
return mColShape;
}
MatrixF& Px3Body::getTransform( MatrixF *outMatrix )
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
*outMatrix = px3Cast<MatrixF>(mActor->getGlobalPose());
return *outMatrix;
}
Box3F Px3Body::getWorldBounds()
{
AssertFatal( mActor, "Px3Body::getTransform - The actor is null!" );
physx::PxBounds3 bounds;
bounds.setEmpty();
physx::PxBounds3 shapeBounds;
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( U32 i = 0; i < shapeCount; i++ )
{
// Get the shape's bounds.
shapeBounds = physx::PxShapeExt::getWorldBounds(*shapes[i],*mActor);
// Combine them into the total bounds.
bounds.include( shapeBounds );
}
delete [] shapes;
return px3Cast<Box3F>( bounds );
}
void Px3Body::setSimulationEnabled( bool enabled )
{
if ( mIsEnabled == enabled )
return;
//Don't need to enable/disable eSIMULATION_SHAPE for trigger,it's disabled permanently
if(mBodyFlags & BF_TRIGGER)
return;
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
U32 shapeCount = mActor->getNbShapes();
physx::PxShape **shapes = new physx::PxShape*[shapeCount];
mActor->getShapes(shapes, shapeCount);
for ( S32 i = 0; i < mActor->getNbShapes(); i++ )
{
shapes[i]->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,!mIsEnabled);//?????
}
delete [] shapes;
}
void Px3Body::setTransform( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::setTransform - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose(px3Cast<physx::PxTransform>(transform),false);
if(mIsStatic)
return;
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
bool kinematic = actor->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
// If its dynamic we have more to do.
if ( isDynamic() && !kinematic )
{
actor->setLinearVelocity( physx::PxVec3(0) );
actor->setAngularVelocity( physx::PxVec3(0) );
actor->wakeUp();
}
}
void Px3Body::applyCorrection( const MatrixF &transform )
{
AssertFatal( mActor, "Px3Body::applyCorrection - The actor is null!" );
AssertFatal( isDynamic(), "Px3Body::applyCorrection - This call is only for dynamics!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
mActor->setGlobalPose( px3Cast<physx::PxTransform>(transform) );
}
void Px3Body::applyImpulse( const Point3F &origin, const Point3F &force )
{
AssertFatal( mActor, "Px3Body::applyImpulse - The actor is null!" );
// This sucks, but it has to happen if we want
// to avoid write lock errors from PhysX right now.
mWorld->releaseWriteLock();
physx::PxRigidDynamic *actor = mActor->is<physx::PxRigidDynamic>();
if ( mIsEnabled && isDynamic() )
physx::PxRigidBodyExt::addForceAtPos(*actor,px3Cast<physx::PxVec3>(force),
px3Cast<physx::PxVec3>(origin),
physx::PxForceMode::eIMPULSE);
}

View file

@ -0,0 +1,122 @@
//-----------------------------------------------------------------------------
// 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 _PX3BODY_H_
#define _PX3BODY_H_
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _PHYSICS_PHYSICSUSERDATA_H_
#include "T3D/physics/physicsUserData.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
class Px3World;
class Px3Collision;
struct Px3CollisionDesc;
namespace physx{
class PxRigidActor;
class PxMaterial;
class PxShape;
}
class Px3Body : public PhysicsBody
{
protected:
/// The physics world we are in.
Px3World *mWorld;
/// The physics actor.
physx::PxRigidActor *mActor;
/// The unshared local material used on all the
/// shapes on this actor.
physx::PxMaterial *mMaterial;
/// We hold the collision reference as it contains
/// allocated objects that we own and must free.
StrongRefPtr<Px3Collision> mColShape;
///
MatrixF mInternalTransform;
/// The body flags set at creation time.
U32 mBodyFlags;
/// Is true if this body is enabled and active
/// in the simulation of the scene.
bool mIsEnabled;
bool mIsStatic;
///
void _releaseActor();
public:
Px3Body();
virtual ~Px3Body();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform( const MatrixF &xfm );
virtual MatrixF& getTransform( MatrixF *outMatrix );
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled( bool enabled );
virtual bool isSimulationEnabled() { return mIsEnabled; }
// PhysicsBody
virtual bool init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world );
virtual bool isDynamic() const;
virtual PhysicsCollision* getColShape();
virtual void setSleepThreshold( F32 linear, F32 angular );
virtual void setDamping( F32 linear, F32 angular );
virtual void getState( PhysicsState *outState );
virtual F32 getMass() const;
virtual Point3F getCMassPosition() const;
virtual void setLinVelocity( const Point3F &vel );
virtual void setAngVelocity( const Point3F &vel );
virtual Point3F getLinVelocity() const;
virtual Point3F getAngVelocity() const;
virtual void setSleeping( bool sleeping );
virtual void setMaterial( F32 restitution,
F32 friction,
F32 staticFriction );
virtual void applyCorrection( const MatrixF &xfm );
virtual void applyImpulse( const Point3F &origin, const Point3F &force );
};
#endif // _PX3BODY_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 _PX3CASTS_H_
#define _PX3CASTS_H_
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
#ifndef _MTRANSFORM_H_
#include "math/mTransform.h"
#endif
template <class T, class F> inline T px3Cast( const F &from );
//-------------------------------------------------------------------------
template<>
inline Point3F px3Cast( const physx::PxVec3 &vec )
{
return Point3F( vec.x, vec.y, vec.z );
}
template<>
inline physx::PxVec3 px3Cast( const Point3F &point )
{
return physx::PxVec3( point.x, point.y, point.z );
}
//-------------------------------------------------------------------------
template<>
inline QuatF px3Cast( const physx::PxQuat &quat )
{
/// The Torque quat has the opposite winding order.
return QuatF( -quat.x, -quat.y, -quat.z, quat.w );
}
template<>
inline physx::PxQuat px3Cast( const QuatF &quat )
{
/// The Torque quat has the opposite winding order.
physx::PxQuat result( -quat.x, -quat.y, -quat.z, quat.w );
return result;
}
//-------------------------------------------------------------------------
template<>
inline physx::PxExtendedVec3 px3Cast( const Point3F &point )
{
return physx::PxExtendedVec3( point.x, point.y, point.z );
}
template<>
inline Point3F px3Cast( const physx::PxExtendedVec3 &xvec )
{
return Point3F( xvec.x, xvec.y, xvec.z );
}
//-------------------------------------------------------------------------
template<>
inline physx::PxBounds3 px3Cast( const Box3F &box )
{
physx::PxBounds3 bounds(px3Cast<physx::PxVec3>(box.minExtents),
px3Cast<physx::PxVec3>(box.maxExtents));
return bounds;
}
template<>
inline Box3F px3Cast( const physx::PxBounds3 &bounds )
{
return Box3F( bounds.minimum.x,
bounds.minimum.y,
bounds.minimum.z,
bounds.maximum.x,
bounds.maximum.y,
bounds.maximum.z );
}
//-------------------------------------------------------------------------
template<>
inline physx::PxTransform px3Cast( const MatrixF &xfm )
{
physx::PxTransform out;
QuatF q;
q.set(xfm);
out.q = px3Cast<physx::PxQuat>(q);
out.p = px3Cast<physx::PxVec3>(xfm.getPosition());
return out;
}
template<>
inline TransformF px3Cast(const physx::PxTransform &xfm)
{
TransformF out(px3Cast<Point3F>(xfm.p),AngAxisF(px3Cast<QuatF>(xfm.q)));
return out;
}
template<>
inline MatrixF px3Cast( const physx::PxTransform &xfm )
{
MatrixF out;
TransformF t = px3Cast<TransformF>(xfm);
out = t.getMatrix();
return out;
}
#endif //_PX3CASTS_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 "platform/platform.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "math/mPoint3.h"
#include "math/mMatrix.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Casts.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Stream.h"
Px3Collision::Px3Collision()
{
}
Px3Collision::~Px3Collision()
{
for ( U32 i=0; i < mColShapes.size(); i++ )
{
Px3CollisionDesc *desc = mColShapes[i];
delete desc->pGeometry;
// Delete the descriptor.
delete desc;
}
mColShapes.clear();
}
void Px3Collision::addPlane( const PlaneF &plane )
{
physx::PxVec3 pos = px3Cast<physx::PxVec3>(plane.getPosition());
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxPlaneGeometry();
desc->pose = physx::PxTransform(pos, physx::PxQuat(physx::PxHalfPi, physx::PxVec3(0.0f, -1.0f, 0.0f)));
mColShapes.push_back(desc);
}
void Px3Collision::addBox( const Point3F &halfWidth,const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxBoxGeometry(px3Cast<physx::PxVec3>(halfWidth));
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
void Px3Collision::addSphere( F32 radius,
const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxSphereGeometry(radius);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
void Px3Collision::addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm )
{
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxCapsuleGeometry(radius,height*0.5);//uses half height
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
}
bool Px3Collision::addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm )
{
physx::PxCooking *cooking = Px3World::getCooking();
physx::PxConvexMeshDesc convexDesc;
convexDesc.points.data = points;
convexDesc.points.stride = sizeof(Point3F);
convexDesc.points.count = count;
convexDesc.flags = physx::PxConvexFlag::eFLIPNORMALS|physx::PxConvexFlag::eCOMPUTE_CONVEX | physx::PxConvexFlag::eINFLATE_CONVEX;
Px3MemOutStream stream;
if(!cooking->cookConvexMesh(convexDesc,stream))
return false;
physx::PxConvexMesh* convexMesh;
Px3MemInStream in(stream.getData(), stream.getSize());
convexMesh = gPhysics3SDK->createConvexMesh(in);
Px3CollisionDesc *desc = new Px3CollisionDesc;
physx::PxVec3 scale = px3Cast<physx::PxVec3>(localXfm.getScale());
physx::PxQuat rotation = px3Cast<physx::PxQuat>(QuatF(localXfm));
physx::PxMeshScale meshScale(scale,rotation);
desc->pGeometry = new physx::PxConvexMeshGeometry(convexMesh,meshScale);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
return true;
}
bool Px3Collision::addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm )
{
physx::PxCooking *cooking = Px3World::getCooking();
physx::PxTriangleMeshDesc meshDesc;
meshDesc.points.count = vertCount;
meshDesc.points.data = vert;
meshDesc.points.stride = sizeof(Point3F);
meshDesc.triangles.count = triCount;
meshDesc.triangles.data = index;
meshDesc.triangles.stride = 3*sizeof(U32);
meshDesc.flags = physx::PxMeshFlag::eFLIPNORMALS;
Px3MemOutStream stream;
if(!cooking->cookTriangleMesh(meshDesc,stream))
return false;
physx::PxTriangleMesh *mesh;
Px3MemInStream in(stream.getData(), stream.getSize());
mesh = gPhysics3SDK->createTriangleMesh(in);
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = new physx::PxTriangleMeshGeometry(mesh);
desc->pose = px3Cast<physx::PxTransform>(localXfm);
mColShapes.push_back(desc);
return true;
}
bool Px3Collision::addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm )
{
const F32 heightScale = 0.03125f;
physx::PxHeightFieldSample* samples = (physx::PxHeightFieldSample*) new physx::PxHeightFieldSample[blockSize*blockSize];
memset(samples,0,blockSize*blockSize*sizeof(physx::PxHeightFieldSample));
physx::PxHeightFieldDesc heightFieldDesc;
heightFieldDesc.nbColumns = blockSize;
heightFieldDesc.nbRows = blockSize;
heightFieldDesc.thickness = -10.f;
heightFieldDesc.convexEdgeThreshold = 0;
heightFieldDesc.format = physx::PxHeightFieldFormat::eS16_TM;
heightFieldDesc.samples.data = samples;
heightFieldDesc.samples.stride = sizeof(physx::PxHeightFieldSample);
physx::PxU8 *currentByte = (physx::PxU8*)heightFieldDesc.samples.data;
for ( U32 row = 0; row < blockSize; row++ )
{
const U32 tess = ( row + 1 ) % 2;
for ( U32 column = 0; column < blockSize; column++ )
{
physx::PxHeightFieldSample *currentSample = (physx::PxHeightFieldSample*)currentByte;
U32 index = ( blockSize - row - 1 ) + ( column * blockSize );
currentSample->height = (physx::PxI16)heights[ index ];
if ( holes && holes[ getMax( (S32)index - 1, 0 ) ] ) // row index for holes adjusted so PhysX collision shape better matches rendered terrain
{
currentSample->materialIndex0 = physx::PxHeightFieldMaterial::eHOLE;
currentSample->materialIndex1 = physx::PxHeightFieldMaterial::eHOLE;
}
else
{
currentSample->materialIndex0 = 0;
currentSample->materialIndex1 = 0;
}
int flag = ( column + tess ) % 2;
if(flag)
currentSample->clearTessFlag();
else
currentSample->setTessFlag();
currentByte += heightFieldDesc.samples.stride;
}
}
physx::PxHeightField * hf = gPhysics3SDK->createHeightField(heightFieldDesc);
physx::PxHeightFieldGeometry *geom = new physx::PxHeightFieldGeometry(hf,physx::PxMeshGeometryFlags(),heightScale,metersPerSample,metersPerSample);
physx::PxTransform pose= physx::PxTransform(physx::PxQuat(Float_HalfPi, physx::PxVec3(1, 0, 0 )));
physx::PxTransform pose1= physx::PxTransform(physx::PxQuat(Float_Pi, physx::PxVec3(0, 0, 1 )));
physx::PxTransform pose2 = pose1 * pose;
pose2.p = physx::PxVec3(( blockSize - 1 ) * metersPerSample, 0, 0 );
Px3CollisionDesc *desc = new Px3CollisionDesc;
desc->pGeometry = geom;
desc->pose = pose2;
mColShapes.push_back(desc);
SAFE_DELETE(samples);
return true;
}

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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 _PX3COLLISION_H_
#define _PX3COLLISION_H_
#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_
#include "T3D/physics/physicsCollision.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#include <foundation/PxTransform.h>
//forward declare
namespace physx{class PxGeometry;}
struct Px3CollisionDesc
{
physx::PxGeometry *pGeometry;
physx::PxTransform pose;
};
class Px3Collision : public PhysicsCollision
{
typedef Vector<Px3CollisionDesc*> Px3CollisionList;
protected:
/// The collision representation.
Px3CollisionList mColShapes;
public:
Px3Collision();
virtual ~Px3Collision();
/// Return the PhysX shape descriptions.
const Px3CollisionList& getShapes() const { return mColShapes; }
// PhysicsCollision
virtual void addPlane( const PlaneF &plane );
virtual void addBox( const Point3F &halfWidth,
const MatrixF &localXfm );
virtual void addSphere( F32 radius,
const MatrixF &localXfm );
virtual void addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm );
virtual bool addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm );
virtual bool addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm );
virtual bool addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm );
};
#endif // _PX3COLLISION_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 "platform/platform.h"
#include "T3D/physics/physx3/px3Player.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Casts.h"
#include "T3D/physics/physx3/px3Utils.h"
#include "collision/collision.h"
Px3Player::Px3Player()
: PhysicsPlayer(),
mController( NULL ),
mWorld( NULL ),
mObject( NULL ),
mSkinWidth( 0.05f ),
mOriginOffset( 0.0f ),
mElapsed(0)
{
PHYSICSMGR->getPhysicsResetSignal().notify( this, &Px3Player::_onPhysicsReset );
}
Px3Player::~Px3Player()
{
_releaseController();
PHYSICSMGR->getPhysicsResetSignal().remove( this, &Px3Player::_onPhysicsReset );
}
void Px3Player::_releaseController()
{
if ( mController )
{
mController->getActor()->userData = NULL;
mWorld->getStaticChangedSignal().remove( this, &Px3Player::_onStaticChanged );
mController->release();
}
}
void Px3Player::init( const char *type,
const Point3F &size,
F32 runSurfaceCos,
F32 stepHeight,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "Px3Player::init - Got a null scene object!" );
AssertFatal( world, "Px3Player::init - Got a null world!" );
AssertFatal( dynamic_cast<Px3World*>( world ), "Px3Player::init - The world is the wrong type!" );
// Cleanup any previous controller.
_releaseController();
mObject = obj;
mWorld = (Px3World*)world;
mOriginOffset = size.z * 0.5f;
physx::PxCapsuleControllerDesc desc;
desc.contactOffset = mSkinWidth;
desc.radius = getMax( size.x, size.y ) * 0.5f;
desc.radius -= mSkinWidth;
desc.height = size.z - ( desc.radius * 2.0f );
desc.height -= mSkinWidth * 2.0f;
desc.climbingMode = physx::PxCapsuleClimbingMode::eCONSTRAINED;
desc.position.set( 0, 0, 0 );
desc.upDirection = physx::PxVec3(0,0,1);
desc.reportCallback = this;
desc.slopeLimit = runSurfaceCos;
desc.stepOffset = stepHeight;
desc.behaviorCallback = NULL;
desc.material = gPhysics3SDK->createMaterial(0.1f, 0.1f, 0.2f);
mController = mWorld->createController( desc );
mWorld->getStaticChangedSignal().notify( this, &Px3Player::_onStaticChanged );
physx::PxRigidDynamic *kineActor = mController->getActor();
//player only has one shape
physx::PxShape *shape = px3GetFirstShape(kineActor);
physx::PxFilterData colData;
colData.word0 = PX3_PLAYER;
shape->setSimulationFilterData(colData);
shape->setQueryFilterData(colData);
//store geometry for later use in findContact calls
shape->getCapsuleGeometry(mGeometry);
mUserData.setObject( obj );
kineActor->userData = &mUserData;
}
void Px3Player::_onStaticChanged()
{
if(mController)
mController->invalidateCache();
}
void Px3Player::_onPhysicsReset( PhysicsResetEvent reset )
{
if(mController)
mController->invalidateCache();
}
Point3F Px3Player::move( const VectorF &disp, CollisionList &outCol )
{
AssertFatal( mController, "Px3Player::move - The controller is null!" );
// Return the last position if the simulation is stopped.
//
// See PxPlayer::_onPhysicsReset
if ( !mWorld->isEnabled() )
{
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
return newPos;
}
mWorld->releaseWriteLock();
mCollisionList = &outCol;
physx::PxVec3 dispNx( disp.x, disp.y, disp.z );
if (mIsZero(disp.z))
dispNx.z = 0.0f;
U32 groups = 0xffffffff;
groups &= ~( PX3_TRIGGER ); // No trigger shapes!
groups &= ~( PX3_DEBRIS);
physx::PxControllerFilters filter;
physx::PxFilterData data;
data.word0=groups;
filter.mFilterData = &data;
filter.mFilterFlags = physx::PxSceneQueryFilterFlags(physx::PxControllerFlag::eCOLLISION_DOWN|physx::PxControllerFlag::eCOLLISION_SIDES|physx::PxControllerFlag::eCOLLISION_UP);
mController->move( dispNx,0.0001f,0, filter );
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
mCollisionList = NULL;
return newPos;
}
void Px3Player::onShapeHit( const physx::PxControllerShapeHit& hit )
{
if (!mCollisionList || mCollisionList->getCount() >= CollisionList::MaxCollisions)
return;
physx::PxRigidActor *actor = hit.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
// Fill out the Collision
// structure for use later.
Collision &col = mCollisionList->increment();
dMemset( &col, 0, sizeof( col ) );
col.normal = px3Cast<Point3F>( hit.worldNormal );
col.point = px3Cast<Point3F>( hit.worldPos );
col.distance = hit.length;
if ( userData )
col.object = userData->getObject();
if (mIsZero(hit.dir.z))
{
if (col.normal.z > 0.0f)
{
col.normal.z = 0.0f;
col.normal.normalizeSafe();
}
}
else
{
col.normal.set(0.0f, 0.0f, 1.0f);
}
}
void Px3Player::onControllerHit( const physx::PxControllersHit& hit )
{
if (!mCollisionList || mCollisionList->getCount() >= CollisionList::MaxCollisions)
return;
physx::PxRigidActor *actor = hit.other->getActor();
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
// For controller-to-controller hit we don't have an actual hit point, so all
// we can do is set the hit object.
Collision &col = mCollisionList->increment();
dMemset( &col, 0, sizeof( col ) );
if ( userData )
col.object = userData->getObject();
}
void Px3Player::findContact( SceneObject **contactObject,
VectorF *contactNormal,
Vector<SceneObject*> *outOverlapObjects ) const
{
// Calculate the sweep motion...
F32 halfCapSize = mOriginOffset;
F32 halfSmallCapSize = halfCapSize * 0.8f;
F32 diff = halfCapSize - halfSmallCapSize;
F32 distance = diff + mSkinWidth + 0.01f;
physx::PxVec3 dir(0,0,-1);
physx::PxScene *scene = mWorld->getScene();
physx::PxHitFlags hitFlags(physx::PxHitFlag::eDEFAULT);
physx::PxQueryFilterData filterData(physx::PxQueryFlag::eDYNAMIC|physx::PxQueryFlag::eSTATIC);
filterData.data.word0 = PX3_DEFAULT;
physx::PxSweepHit sweepHit;
physx::PxRigidDynamic *actor= mController->getActor();
physx::PxU32 shapeIndex;
bool hit = physx::PxRigidBodyExt::linearSweepSingle(*actor,*scene,dir,distance,hitFlags,sweepHit,shapeIndex,filterData);
if ( hit )
{
PhysicsUserData *data = PhysicsUserData::cast( sweepHit.actor->userData);
if ( data )
{
*contactObject = data->getObject();
*contactNormal = px3Cast<Point3F>( sweepHit.normal );
}
}
// Check for overlapped objects ( triggers )
if ( !outOverlapObjects )
return;
filterData.data.word0 = PX3_TRIGGER;
const physx::PxU32 bufferSize = 10;
physx::PxOverlapBufferN<bufferSize> hitBuffer;
hit = scene->overlap(mGeometry,actor->getGlobalPose(),hitBuffer,filterData);
if(hit)
{
for ( U32 i = 0; i < hitBuffer.nbTouches; i++ )
{
PhysicsUserData *data = PhysicsUserData::cast( hitBuffer.touches[i].actor->userData );
if ( data )
outOverlapObjects->push_back( data->getObject() );
}
}
}
void Px3Player::enableCollision()
{
AssertFatal( mController, "Px3Player::enableCollision - The controller is null!" );
mWorld->releaseWriteLock();
px3GetFirstShape(mController->getActor())->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,true);
}
void Px3Player::disableCollision()
{
AssertFatal( mController, "Px3Player::disableCollision - The controller is null!" );
mWorld->releaseWriteLock();
px3GetFirstShape(mController->getActor())->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,false);
}
PhysicsWorld* Px3Player::getWorld()
{
return mWorld;
}
void Px3Player::setTransform( const MatrixF &transform )
{
AssertFatal( mController, "Px3Player::setTransform - The controller is null!" );
mWorld->releaseWriteLock();
Point3F newPos = transform.getPosition();
newPos.z += mOriginOffset;
const Point3F &curPos = px3Cast<Point3F>(mController->getPosition());
if ( !(newPos - curPos ).isZero() )
mController->setPosition( px3Cast<physx::PxExtendedVec3>(newPos) );
}
MatrixF& Px3Player::getTransform( MatrixF *outMatrix )
{
AssertFatal( mController, "Px3Player::getTransform - The controller is null!" );
Point3F newPos = px3Cast<Point3F>( mController->getPosition() );
newPos.z -= mOriginOffset;
outMatrix->setPosition( newPos );
return *outMatrix;
}
void Px3Player::setScale( const Point3F &scale )
{
//Ignored
}
Box3F Px3Player::getWorldBounds()
{
physx::PxBounds3 bounds;
physx::PxRigidDynamic *actor = mController->getActor();
physx::PxShape *shape = px3GetFirstShape(actor);
bounds = physx::PxShapeExt::getWorldBounds(*shape,*actor);
return px3Cast<Box3F>( bounds );
}

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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 _PX3PLAYER_H
#define _PX3PLAYER_H
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_
#include "T3D/physics/physicsPlayer.h"
#endif
#ifndef _T3D_PHYSICSCOMMON_H_
#include "T3D/physics/physicsCommon.h"
#endif
class Px3World;
class Px3Player : public PhysicsPlayer, public physx::PxUserControllerHitReport
{
protected:
physx::PxController *mController;
physx::PxCapsuleGeometry mGeometry;
F32 mSkinWidth;
Px3World *mWorld;
SceneObject *mObject;
/// Used to get collision info out of the
/// PxUserControllerHitReport callbacks.
CollisionList *mCollisionList;
///
F32 mOriginOffset;
///
F32 mStepHeight;
U32 mElapsed;
///
void _releaseController();
virtual void onShapeHit( const physx::PxControllerShapeHit &hit );
virtual void onControllerHit( const physx::PxControllersHit &hit );
virtual void onObstacleHit(const physx::PxControllerObstacleHit &){}
void _findContact( SceneObject **contactObject, VectorF *contactNormal ) const;
void _onPhysicsReset( PhysicsResetEvent reset );
void _onStaticChanged();
public:
Px3Player();
virtual ~Px3Player();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform( const MatrixF &transform );
virtual MatrixF& getTransform( MatrixF *outMatrix );
virtual void setScale( const Point3F &scale );
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled( bool enabled ) {}
virtual bool isSimulationEnabled() { return true; }
// PhysicsPlayer
virtual void init( const char *type,
const Point3F &size,
F32 runSurfaceCos,
F32 stepHeight,
SceneObject *obj,
PhysicsWorld *world );
virtual Point3F move( const VectorF &displacement, CollisionList &outCol );
virtual void findContact( SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects ) const;
virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const { return true; }
virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) {}
virtual void enableCollision();
virtual void disableCollision();
};
#endif // _PX3PLAYER_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 "platform/platform.h"
#include "console/consoleTypes.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3Plugin.h"
#include "T3D/physics/physx3/px3Collision.h"
#include "T3D/physics/physx3/px3Body.h"
#include "T3D/physics/physx3/px3Player.h"
#include "T3D/physics/physicsShape.h"
#include "T3D/gameBase/gameProcess.h"
#include "core/util/tNamedFactory.h"
AFTER_MODULE_INIT( Sim )
{
NamedFactory<PhysicsPlugin>::add( "PhysX3", &Px3Plugin::create );
#if defined(TORQUE_OS_WIN) || defined(TORQUE_OS_XBOX) || defined(TORQUE_OS_XENON)
NamedFactory<PhysicsPlugin>::add( "default", &Px3Plugin::create );
#endif
}
PhysicsPlugin* Px3Plugin::create()
{
// Only create the plugin if it hasn't been set up AND
// the PhysX world is successfully initialized.
bool success = Px3World::restartSDK( false );
if ( success )
return new Px3Plugin();
return NULL;
}
Px3Plugin::Px3Plugin()
{
}
Px3Plugin::~Px3Plugin()
{
}
void Px3Plugin::destroyPlugin()
{
// Cleanup any worlds that are still kicking.
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
for ( ; iter != mPhysicsWorldLookup.end(); iter++ )
{
iter->value->destroyWorld();
delete iter->value;
}
mPhysicsWorldLookup.clear();
Px3World::restartSDK( true );
delete this;
}
void Px3Plugin::reset()
{
// First delete all the cleanup objects.
if ( getPhysicsCleanup() )
getPhysicsCleanup()->deleteAllObjects();
getPhysicsResetSignal().trigger( PhysicsResetEvent_Restore );
// Now let each world reset itself.
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.begin();
for ( ; iter != mPhysicsWorldLookup.end(); iter++ )
iter->value->reset();
}
PhysicsCollision* Px3Plugin::createCollision()
{
return new Px3Collision();
}
PhysicsBody* Px3Plugin::createBody()
{
return new Px3Body();
}
PhysicsPlayer* Px3Plugin::createPlayer()
{
return new Px3Player();
}
bool Px3Plugin::isSimulationEnabled() const
{
bool ret = false;
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( world )
{
ret = world->isEnabled();
return ret;
}
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( world )
{
ret = world->isEnabled();
return ret;
}
return ret;
}
void Px3Plugin::enableSimulation( const String &worldName, bool enable )
{
Px3World *world = static_cast<Px3World*>( getWorld( worldName ) );
if ( world )
world->setEnabled( enable );
}
void Px3Plugin::setTimeScale( const F32 timeScale )
{
// Grab both the client and
// server worlds and set their time
// scales to the passed value.
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( world )
world->setEditorTimeScale( timeScale );
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( world )
world->setEditorTimeScale( timeScale );
}
const F32 Px3Plugin::getTimeScale() const
{
// Grab both the client and
// server worlds and call
// setEnabled( true ) on them.
Px3World *world = static_cast<Px3World*>( getWorld( smClientWorldName ) );
if ( !world )
{
world = static_cast<Px3World*>( getWorld( smServerWorldName ) );
if ( !world )
return 0.0f;
}
return world->getEditorTimeScale();
}
bool Px3Plugin::createWorld( const String &worldName )
{
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find( worldName );
PhysicsWorld *world = NULL;
iter != mPhysicsWorldLookup.end() ? world = (*iter).value : world = NULL;
if ( world )
{
Con::errorf( "Px3Plugin::createWorld - %s world already exists!", worldName.c_str() );
return false;
}
world = new Px3World();
if ( worldName.equal( smClientWorldName, String::NoCase ) )
world->initWorld( false, ClientProcessList::get() );
else
world->initWorld( true, ServerProcessList::get() );
mPhysicsWorldLookup.insert( worldName, world );
return world != NULL;
}
void Px3Plugin::destroyWorld( const String &worldName )
{
Map<StringNoCase, PhysicsWorld*>::Iterator iter = mPhysicsWorldLookup.find( worldName );
if ( iter == mPhysicsWorldLookup.end() )
return;
PhysicsWorld *world = (*iter).value;
world->destroyWorld();
delete world;
mPhysicsWorldLookup.erase( iter );
}
PhysicsWorld* Px3Plugin::getWorld( const String &worldName ) const
{
if ( mPhysicsWorldLookup.isEmpty() )
return NULL;
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.find( worldName );
return iter != mPhysicsWorldLookup.end() ? (*iter).value : NULL;
}
PhysicsWorld* Px3Plugin::getWorld() const
{
if ( mPhysicsWorldLookup.size() == 0 )
return NULL;
Map<StringNoCase, PhysicsWorld*>::ConstIterator iter = mPhysicsWorldLookup.begin();
return iter->value;
}
U32 Px3Plugin::getWorldCount() const
{
return mPhysicsWorldLookup.size();
}

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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 _PX3PLUGIN_H_
#define _PX3PLUGIN_H_
#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
#include "T3D/physics/physicsPlugin.h"
#endif
class Px3ClothShape;
class Px3Plugin : public PhysicsPlugin
{
public:
Px3Plugin();
~Px3Plugin();
/// Create function for factory.
static PhysicsPlugin* create();
// PhysicsPlugin
virtual void destroyPlugin();
virtual void reset();
virtual PhysicsCollision* createCollision();
virtual PhysicsBody* createBody();
virtual PhysicsPlayer* createPlayer();
virtual bool isSimulationEnabled() const;
virtual void enableSimulation( const String &worldName, bool enable );
virtual void setTimeScale( const F32 timeScale );
virtual const F32 getTimeScale() const;
virtual bool createWorld( const String &worldName );
virtual void destroyWorld( const String &worldName );
virtual PhysicsWorld* getWorld( const String &worldName ) const;
virtual PhysicsWorld* getWorld() const;
virtual U32 getWorldCount() const;
};
#endif // _PX3PLUGIN_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 "platform/platform.h"
#include "T3D/physics/physx3/px3Stream.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/strings/stringFunctions.h"
Px3MemOutStream::Px3MemOutStream() : mMemStream(1024)
{
}
Px3MemOutStream::~Px3MemOutStream()
{
}
physx::PxU32 Px3MemOutStream::write(const void *src, physx::PxU32 count)
{
physx::PxU32 out=0;
if(!mMemStream.write(count,src))
return out;
out = count;
return out;
}
Px3MemInStream::Px3MemInStream(physx::PxU8* data, physx::PxU32 length):mMemStream(length,data)
{
}
physx::PxU32 Px3MemInStream::read(void* dest, physx::PxU32 count)
{
physx::PxU32 read =0;
if(!mMemStream.read(count,dest))
return read;
read = count;
return read;
}
void Px3MemInStream::seek(physx::PxU32 pos)
{
mMemStream.setPosition(pos);
}
physx::PxU32 Px3MemInStream::getLength() const
{
return mMemStream.getStreamSize();
}
physx::PxU32 Px3MemInStream::tell() const
{
return mMemStream.getPosition();
}
Px3ConsoleStream::Px3ConsoleStream()
{
}
Px3ConsoleStream::~Px3ConsoleStream()
{
}
void Px3ConsoleStream::reportError( physx::PxErrorCode code, const char *message, const char* file, int line )
{
UTF8 info[1024];
dSprintf( info, 1024, "File: %s\nLine: %d\n%s", file, line, message );
Platform::AlertOK( "PhysX Error", info );
// Con::printf( "PhysX Error:\n %s(%d) : %s\n", file, line, message );
}

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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 _PX3STREAM_H_
#define _PX3STREAM_H_
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _MEMSTREAM_H_
#include "core/stream/memStream.h"
#endif
class Px3MemOutStream : public physx::PxOutputStream
{
public:
Px3MemOutStream();
virtual ~Px3MemOutStream();
void resetPosition();
virtual physx::PxU32 write(const void *src, physx::PxU32 count);
physx::PxU32 getSize() const {return mMemStream.getStreamSize();}
physx::PxU8* getData() const {return (physx::PxU8*)mMemStream.getBuffer();}
protected:
mutable MemStream mMemStream;
};
class Px3MemInStream: public physx::PxInputData
{
public:
Px3MemInStream(physx::PxU8* data, physx::PxU32 length);
virtual physx::PxU32 read(void* dest, physx::PxU32 count);
physx::PxU32 getLength() const;
virtual void seek(physx::PxU32 pos);
virtual physx::PxU32 tell() const;
protected:
mutable MemStream mMemStream;
};
class Px3ConsoleStream : public physx::PxDefaultErrorCallback
{
protected:
virtual void reportError( physx::PxErrorCode code, const char *message, const char* file, int line );
public:
Px3ConsoleStream();
virtual ~Px3ConsoleStream();
};
#endif // _PX3STREAM_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 "platform/platform.h"
#include "T3D/physics/physx3/px3Utils.h"
#include "T3D/physics/physx3/px3.h"
physx::PxShape* px3GetFirstShape(physx::PxRigidActor *actor)
{
physx::PxShape *shapes[1];
actor->getShapes(shapes, 1);
return shapes[0];
}

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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 _PX3UTILS_H_
#define _PX3UTILS_H_
namespace physx
{
class PxRigidActor;
class PxShape;
}
extern physx::PxShape* px3GetFirstShape(physx::PxRigidActor *actor);
#endif // _PX3UTILS_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 "platform/platform.h"
#include "T3D/physics/physx3/px3World.h"
#include "T3D/physics/physx3/px3.h"
#include "T3D/physics/physx3/px3Plugin.h"
#include "T3D/physics/physx3/px3Casts.h"
#include "T3D/physics/physx3/px3Stream.h"
#include "T3D/physics/physicsUserData.h"
#include "console/engineAPI.h"
#include "core/stream/bitStream.h"
#include "platform/profiler.h"
#include "sim/netConnection.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "collision/collision.h"
#include "T3D/gameBase/gameProcess.h"
#include "gfx/sim/debugDraw.h"
#include "gfx/primBuilder.h"
physx::PxPhysics* gPhysics3SDK = NULL;
physx::PxCooking* Px3World::smCooking = NULL;
physx::PxFoundation* Px3World::smFoundation = NULL;
physx::PxProfileZoneManager* Px3World::smProfileZoneManager = NULL;
physx::PxDefaultCpuDispatcher* Px3World::smCpuDispatcher=NULL;
Px3ConsoleStream* Px3World::smErrorCallback = NULL;
physx::PxVisualDebuggerConnection* Px3World::smPvdConnection=NULL;
physx::PxDefaultAllocator Px3World::smMemoryAlloc;
//Physics timing
F32 Px3World::smPhysicsStepTime = 1.0f/(F32)TickMs;
U32 Px3World::smPhysicsMaxIterations = 4;
Px3World::Px3World(): mScene( NULL ),
mProcessList( NULL ),
mIsSimulating( false ),
mErrorReport( false ),
mTickCount( 0 ),
mIsEnabled( false ),
mEditorTimeScale( 1.0f ),
mAccumulator( 0 ),
mControllerManager( NULL )
{
}
Px3World::~Px3World()
{
}
physx::PxCooking *Px3World::getCooking()
{
return smCooking;
}
void Px3World::setTiming(F32 stepTime,U32 maxIterations)
{
smPhysicsStepTime = stepTime;
smPhysicsMaxIterations = maxIterations;
}
bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
{
// If either the client or the server still exist
// then we cannot reset the SDK.
if ( clientWorld || serverWorld )
return false;
if(smPvdConnection)
smPvdConnection->release();
if(smCooking)
smCooking->release();
if(smCpuDispatcher)
smCpuDispatcher->release();
// Destroy the existing SDK.
if ( gPhysics3SDK )
{
PxCloseExtensions();
gPhysics3SDK->release();
}
if(smErrorCallback)
{
SAFE_DELETE(smErrorCallback);
}
if(smFoundation)
{
smFoundation->release();
SAFE_DELETE(smErrorCallback);
}
// If we're not supposed to restart... return.
if ( destroyOnly )
return true;
bool memTrack = false;
#ifdef TORQUE_DEBUG
memTrack = true;
#endif
smErrorCallback = new Px3ConsoleStream;
smFoundation = PxCreateFoundation(PX_PHYSICS_VERSION, smMemoryAlloc, *smErrorCallback);
smProfileZoneManager = &physx::PxProfileZoneManager::createProfileZoneManager(smFoundation);
gPhysics3SDK = PxCreatePhysics(PX_PHYSICS_VERSION, *smFoundation, physx::PxTolerancesScale(),memTrack,smProfileZoneManager);
if ( !gPhysics3SDK )
{
Con::errorf( "PhysX3 failed to initialize!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
// We shouldn't get here, but this shuts up
// source diagnostic tools.
return false;
}
if(!PxInitExtensions(*gPhysics3SDK))
{
Con::errorf( "PhysX3 failed to initialize extensions!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
return false;
}
smCooking = PxCreateCooking(PX_PHYSICS_VERSION, *smFoundation, physx::PxCookingParams(physx::PxTolerancesScale()));
if(!smCooking)
{
Con::errorf( "PhysX3 failed to initialize cooking!" );
Platform::messageBox( Con::getVariable( "$appName" ),
avar("PhysX3 could not be started!\r\n"),
MBOk, MIStop );
Platform::forceShutdown( -1 );
return false;
}
#ifdef TORQUE_DEBUG
physx::PxVisualDebuggerConnectionFlags connectionFlags(physx::PxVisualDebuggerExt::getAllConnectionFlags());
smPvdConnection = physx::PxVisualDebuggerExt::createConnection(gPhysics3SDK->getPvdConnectionManager(),
"localhost", 5425, 100, connectionFlags);
#endif
return true;
}
void Px3World::destroyWorld()
{
getPhysicsResults();
// Release the tick processing signals.
if ( mProcessList )
{
mProcessList->preTickSignal().remove( this, &Px3World::getPhysicsResults );
mProcessList->postTickSignal().remove( this, &Px3World::tickPhysics );
mProcessList = NULL;
}
if(mControllerManager)
{
mControllerManager->release();
mControllerManager = NULL;
}
// Destroy the scene.
if ( mScene )
{
// Release the scene.
mScene->release();
mScene = NULL;
}
}
bool Px3World::initWorld( bool isServer, ProcessList *processList )
{
if ( !gPhysics3SDK )
{
Con::errorf( "Physx3World::init - PhysXSDK not initialized!" );
return false;
}
mIsServer = isServer;
physx::PxSceneDesc sceneDesc(gPhysics3SDK->getTolerancesScale());
sceneDesc.gravity = px3Cast<physx::PxVec3>(mGravity);
sceneDesc.userData = this;
if(!sceneDesc.cpuDispatcher)
{
//Create shared cpu dispatcher
if(!smCpuDispatcher)
smCpuDispatcher = physx::PxDefaultCpuDispatcherCreate(PHYSICSMGR->getThreadCount());
sceneDesc.cpuDispatcher = smCpuDispatcher;
Con::printf("PhysX3 using Cpu: %d workers", smCpuDispatcher->getWorkerCount());
}
sceneDesc.flags |= physx::PxSceneFlag::eENABLE_CCD;
sceneDesc.flags |= physx::PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
sceneDesc.filterShader = physx::PxDefaultSimulationFilterShader;
mScene = gPhysics3SDK->createScene(sceneDesc);
physx::PxDominanceGroupPair debrisDominance( 0.0f, 1.0f );
mScene->setDominanceGroupPair(0,31,debrisDominance);
mControllerManager = PxCreateControllerManager(*mScene);
AssertFatal( processList, "Px3World::init() - We need a process list to create the world!" );
mProcessList = processList;
mProcessList->preTickSignal().notify( this, &Px3World::getPhysicsResults );
mProcessList->postTickSignal().notify( this, &Px3World::tickPhysics, 1000.0f );
return true;
}
// Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
bool Px3World::_simulate(const F32 dt)
{
int numSimulationSubSteps = 0;
//fixed timestep with interpolation
mAccumulator += dt;
if (mAccumulator >= smPhysicsStepTime)
{
numSimulationSubSteps = int(mAccumulator / smPhysicsStepTime);
mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
}
if (numSimulationSubSteps)
{
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxIterations)? smPhysicsMaxIterations : numSimulationSubSteps;
for (int i=0;i<clampedSimulationSteps;i++)
{
mScene->fetchResults(true);
mScene->simulate(smPhysicsStepTime);
}
}
mIsSimulating = true;
return true;
}
void Px3World::tickPhysics( U32 elapsedMs )
{
if ( !mScene || !mIsEnabled )
return;
// Did we forget to call getPhysicsResults somewhere?
AssertFatal( !mIsSimulating, "PhysX3World::tickPhysics() - Already simulating!" );
// The elapsed time should be non-zero and
// a multiple of TickMs!
AssertFatal( elapsedMs != 0 &&
( elapsedMs % TickMs ) == 0 , "PhysX3World::tickPhysics() - Got bad elapsed time!" );
PROFILE_SCOPE(Px3World_TickPhysics);
// Convert it to seconds.
const F32 elapsedSec = (F32)elapsedMs * 0.001f;
mIsSimulating = _simulate(elapsedSec * mEditorTimeScale);
//Con::printf( "%s PhysX3World::tickPhysics!", mIsServer ? "Client" : "Server" );
}
void Px3World::getPhysicsResults()
{
if ( !mScene || !mIsSimulating )
return;
PROFILE_SCOPE(Px3World_GetPhysicsResults);
// Get results from scene.
mScene->fetchResults(true);
mIsSimulating = false;
mTickCount++;
// Con::printf( "%s PhysXWorld::getPhysicsResults!", this == smClientWorld ? "Client" : "Server" );
}
void Px3World::releaseWriteLocks()
{
Px3World *world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "server" ) );
if ( world )
world->releaseWriteLock();
world = dynamic_cast<Px3World*>( PHYSICSMGR->getWorld( "client" ) );
if ( world )
world->releaseWriteLock();
}
void Px3World::releaseWriteLock()
{
if ( !mScene || !mIsSimulating )
return;
PROFILE_SCOPE(PxWorld_ReleaseWriteLock);
// We use checkResults here to release the write lock
// but we do not change the simulation flag or increment
// the tick count... we may have gotten results, but the
// simulation hasn't really ticked!
mScene->checkResults( true );
//AssertFatal( mScene->isWritable(), "PhysX3World::releaseWriteLock() - We should have been writable now!" );
}
bool Px3World::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
{
physx::PxVec3 orig = px3Cast<physx::PxVec3>( startPnt );
physx::PxVec3 dir = px3Cast<physx::PxVec3>( endPnt - startPnt );
physx::PxF32 maxDist = dir.magnitude();
dir.normalize();
U32 groups = 0xffffffff;
groups &= ~( PX3_TRIGGER ); // No trigger shapes!
physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
physx::PxQueryFilterData filterData(physx::PxQueryFlag::eSTATIC|physx::PxQueryFlag::eDYNAMIC);
filterData.data.word0 = groups;
physx::PxRaycastBuffer buf;
if(!mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData))
return false;
if(!buf.hasBlock)
return false;
const physx::PxRaycastHit hit = buf.block;
physx::PxRigidActor *actor = hit.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
if ( ri )
{
ri->object = ( userData != NULL ) ? userData->getObject() : NULL;
if ( ri->object == NULL )
ri->distance = hit.distance;
ri->normal = px3Cast<Point3F>( hit.normal );
ri->point = px3Cast<Point3F>( hit.position );
ri->t = maxDist / hit.distance;
}
if ( impulse.isZero() ||
!actor->isRigidDynamic() ||
actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC )
return true;
physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
physx::PxVec3 force = px3Cast<physx::PxVec3>( impulse );
physx::PxRigidBodyExt::addForceAtPos(*body,force,hit.position,physx::PxForceMode::eIMPULSE);
return true;
}
PhysicsBody* Px3World::castRay( const Point3F &start, const Point3F &end, U32 bodyTypes )
{
physx::PxVec3 orig = px3Cast<physx::PxVec3>( start );
physx::PxVec3 dir = px3Cast<physx::PxVec3>( end - start );
physx::PxF32 maxDist = dir.magnitude();
dir.normalize();
U32 groups = 0xFFFFFFFF;
if ( !( bodyTypes & BT_Player ) )
groups &= ~( PX3_PLAYER );
// TODO: For now always skip triggers and debris,
// but we should consider how game specifc this API
// should be in the future.
groups &= ~( PX3_TRIGGER ); // triggers
groups &= ~( PX3_DEBRIS ); // debris
physx::PxHitFlags outFlags(physx::PxHitFlag::eDISTANCE | physx::PxHitFlag::eIMPACT | physx::PxHitFlag::eNORMAL);
physx::PxQueryFilterData filterData;
if(bodyTypes & BT_Static)
filterData.flags |= physx::PxQueryFlag::eSTATIC;
if(bodyTypes & BT_Dynamic)
filterData.flags |= physx::PxQueryFlag::eDYNAMIC;
filterData.data.word0 = groups;
physx::PxRaycastBuffer buf;
if( !mScene->raycast(orig,dir,maxDist,buf,outFlags,filterData) )
return NULL;
if(!buf.hasBlock)
return NULL;
physx::PxRigidActor *actor = buf.block.actor;
PhysicsUserData *userData = PhysicsUserData::cast( actor->userData );
if( !userData )
return NULL;
return userData->getBody();
}
void Px3World::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
{
physx::PxVec3 nxPos = px3Cast<physx::PxVec3>( pos );
const physx::PxU32 bufferSize = 10;
physx::PxSphereGeometry worldSphere(radius);
physx::PxTransform pose(nxPos);
physx::PxOverlapBufferN<bufferSize> buffer;
if(!mScene->overlap(worldSphere,pose,buffer))
return;
for ( physx::PxU32 i = 0; i < buffer.nbTouches; i++ )
{
physx::PxRigidActor *actor = buffer.touches[i].actor;
bool dynamic = actor->isRigidDynamic();
if ( !dynamic )
continue;
bool kinematic = actor->is<physx::PxRigidDynamic>()->getRigidDynamicFlags() & physx::PxRigidDynamicFlag::eKINEMATIC;
if ( kinematic )
continue;
physx::PxVec3 force = actor->getGlobalPose().p - nxPos;
force.normalize();
force *= forceMagnitude;
physx::PxRigidBody *body = actor->is<physx::PxRigidBody>();
physx::PxRigidBodyExt::addForceAtPos(*body,force,nxPos,physx::PxForceMode::eIMPULSE);
}
}
void Px3World::setEnabled( bool enabled )
{
mIsEnabled = enabled;
if ( !mIsEnabled )
getPhysicsResults();
}
physx::PxController* Px3World::createController( physx::PxControllerDesc &desc )
{
if ( !mScene )
return NULL;
// We need the writelock!
releaseWriteLock();
physx::PxController* pController = mControllerManager->createController(desc);
AssertFatal( pController, "Px3World::createController - Got a null!" );
return pController;
}
static ColorI getDebugColor( physx::PxU32 packed )
{
ColorI col;
col.blue = (packed)&0xff;
col.green = (packed>>8)&0xff;
col.red = (packed>>16)&0xff;
col.alpha = 255;
return col;
}
void Px3World::onDebugDraw( const SceneRenderState *state )
{
if ( !mScene )
return;
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eSCALE,1.0f);
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eBODY_AXES,1.0f);
mScene->setVisualizationParameter(physx::PxVisualizationParameter::eCOLLISION_SHAPES,1.0f);
const physx::PxRenderBuffer *renderBuffer = &mScene->getRenderBuffer();
if(!renderBuffer)
return;
// Render points
{
physx::PxU32 numPoints = renderBuffer->getNbPoints();
const physx::PxDebugPoint *points = renderBuffer->getPoints();
PrimBuild::begin( GFXPointList, numPoints );
while ( numPoints-- )
{
PrimBuild::color( getDebugColor(points->color) );
PrimBuild::vertex3fv(px3Cast<Point3F>(points->pos));
points++;
}
PrimBuild::end();
}
// Render lines
{
physx::PxU32 numLines = renderBuffer->getNbLines();
const physx::PxDebugLine *lines = renderBuffer->getLines();
PrimBuild::begin( GFXLineList, numLines * 2 );
while ( numLines-- )
{
PrimBuild::color( getDebugColor( lines->color0 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(lines->pos0));
PrimBuild::color( getDebugColor( lines->color1 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(lines->pos1));
lines++;
}
PrimBuild::end();
}
// Render triangles
{
physx::PxU32 numTris = renderBuffer->getNbTriangles();
const physx::PxDebugTriangle *triangles = renderBuffer->getTriangles();
PrimBuild::begin( GFXTriangleList, numTris * 3 );
while ( numTris-- )
{
PrimBuild::color( getDebugColor( triangles->color0 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos0) );
PrimBuild::color( getDebugColor( triangles->color1 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos1));
PrimBuild::color( getDebugColor( triangles->color2 ) );
PrimBuild::vertex3fv( px3Cast<Point3F>(triangles->pos2) );
triangles++;
}
PrimBuild::end();
}
}
//set simulation timing via script
DefineEngineFunction( physx3SetSimulationTiming, void, ( F32 stepTime, U32 maxSteps ),, "Set simulation timing of the PhysX 3 plugin" )
{
Px3World::setTiming(stepTime,maxSteps);
}

View file

@ -0,0 +1,106 @@
//-----------------------------------------------------------------------------
// 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 _PX3WORLD_H_
#define _PX3WORLD_H_
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
#include "T3D/physics/physicsWorld.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _PHYSX3_H_
#include "T3D/physics/physx3/px3.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class Px3ConsoleStream;
class Px3ContactReporter;
class FixedStepper;
enum Px3CollisionGroup
{
PX3_DEFAULT = BIT(0),
PX3_PLAYER = BIT(1),
PX3_DEBRIS = BIT(2),
PX3_TRIGGER = BIT(3),
};
class Px3World : public PhysicsWorld
{
protected:
physx::PxScene* mScene;
bool mIsEnabled;
bool mIsSimulating;
bool mIsServer;
U32 mTickCount;
ProcessList *mProcessList;
F32 mEditorTimeScale;
bool mErrorReport;
physx::PxControllerManager* mControllerManager;
static Px3ConsoleStream *smErrorCallback;
static physx::PxDefaultAllocator smMemoryAlloc;
static physx::PxFoundation* smFoundation;
static physx::PxCooking *smCooking;
static physx::PxProfileZoneManager* smProfileZoneManager;
static physx::PxDefaultCpuDispatcher* smCpuDispatcher;
static physx::PxVisualDebuggerConnection* smPvdConnection;
static F32 smPhysicsStepTime;
static U32 smPhysicsMaxIterations;
F32 mAccumulator;
bool _simulate(const F32 dt);
public:
Px3World();
virtual ~Px3World();
virtual bool initWorld( bool isServer, ProcessList *processList );
virtual void destroyWorld();
virtual void onDebugDraw( const SceneRenderState *state );
virtual void reset() {}
virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude );
virtual bool isEnabled() const { return mIsEnabled; }
physx::PxScene* getScene(){ return mScene;}
void setEnabled( bool enabled );
U32 getTick() { return mTickCount; }
void tickPhysics( U32 elapsedMs );
void getPhysicsResults();
void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
const F32 getEditorTimeScale() const { return mEditorTimeScale; }
void releaseWriteLock();
bool isServer(){return mIsServer;}
physx::PxController* createController( physx::PxControllerDesc &desc );
//static
static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
static void releaseWriteLocks();
static physx::PxCooking *getCooking();
static void setTiming(F32 stepTime,U32 maxIterations);
};
#endif // _PX3WORLD_H_

View file

@ -28,6 +28,7 @@
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "T3D/gameBase/moveManager.h"
#include "ts/tsShapeInstance.h"
#include "T3D/staticShape.h"
@ -317,15 +318,15 @@ void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
// This appears to be legacy T2 stuff
// Marked internal, as this is flagged to be deleted
// [8/1/2010 mperry]
ConsoleMethod( StaticShape, setPoweredState, void, 3, 3, "(bool isPowered)"
DefineConsoleMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
"@internal")
{
if(!object->isServerObject())
return;
object->setPowered(dAtob(argv[2]));
object->setPowered(isPowered);
}
ConsoleMethod( StaticShape, getPoweredState, bool, 2, 2, "@internal")
DefineConsoleMethod( StaticShape, getPoweredState, bool, (), , "@internal")
{
if(!object->isServerObject())
return(false);

View file

@ -48,6 +48,7 @@
#include "materials/materialFeatureData.h"
#include "materials/materialFeatureTypes.h"
#include "console/engineAPI.h"
#include "T3D/accumulationVolume.h"
using namespace Torque;
@ -111,6 +112,11 @@ TSStatic::TSStatic()
mMeshCulling = false;
mUseOriginSort = false;
mUseAlphaFade = false;
mAlphaFadeStart = 100.0f;
mAlphaFadeEnd = 150.0f;
mInvertAlphaFade = false;
mAlphaFade = 1.0f;
mPhysicsRep = NULL;
mCollisionType = CollisionMesh;
@ -192,6 +198,13 @@ void TSStatic::initPersistFields()
endGroup("Collision");
addGroup( "AlphaFade" );
addField( "alphaFadeEnable", TypeBool, Offset(mUseAlphaFade, TSStatic), "Turn on/off Alpha Fade" );
addField( "alphaFadeStart", TypeF32, Offset(mAlphaFadeStart, TSStatic), "Distance of start Alpha Fade" );
addField( "alphaFadeEnd", TypeF32, Offset(mAlphaFadeEnd, TSStatic), "Distance of end Alpha Fade" );
addField( "alphaFadeInverse", TypeBool, Offset(mInvertAlphaFade, TSStatic), "Invert Alpha Fade's Start & End Distance" );
endGroup( "AlphaFade" );
addGroup("Debug");
addField( "renderNormals", TypeF32, Offset( mRenderNormalScalar, TSStatic ),
@ -281,6 +294,13 @@ bool TSStatic::onAdd()
_updateShouldTick();
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::addObject(this);
}
return true;
}
@ -391,6 +411,13 @@ void TSStatic::onRemove()
{
SAFE_DELETE( mPhysicsRep );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::removeObject(this);
}
mConvexList->nukeList();
removeFromScene();
@ -502,6 +529,36 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
if (dist < 0.01f)
dist = 0.01f;
if (mUseAlphaFade)
{
mAlphaFade = 1.0f;
if ((mAlphaFadeStart < mAlphaFadeEnd) && mAlphaFadeStart > 0.1f)
{
if (mInvertAlphaFade)
{
if (dist <= mAlphaFadeStart)
{
return;
}
if (dist < mAlphaFadeEnd)
{
mAlphaFade = ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
}
}
else
{
if (dist >= mAlphaFadeEnd)
{
return;
}
if (dist > mAlphaFadeStart)
{
mAlphaFade -= ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
}
}
}
}
F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
if ( mForceDetail == -1 )
@ -520,6 +577,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
// Acculumation
rdata.setAccuTex(mAccuTex);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
@ -545,6 +605,19 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
GFX->setWorldMatrix( mat );
mShapeInstance->animate();
if(mShapeInstance)
{
if (mUseAlphaFade)
{
mShapeInstance->setAlphaAlways(mAlphaFade);
S32 s = mShapeInstance->mMeshObjects.size();
for(S32 x = 0; x < s; x++)
{
mShapeInstance->mMeshObjects[x].visible = mAlphaFade;
}
}
}
mShapeInstance->render( rdata );
if ( mRenderNormalScalar > 0 )
@ -594,6 +667,13 @@ void TSStatic::setTransform(const MatrixF & mat)
if ( mPhysicsRep )
mPhysicsRep->setTransform( mat );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::updateObject(this);
}
// Since this is a static it's render transform changes 1
// to 1 with it's collision transform... no interpolation.
setRenderTransform(mat);
@ -625,6 +705,13 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
stream->writeFlag( mPlayAmbient );
if ( stream->writeFlag(mUseAlphaFade) )
{
stream->write(mAlphaFadeStart);
stream->write(mAlphaFadeEnd);
stream->write(mInvertAlphaFade);
}
if ( mLightPlugin )
retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
@ -682,6 +769,14 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
mPlayAmbient = stream->readFlag();
mUseAlphaFade = stream->readFlag();
if (mUseAlphaFade)
{
stream->read(&mAlphaFadeStart);
stream->read(&mAlphaFadeEnd);
stream->read(&mInvertAlphaFade);
}
if ( mLightPlugin )
{
mLightPlugin->unpackUpdate(this, con, stream);

View file

@ -97,6 +97,13 @@ class TSStatic : public SceneObject
};
public:
void setAlphaFade(bool enable, F32 start, F32 end, bool inverse)
{
mUseAlphaFade = enable;
mAlphaFadeStart = start;
mAlphaFadeEnd = end;
mInvertAlphaFade = inverse;
}
/// The different types of mesh data types
enum MeshType
@ -108,6 +115,11 @@ public:
};
protected:
bool mUseAlphaFade;
F32 mAlphaFadeStart;
F32 mAlphaFadeEnd;
F32 mAlphaFade;
bool mInvertAlphaFade;
bool onAdd();
void onRemove();

View file

@ -892,7 +892,7 @@ void AITurretShape::_trackTarget(F32 dt)
//if (pitch > M_PI_F)
// pitch = -(pitch - M_2PI_F);
Point3F rot(pitch, 0.0f, -yaw);
Point3F rot(-pitch, 0.0f, yaw);
// If we have a rotation rate make sure we follow it
if (mHeadingRate > 0)

View file

@ -33,6 +33,7 @@
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gui/controls/guiMLTextCtrl.h"
#ifdef TORQUE_TGB_ONLY
#include "T2D/oldModel/networking/t2dGameConnection.h"
@ -57,22 +58,22 @@ bool gEditingMission = false;
ConsoleFunctionGroupBegin( InputManagement, "Functions that let you deal with input from scripts" );
ConsoleFunction( deactivateDirectInput, void, 1, 1, "()"
DefineConsoleFunction( deactivateDirectInput, void, (), ,
"()"
"@brief Disables DirectInput.\n\n"
"Also deactivates any connected joysticks.\n\n"
"@ingroup Input" )
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
if ( Input::isActive() )
Input::deactivate();
}
ConsoleFunction( activateDirectInput, void, 1, 1,"()"
DefineConsoleFunction( activateDirectInput, void, (), ,
"()"
"@brief Activates DirectInput.\n\n"
"Also activates any connected joysticks."
"@ingroup Input")
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
if ( !Input::isActive() )
Input::activate();
}
@ -81,11 +82,8 @@ ConsoleFunctionGroupEnd( InputManagement );
//--------------------------------------------------------------------------
static const U32 MaxPlayerNameLength = 16;
ConsoleFunction( strToPlayerName, const char*, 2, 2, "strToPlayerName( string )" )
DefineConsoleFunction( strToPlayerName, const char*, (const char* ptr ), , "strToPlayerName(string);" )
{
TORQUE_UNUSED(argc);
const char* ptr = argv[1];
// Strip leading spaces and underscores:
while ( *ptr == ' ' || *ptr == '_' )
@ -140,16 +138,16 @@ ConsoleFunction( strToPlayerName, const char*, 2, 2, "strToPlayerName( string )"
ConsoleFunctionGroupBegin( Platform , "General platform functions.");
ConsoleFunction( lockMouse, void, 2, 2, "(bool isLocked)"
DefineConsoleFunction( lockMouse, void, (bool isLocked ), , "(bool isLocked)"
"@brief Lock or unlock the mouse to the window.\n\n"
"When true, prevents the mouse from leaving the bounds of the game window.\n\n"
"@ingroup Input")
{
Platform::setWindowLocked(dAtob(argv[1]));
Platform::setWindowLocked(isLocked);
}
ConsoleFunction( setNetPort, bool, 2, 3, "(int port, bool bind=true)"
DefineConsoleFunction( setNetPort, bool, (int port, bool bind), (true), "(int port, bool bind=true)"
"@brief Set the network port for the game to use.\n\n"
"@param port The port to use.\n"
@ -161,37 +159,34 @@ ConsoleFunction( setNetPort, bool, 2, 3, "(int port, bool bind=true)"
"If you don't have firewall tunneling tech you can set this to false to avoid the prompt.\n\n"
"@ingroup Networking")
{
bool bind = true;
if (argc == 3)
bind = dAtob(argv[2]);
return Net::openPort(dAtoi(argv[1]), bind);
return Net::openPort((S32)port, bind);
}
ConsoleFunction( closeNetPort, void, 1, 1, "()"
DefineConsoleFunction( closeNetPort, void, (), , "()"
"@brief Closes the current network port\n\n"
"@ingroup Networking")
{
Net::closePort();
}
ConsoleFunction( saveJournal, void, 2, 2, "(string filename)"
DefineConsoleFunction( saveJournal, void, (const char * filename), , "(string filename)"
"Save the journal to the specified file.\n\n"
"@ingroup Platform")
{
Journal::Record(argv[1]);
Journal::Record(filename);
}
ConsoleFunction( playJournal, void, 2, 3, "(string filename)"
DefineConsoleFunction( playJournal, void, (const char * filename), , "(string filename)"
"@brief Begin playback of a journal from a specified field.\n\n"
"@param filename Name and path of file journal file\n"
"@ingroup Platform")
{
// CodeReview - BJG 4/24/2007 - The break flag needs to be wired back in.
// bool jBreak = (argc > 2)? dAtob(argv[2]): false;
Journal::Play(argv[1]);
Journal::Play(filename);
}
ConsoleFunction( getSimTime, S32, 1, 1, "()"
DefineConsoleFunction( getSimTime, S32, (), , "()"
"Return the current sim time in milliseconds.\n\n"
"@brief Sim time is time since the game started.\n\n"
"@ingroup Platform")
@ -199,7 +194,7 @@ ConsoleFunction( getSimTime, S32, 1, 1, "()"
return Sim::getCurrentTime();
}
ConsoleFunction( getRealTime, S32, 1, 1, "()"
DefineConsoleFunction( getRealTime, S32, (), , "()"
"@brief Return the current real time in milliseconds.\n\n"
"Real time is platform defined; typically time since the computer booted.\n\n"
"@ingroup Platform")

View file

@ -207,10 +207,6 @@ struct ServerFilter
Favorites = 3,
};
Type type;
char* gameType;
char* missionType;
enum // Query Flags
{
OnlineQuery = 0, // Authenticated with master
@ -226,17 +222,21 @@ struct ServerFilter
CurrentVersion = BIT(7),
NotXenon = BIT(6)
};
//Rearranging the fields according to their sizes
char* gameType;
char* missionType;
U8 queryFlags;
U8 minPlayers;
U8 maxPlayers;
U8 maxBots;
U8 filterFlags;
U8 buddyCount;
U16 minCPU;
U32 regionMask;
U32 maxPing;
U8 filterFlags;
U16 minCPU;
U8 buddyCount;
U32* buddyList;
Type type;
ServerFilter()
{
@ -410,25 +410,20 @@ void queryLanServers(U32 port, U8 flags, const char* gameType, const char* missi
//-----------------------------------------------------------------------------
ConsoleFunction( queryAllServers, void, 12, 12, "queryAllServers(...);" )
DefineConsoleFunction( queryAllServers
, void, ( U32 lanPort
, U32 flags
, const char * gameType
, const char * missionType
, U32 minPlayers
, U32 maxPlayers
, U32 maxBots
, U32 regionMask
, U32 maxPing
, U32 minCPU
, U32 filterFlags )
, , "queryAllServers(...);" )
{
TORQUE_UNUSED(argc);
U32 lanPort = dAtoi(argv[1]);
U8 flags = dAtoi(argv[2]);
// It's not a good idea to hold onto args, recursive calls to
// console exec will trash them.
char* gameType = dStrdup(argv[3]);
char* missionType = dStrdup(argv[4]);
U8 minPlayers = dAtoi(argv[5]);
U8 maxPlayers = dAtoi(argv[6]);
U8 maxBots = dAtoi(argv[7]);
U32 regionMask = dAtoi(argv[8]);
U32 maxPing = dAtoi(argv[9]);
U16 minCPU = dAtoi(argv[10]);
U8 filterFlags = dAtoi(argv[11]);
U32 buddyList = 0;
clearServerList();
@ -437,37 +432,32 @@ ConsoleFunction( queryAllServers, void, 12, 12, "queryAllServers(...);" )
maxBots,regionMask,maxPing,minCPU,filterFlags,0,&buddyList);
queryLanServers(lanPort, flags, gameType, missionType, minPlayers, maxPlayers, maxBots,
regionMask, maxPing, minCPU, filterFlags);
regionMask, maxPing, minCPU, filterFlags);
dFree(gameType);
dFree(missionType);
}
ConsoleFunction( queryLanServers, void, 12, 12, "queryLanServers(...);" )
DefineConsoleFunction( queryLanServers
, void, ( U32 lanPort
, U32 flags
, const char * gameType
, const char * missionType
, U32 minPlayers
, U32 maxPlayers
, U32 maxBots
, U32 regionMask
, U32 maxPing
, U32 minCPU
, U32 filterFlags )
, , "queryLanServers(...);" )
{
TORQUE_UNUSED(argc);
U32 lanPort = dAtoi(argv[1]);
U8 flags = dAtoi(argv[2]);
// It's not a good idea to hold onto args, recursive calls to
// console exec will trash them.
char* gameType = dStrdup(argv[3]);
char* missionType = dStrdup(argv[4]);
U8 minPlayers = dAtoi(argv[5]);
U8 maxPlayers = dAtoi(argv[6]);
U8 maxBots = dAtoi(argv[7]);
U32 regionMask = dAtoi(argv[8]);
U32 maxPing = dAtoi(argv[9]);
U16 minCPU = dAtoi(argv[10]);
U8 filterFlags = dAtoi(argv[11]);
clearServerList();
queryLanServers(lanPort, flags, gameType, missionType, minPlayers, maxPlayers, maxBots,
regionMask, maxPing, minCPU, filterFlags);
regionMask, maxPing, minCPU, filterFlags);
dFree(gameType);
dFree(missionType);
}
//-----------------------------------------------------------------------------
@ -550,24 +540,20 @@ void queryMasterServer(U8 flags, const char* gameType, const char* missionType,
processMasterServerQuery( gPingSession );
}
ConsoleFunction( queryMasterServer, void, 11, 11, "queryMasterServer(...);" )
DefineConsoleFunction( queryMasterServer
, void, ( U32 lanPort
, U32 flags
, const char * gameType
, const char * missionType
, U32 minPlayers
, U32 maxPlayers
, U32 maxBots
, U32 regionMask
, U32 maxPing
, U32 minCPU
, U32 filterFlags )
, , "queryMasterServer(...);" )
{
TORQUE_UNUSED(argc);
U8 flags = dAtoi(argv[1]);
// It's not a good idea to hold onto args, recursive calls to
// console exec will trash them.
char* gameType = dStrdup(argv[2]);
char* missionType = dStrdup(argv[3]);
U8 minPlayers = dAtoi(argv[4]);
U8 maxPlayers = dAtoi(argv[5]);
U8 maxBots = dAtoi(argv[6]);
U32 regionMask = dAtoi(argv[7]);
U32 maxPing = dAtoi(argv[8]);
U16 minCPU = dAtoi(argv[9]);
U8 filterFlags = dAtoi(argv[10]);
U32 buddyList = 0;
clearServerList();
@ -580,17 +566,11 @@ ConsoleFunction( queryMasterServer, void, 11, 11, "queryMasterServer(...);" )
//-----------------------------------------------------------------------------
ConsoleFunction( querySingleServer, void, 3, 3, "querySingleServer(address, flags);" )
DefineConsoleFunction( querySingleServer
, void, ( const char* addrText, U8 flags )
, (0), "querySingleServer(address, flags);" )
{
TORQUE_UNUSED(argc);
NetAddress addr;
char* addrText;
addrText = dStrdup(argv[1]);
U8 flags = dAtoi(argv[2]);
Net::stringToAddress( addrText, &addr );
querySingleServer(&addr,flags);
}
@ -672,9 +652,8 @@ void cancelServerQuery()
}
}
ConsoleFunction( cancelServerQuery, void, 1, 1, "cancelServerQuery()" )
DefineConsoleFunction( cancelServerQuery, void, (), , "cancelServerQuery();" )
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
cancelServerQuery();
}
@ -701,43 +680,36 @@ void stopServerQuery()
}
}
ConsoleFunction( stopServerQuery, void, 1, 1, "stopServerQuery()" )
DefineConsoleFunction( stopServerQuery, void, (), , "stopServerQuery();" )
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
stopServerQuery();
}
//-----------------------------------------------------------------------------
ConsoleFunction(startHeartbeat, void, 1, 1, "startHeartbeat()")
DefineConsoleFunction( startHeartbeat, void, (), , "startHeartbeat();" )
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
if (validateAuthenticatedServer()) {
gHeartbeatSeq++;
processHeartbeat(gHeartbeatSeq); // thump-thump...
}
}
ConsoleFunction(stopHeartbeat, void, 1, 1, "stopHeartbeat();")
DefineConsoleFunction( stopHeartbeat, void, (), , "stopHeartbeat();" )
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
gHeartbeatSeq++;
}
//-----------------------------------------------------------------------------
ConsoleFunction( getServerCount, int, 1, 1, "getServerCount();" )
DefineConsoleFunction( getServerCount, int, (), , "getServerCount();" )
{
TORQUE_UNUSED(argv); TORQUE_UNUSED(argc);
return gServerList.size();
}
ConsoleFunction( setServerInfo, bool, 2, 2, "setServerInfo(index);" )
DefineConsoleFunction( setServerInfo, bool, (U32 index), , "setServerInfo(index);" )
{
TORQUE_UNUSED(argc);
U32 index = dAtoi(argv[1]);
if (index >= 0 && index < gServerList.size()) {
if (index < gServerList.size()) {
ServerInfo& info = gServerList[index];
char addrString[256];

View file

@ -23,6 +23,7 @@
#include "platform/platform.h"
#include "app/version.h"
#include "console/console.h"
#include "console/engineAPI.h"
static const U32 csgVersionNumber = TORQUE_GAME_ENGINE;
static const U32 appVersionNumber = TORQUE_APP_VERSION;
@ -91,44 +92,44 @@ const char* getCompileTimeString()
ConsoleFunctionGroupBegin( CompileInformation, "Functions to get version information about the current executable." );
ConsoleFunction( getVersionNumber, S32, 1, 1, "Get the version of the engine build, as a string.\n\n"
DefineConsoleFunction( getVersionNumber, S32, (), , "Get the version of the engine build, as a string.\n\n"
"@ingroup Debugging")
{
return getVersionNumber();
}
ConsoleFunction( getAppVersionNumber, S32, 1, 1, "Get the version of the application build, as a string.\n\n"
DefineConsoleFunction( getAppVersionNumber, S32, (), , "Get the version of the application build, as a string.\n\n"
"@ingroup Debugging")
{
return getAppVersionNumber();
}
ConsoleFunction( getVersionString, const char*, 1, 1, "Get the version of the engine build, as a human readable string.\n\n"
DefineConsoleFunction( getVersionString, const char*, (), , "Get the version of the engine build, as a human readable string.\n\n"
"@ingroup Debugging")
{
return getVersionString();
}
ConsoleFunction( getAppVersionString, const char*, 1, 1, "Get the version of the aplication, as a human readable string.\n\n"
DefineConsoleFunction( getAppVersionString, const char*, (), , "Get the version of the aplication build, as a human readable string.\n\n"
"@ingroup Debugging")
{
return getAppVersionString();
}
ConsoleFunction( getEngineName, const char*, 1, 1, "Get the name of the engine product that this is running from, as a string.\n\n"
DefineConsoleFunction( getEngineName, const char*, (), , "Get the name of the engine product that this is running from, as a string.\n\n"
"@ingroup Debugging")
{
return getEngineProductString();
}
ConsoleFunction( getCompileTimeString, const char*, 1, 1, "Get the time of compilation.\n\n"
DefineConsoleFunction( getCompileTimeString, const char*, (), , "Get the time of compilation.\n\n"
"@ingroup Debugging")
{
return getCompileTimeString();
}
ConsoleFunction( getBuildString, const char*, 1, 1, "Get the type of build, \"Debug\" or \"Release\".\n\n"
DefineConsoleFunction( getBuildString, const char*, (), , "Get the type of build, \"Debug\" or \"Release\".\n\n"
"@ingroup Debugging")
{
#ifdef TORQUE_DEBUG
@ -140,7 +141,7 @@ ConsoleFunction( getBuildString, const char*, 1, 1, "Get the type of build, \"De
ConsoleFunctionGroupEnd( CompileInformation );
ConsoleFunction(isDemo, bool, 1, 1, "")
DefineConsoleFunction( isDemo, bool, (), , "")
{
#ifdef TORQUE_DEMO
return true;
@ -149,7 +150,7 @@ ConsoleFunction(isDemo, bool, 1, 1, "")
#endif
}
ConsoleFunction(isWebDemo, bool, 1, 1, "")
DefineConsoleFunction( isWebDemo, bool, (), , "")
{
#ifdef TORQUE_DEMO
return Platform::getWebDeployment();

View file

@ -23,6 +23,7 @@
#include "platform/platform.h"
#include "console/compiler.h"
#include "console/consoleInternal.h"
#include "console/engineAPI.h"
#include "core/util/tDictionary.h"
#include "core/strings/stringFunctions.h"
#include "app/mainLoop.h"
@ -458,20 +459,16 @@ extern "C" {
// By default, it is marked as secure by the web plugins and then can be called from
// Javascript on the web page to ensure that function calls across the language
// boundry are working with arguments and return values
ConsoleFunction(testJavaScriptBridge, const char *, 4, 4, "testBridge(arg1, arg2, arg3)")
DefineConsoleFunction( testJavaScriptBridge, const char *, (const char* arg1, const char* arg2, const char* arg3), , "testBridge(arg1, arg2, arg3)")
{
S32 failed = 0;
if(argc != 4)
failed = 1;
else
{
if (dStrcmp(argv[1],"one"))
if (dStrcmp(arg1,"one"))
failed = 2;
if (dStrcmp(argv[2],"two"))
if (dStrcmp(arg2,"two"))
failed = 2;
if (dStrcmp(argv[3],"three"))
if (dStrcmp(arg3,"three"))
failed = 2;
}
//attempt to call from TorqueScript -> JavaScript
const char* jret = Con::evaluate("JS::bridgeCallback(\"one\",\"two\",\"three\");");

View file

@ -25,6 +25,7 @@
#include "console/consoleTypes.h"
#include "component/simComponent.h"
#include "core/stream/stream.h"
#include "console/engineAPI.h"
SimComponent::SimComponent() : mOwner( NULL )
{
@ -404,17 +405,16 @@ ConsoleMethod( SimComponent, removeComponents, bool, 3, 64, "%obj.removeComponen
return true;
}
ConsoleMethod( SimComponent, getComponentCount, S32, 2, 2, "() Get the current component count\n"
DefineConsoleMethod( SimComponent, getComponentCount, S32, (), , "() Get the current component count\n"
"@return The number of components in the list as an integer")
{
return object->getComponentCount();
}
ConsoleMethod( SimComponent, getComponent, S32, 3, 3, "(idx) Get the component corresponding to the given index.\n"
DefineConsoleMethod( SimComponent, getComponent, S32, (S32 idx), , "(idx) Get the component corresponding to the given index.\n"
"@param idx An integer index value corresponding to the desired component.\n"
"@return The id of the component at the given index as an integer")
{
S32 idx = dAtoi(argv[2]);
if(idx < 0 || idx >= object->getComponentCount())
{
Con::errorf("SimComponent::getComponent - Invalid index %d", idx);
@ -425,27 +425,27 @@ ConsoleMethod( SimComponent, getComponent, S32, 3, 3, "(idx) Get the component c
return c ? c->getId() : 0;
}
ConsoleMethod(SimComponent, setEnabled, void, 3, 3, "(enabled) Sets or unsets the enabled flag\n"
DefineConsoleMethod(SimComponent, setEnabled, void, (bool enabled), , "(enabled) Sets or unsets the enabled flag\n"
"@param enabled Boolean value\n"
"@return No return value")
{
object->setEnabled(dAtob(argv[2]));
object->setEnabled(enabled);
}
ConsoleMethod(SimComponent, isEnabled, bool, 2, 2, "() Check whether SimComponent is currently enabled\n"
DefineConsoleMethod(SimComponent, isEnabled, bool, (), , "() Check whether SimComponent is currently enabled\n"
"@return true if enabled and false if not")
{
return object->isEnabled();
}
ConsoleMethod(SimComponent, setIsTemplate, void, 3, 3, "(template) Sets or unsets the template flag\n"
DefineConsoleMethod(SimComponent, setIsTemplate, void, (bool templateFlag), , "(template) Sets or unsets the template flag\n"
"@param template Boolean value\n"
"@return No return value")
{
object->setIsTemplate(dAtob(argv[2]));
object->setIsTemplate(templateFlag);
}
ConsoleMethod(SimComponent, getIsTemplate, bool, 2, 2, "() Check whether SimComponent is currently a template\n"
DefineConsoleMethod(SimComponent, getIsTemplate, bool, (), , "() Check whether SimComponent is currently a template\n"
"@return true if is a template and false if not")
{
return object->getIsTemplate();

View file

@ -571,21 +571,22 @@ DefineEngineMethod( SimXMLDocument, attribute, const char*, ( const char* attrib
}
// These two methods don't make a lot of sense the way TS works. Leaving them in for backwards-compatibility.
ConsoleMethod( SimXMLDocument, attributeF32, F32, 3, 3, "(string attributeName)"
DefineConsoleMethod( SimXMLDocument, attributeF32, F32, (const char * attributeName), , "(string attributeName)"
"@brief Get float attribute from the current Element on the stack.\n\n"
"@param attributeName Name of attribute to retrieve.\n"
"@return The value of the given attribute in the form of a float.\n"
"@deprecated Use attribute().")
{
return dAtof( object->attribute( argv[2] ) );
return dAtof( object->attribute( attributeName ) );
}
ConsoleMethod(SimXMLDocument, attributeS32, S32, 3, 3, "(string attributeName)"
DefineConsoleMethod(SimXMLDocument, attributeS32, S32, (const char * attributeName), , "(string attributeName)"
"@brief Get int attribute from the current Element on the stack.\n\n"
"@param attributeName Name of attribute to retrieve.\n"
"@return The value of the given attribute in the form of an integer.\n"
"@deprecated Use attribute().")
{
return dAtoi( object->attribute( argv[2] ) );
return dAtoi( object->attribute( attributeName ) );
}
// -----------------------------------------------------------------------------

View file

@ -470,11 +470,11 @@ ConsoleValueRef CodeBlock::exec(U32 ip, const char *functionName, Namespace *thi
dSprintf(traceBuffer + dStrlen(traceBuffer), sizeof(traceBuffer) - dStrlen(traceBuffer),
"%s(", thisFunctionName);
}
for (i = 0; i < wantedArgc; i++)
for(i = 0; i < wantedArgc; i++)
{
dStrcat(traceBuffer, argv[i + 1]);
if (i != wantedArgc - 1)
dStrcat(traceBuffer, ", ");
dStrcat(traceBuffer, argv[i+1]);
if(i != wantedArgc - 1)
dStrcat(traceBuffer, ", ");
}
dStrcat(traceBuffer, ")");
Con::printf("%s", traceBuffer);
@ -533,9 +533,16 @@ ConsoleValueRef CodeBlock::exec(U32 ip, const char *functionName, Namespace *thi
}
}
// Reset the console stack frame which at this point will contain
// either nothing or argv[] which we just copied
CSTK.resetFrame();
bool doResetValueStack = !gEvalState.mResetLocked;
gEvalState.mResetLocked = true;
if (gEvalState.mShouldReset)
{
// Ensure all stacks are clean in case anything became unbalanced during the previous execution
STR.clearFrames();
CSTK.clearFrames();
gEvalState.mShouldReset = false;
}
// Grab the state of the telenet debugger here once
// so that the push and pop frames are always balanced.
@ -1817,7 +1824,7 @@ breakContinue:
ConsoleValueRef ret;
if(nsEntry->mFunctionOffset)
ret = nsEntry->mCode->exec(nsEntry->mFunctionOffset, fnName, nsEntry->mNamespace, callArgc, callArgv, false, nsEntry->mPackage);
STR.popFrame();
// Functions are assumed to return strings, so look ahead to see if we can skip the conversion
if(code[ip] == OP_STR_TO_UINT)
@ -1837,7 +1844,7 @@ breakContinue:
}
else
STR.setStringValue((const char*)ret);
// This will clear everything including returnValue
CSTK.popFrame();
STR.clearFunctionOffset();
@ -2219,15 +2226,7 @@ execFinished:
Con::printf("%s", traceBuffer);
}
}
else
{
delete[] globalStrings;
globalStringsMaxLen = 0;
delete[] globalFloats;
globalStrings = NULL;
globalFloats = NULL;
}
smCurrentCodeBlock = saveCodeBlock;
if(saveCodeBlock && saveCodeBlock->name)
{
@ -2235,6 +2234,13 @@ execFinished:
Con::gCurrentRoot = saveCodeBlock->modPath;
}
// Mark the reset flag for the next run if we've finished execution
if (doResetValueStack)
{
gEvalState.mShouldReset = true;
gEvalState.mResetLocked = false;
}
decRefCount();
#ifdef TORQUE_DEBUG

View file

@ -275,7 +275,7 @@ bool useTimestamp = false;
ConsoleFunctionGroupBegin( Clipboard, "Miscellaneous functions to control the clipboard and clear the console.");
ConsoleFunction( cls, void, 1, 1, "()"
DefineConsoleFunction( cls, void, (), , "()"
"@brief Clears the console output.\n\n"
"@ingroup Console")
{
@ -285,18 +285,18 @@ ConsoleFunction( cls, void, 1, 1, "()"
consoleLog.setSize(0);
};
ConsoleFunction( getClipboard, const char*, 1, 1, "()"
DefineConsoleFunction( getClipboard, const char*, (), , "()"
"@brief Get text from the clipboard.\n\n"
"@internal")
{
return Platform::getClipboard();
};
ConsoleFunction( setClipboard, bool, 2, 2, "(string text)"
DefineConsoleFunction( setClipboard, bool, (const char* text), , "(string text)"
"@brief Set the system clipboard.\n\n"
"@internal")
{
return Platform::setClipboard(argv[1]);
return Platform::setClipboard(text);
};
ConsoleFunctionGroupEnd( Clipboard );

View file

@ -1179,7 +1179,7 @@ static bool isInSet(char c, const char *set)
return false;
}
ConsoleFunction( nextToken, const char *, 4, 4, "( string str, string token, string delimiters ) "
DefineConsoleFunction( nextToken, const char*, ( const char* str1, const char* token, const char* delim), , "( string str, string token, string delimiters ) "
"Tokenize a string using a set of delimiting characters.\n"
"This function first skips all leading charaters in @a str that are contained in @a delimiters. "
"From that position, it then scans for the next character in @a str that is contained in @a delimiters and stores all characters "
@ -1207,13 +1207,11 @@ ConsoleFunction( nextToken, const char *, 4, 4, "( string str, string token, str
"@endtsexample\n\n"
"@ingroup Strings" )
{
char buffer[4096];
dStrncpy(buffer, argv[1], 4096);
char buffer[4096];
dStrncpy(buffer, str1, 4096);
char *str = buffer;
const char *token = argv[2];
const char *delim = argv[3];
if( str )
if( str[0] )
{
// skip over any characters that are a member of delim
// no need for special '\0' check since it can never be in delim
@ -1242,8 +1240,9 @@ ConsoleFunction( nextToken, const char *, 4, 4, "( string str, string token, str
str++;
}
char *ret = Con::getReturnBuffer(dStrlen(str)+1);
dStrncpy(ret, str, dStrlen(str)+1);
U32 returnLen = dStrlen(str)+1;
char *ret = Con::getReturnBuffer(returnLen);
dStrncpy(ret, str, returnLen);
return ret;
}
@ -1289,7 +1288,7 @@ DefineEngineFunction( detag, const char*, ( const char* str ),,
return str;
}
ConsoleFunction(getTag, const char *, 2, 2, "(string textTagString)"
DefineConsoleFunction( getTag, const char*, ( const char* textTagString ), , "( string textTagString ) "
"@brief Extracts the tag from a tagged string\n\n"
"Should only be used within the context of a function that receives a tagged "
@ -1303,26 +1302,24 @@ ConsoleFunction(getTag, const char *, 2, 2, "(string textTagString)"
"@see detag()\n"
"@ingroup Networking")
{
TORQUE_UNUSED(argc);
if(argv[1][0] == StringTagPrefixByte)
if(textTagString[0] == StringTagPrefixByte)
{
const char *arg = argv[1];
const char * space = dStrchr(argv[1], ' ');
const char * space = dStrchr(textTagString, ' ');
U32 len;
U64 len;
if(space)
len = space - arg;
len = space - textTagString;
else
len = dStrlen(arg) + 1;
len = dStrlen(textTagString) + 1;
char * ret = Con::getReturnBuffer(len);
dStrncpy(ret, arg + 1, len - 1);
dStrncpy(ret, textTagString + 1, len - 1);
ret[len - 1] = 0;
return(ret);
}
else
return(argv[1]);
return(textTagString);
}
@ -1512,13 +1509,12 @@ DefineConsoleFunction( quit, void, ( ),,
//-----------------------------------------------------------------------------
#ifdef TORQUE_DEMO_PURCHASE
ConsoleFunction( realQuit, void, 1, 1, "" )
DefineConsoleFunction( realQuit, void, (), , "")
{
TORQUE_UNUSED(argc); TORQUE_UNUSED(argv);
Platform::postQuitMessage(0);
}
#endif
//-----------------------------------------------------------------------------
@ -2185,87 +2181,86 @@ DefineEngineFunction( exec, bool, ( const char* fileName, bool noCalls, bool jou
return ret;
}
ConsoleFunction(eval, const char *, 2, 2, "eval(consoleString)")
DefineConsoleFunction( eval, const char*, ( const char* consoleString ), , "eval(consoleString)" )
{
TORQUE_UNUSED(argc);
return Con::evaluate(argv[1], false, NULL);
return Con::evaluate(consoleString, false, NULL);
}
ConsoleFunction(getVariable, const char *, 2, 2, "(string varName)\n"
DefineConsoleFunction( getVariable, const char*, ( const char* varName ), , "(string varName)\n"
"@brief Returns the value of the named variable or an empty string if not found.\n\n"
"@varName Name of the variable to search for\n"
"@return Value contained by varName, \"\" if the variable does not exist\n"
"@ingroup Scripting")
{
return Con::getVariable(argv[1]);
return Con::getVariable(varName);
}
ConsoleFunction(setVariable, void, 3, 3, "(string varName, string value)\n"
DefineConsoleFunction( setVariable, void, ( const char* varName, const char* value ), , "(string varName, string value)\n"
"@brief Sets the value of the named variable.\n\n"
"@param varName Name of the variable to locate\n"
"@param value New value of the variable\n"
"@return True if variable was successfully found and set\n"
"@ingroup Scripting")
{
return Con::setVariable(argv[1], argv[2]);
return Con::setVariable(varName, value);
}
ConsoleFunction(isFunction, bool, 2, 2, "(string funcName)"
DefineConsoleFunction( isFunction, bool, ( const char* funcName ), , "(string funcName)"
"@brief Determines if a function exists or not\n\n"
"@param funcName String containing name of the function\n"
"@return True if the function exists, false if not\n"
"@ingroup Scripting")
{
return Con::isFunction(argv[1]);
return Con::isFunction(funcName);
}
ConsoleFunction(getFunctionPackage, const char*, 2, 2, "(string funcName)"
DefineConsoleFunction( getFunctionPackage, const char*, ( const char* funcName ), , "(string funcName)"
"@brief Provides the name of the package the function belongs to\n\n"
"@param funcName String containing name of the function\n"
"@return The name of the function's package\n"
"@ingroup Packages")
{
Namespace::Entry* nse = Namespace::global()->lookup( StringTable->insert( argv[1] ) );
Namespace::Entry* nse = Namespace::global()->lookup( StringTable->insert( funcName ) );
if( !nse )
return "";
return nse->mPackage;
}
ConsoleFunction(isMethod, bool, 3, 3, "(string namespace, string method)"
DefineConsoleFunction( isMethod, bool, ( const char* nameSpace, const char* method ), , "(string namespace, string method)"
"@brief Determines if a class/namespace method exists\n\n"
"@param namespace Class or namespace, such as Player\n"
"@param method Name of the function to search for\n"
"@return True if the method exists, false if not\n"
"@ingroup Scripting\n")
{
Namespace* ns = Namespace::find( StringTable->insert( argv[1] ) );
Namespace::Entry* nse = ns->lookup( StringTable->insert( argv[2] ) );
Namespace* ns = Namespace::find( StringTable->insert( nameSpace ) );
Namespace::Entry* nse = ns->lookup( StringTable->insert( method ) );
if( !nse )
return false;
return true;
}
ConsoleFunction(getMethodPackage, const char*, 3, 3, "(string namespace, string method)"
DefineConsoleFunction( getMethodPackage, const char*, ( const char* nameSpace, const char* method ), , "(string namespace, string method)"
"@brief Provides the name of the package the method belongs to\n\n"
"@param namespace Class or namespace, such as Player\n"
"@param method Name of the funciton to search for\n"
"@return The name of the method's package\n"
"@ingroup Packages")
{
Namespace* ns = Namespace::find( StringTable->insert( argv[1] ) );
Namespace* ns = Namespace::find( StringTable->insert( nameSpace ) );
if( !ns )
return "";
Namespace::Entry* nse = ns->lookup( StringTable->insert( argv[2] ) );
Namespace::Entry* nse = ns->lookup( StringTable->insert( method ) );
if( !nse )
return "";
return nse->mPackage;
}
ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
DefineConsoleFunction( isDefined, bool, ( const char* varName, const char* varValue ), ("") , "(string varName)"
"@brief Determines if a variable exists and contains a value\n"
"@param varName Name of the variable to search for\n"
"@return True if the variable was defined in script, false if not\n"
@ -2274,13 +2269,13 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
"@endtsexample\n\n"
"@ingroup Scripting")
{
if(dStrlen(argv[1]) == 0)
if(dStrIsEmpty(varName))
{
Con::errorf("isDefined() - did you forget to put quotes around the variable name?");
return false;
}
StringTableEntry name = StringTable->insert(argv[1]);
StringTableEntry name = StringTable->insert(varName);
// Deal with <var>.<value>
if (dStrchr(name, '.'))
@ -2331,7 +2326,7 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
if (!value)
{
obj->setDataField(valName, 0, argv[2]);
obj->setDataField(valName, 0, varValue);
return false;
}
@ -2350,8 +2345,10 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
{
if (dStrlen(value) > 0)
return true;
else if (argc > 2)
obj->setDataField(valName, 0, argv[2]);
else if (!dStrIsEmpty(varValue))
{
obj->setDataField(valName, 0, varValue);
}
}
}
}
@ -2365,8 +2362,10 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
if (ent)
return true;
else if (argc > 2)
gEvalState.getCurrentFrame().setVariable(name, argv[2]);
else if (!dStrIsEmpty(varValue))
{
gEvalState.getCurrentFrame().setVariable(name, varValue);
}
}
else
Con::errorf("%s() - no local variable frame.", __FUNCTION__);
@ -2378,16 +2377,20 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
if (ent)
return true;
else if (argc > 2)
gEvalState.globalVars.setVariable(name, argv[2]);
else if (!dStrIsEmpty(varValue))
{
gEvalState.globalVars.setVariable(name, varValue);
}
}
else
{
// Is it an object?
if (dStrcmp(argv[1], "0") && dStrcmp(argv[1], "") && (Sim::findObject(argv[1]) != NULL))
if (dStrcmp(varName, "0") && dStrcmp(varName, "") && (Sim::findObject(varName) != NULL))
return true;
else if (argc > 2)
Con::errorf("%s() - can't assign a value to a variable of the form \"%s\"", __FUNCTION__, (const char*)argv[1]);
else if (!dStrIsEmpty(varValue))
{
Con::errorf("%s() - can't assign a value to a variable of the form \"%s\"", __FUNCTION__, varValue);
}
}
return false;
@ -2395,39 +2398,39 @@ ConsoleFunction(isDefined, bool, 2, 3, "(string varName)"
//-----------------------------------------------------------------------------
ConsoleFunction( isCurrentScriptToolScript, bool, 1, 1,
"() Returns true if the calling script is a tools script.\n"
DefineConsoleFunction( isCurrentScriptToolScript, bool, (), , "()"
"Returns true if the calling script is a tools script.\n"
"@hide")
{
return Con::isCurrentScriptToolScript();
}
ConsoleFunction(getModNameFromPath, const char *, 2, 2, "(string path)"
DefineConsoleFunction( getModNameFromPath, const char *, ( const char* path ), , "(string path)"
"@brief Attempts to extract a mod directory from path. Returns empty string on failure.\n\n"
"@param File path of mod folder\n"
"@note This is no longer relevant in Torque 3D (which does not use mod folders), should be deprecated\n"
"@internal")
{
StringTableEntry modPath = Con::getModNameFromPath(argv[1]);
StringTableEntry modPath = Con::getModNameFromPath(path);
return modPath ? modPath : "";
}
//-----------------------------------------------------------------------------
ConsoleFunction( pushInstantGroup, void, 1, 2, "([group])"
DefineConsoleFunction( pushInstantGroup, void, ( String group ),("") , "([group])"
"@brief Pushes the current $instantGroup on a stack "
"and sets it to the given value (or clears it).\n\n"
"@note Currently only used for editors\n"
"@ingroup Editors\n"
"@internal")
{
if( argc > 1 )
Con::pushInstantGroup( (const char*)argv[ 1 ] );
if( group.size() > 0 )
Con::pushInstantGroup( group );
else
Con::pushInstantGroup();
}
ConsoleFunction( popInstantGroup, void, 1, 1, "()"
DefineConsoleFunction( popInstantGroup, void, (), , "()"
"@brief Pop and restore the last setting of $instantGroup off the stack.\n\n"
"@note Currently only used for editors\n\n"
"@ingroup Editors\n"
@ -2438,11 +2441,11 @@ ConsoleFunction( popInstantGroup, void, 1, 1, "()"
//-----------------------------------------------------------------------------
ConsoleFunction(getPrefsPath, const char *, 1, 2, "([relativeFileName])"
DefineConsoleFunction( getPrefsPath, const char *, ( const char* relativeFileName ), (""), "([relativeFileName])"
"@note Appears to be useless in Torque 3D, should be deprecated\n"
"@internal")
{
const char *filename = Platform::getPrefsPath(argc > 1 ? (const char*)argv[1] : NULL);
const char *filename = Platform::getPrefsPath(relativeFileName);
if(filename == NULL || *filename == 0)
return "";

View file

@ -796,6 +796,8 @@ ExprEvalState::ExprEvalState()
currentVariable = NULL;
mStackDepth = 0;
stack.reserve( 64 );
mShouldReset = false;
mResetLocked = false;
}
ExprEvalState::~ExprEvalState()

View file

@ -468,6 +468,8 @@ public:
bool traceOn;
U32 mStackDepth;
bool mShouldReset; ///< Designates if the value stack should be reset
bool mResetLocked; ///< mShouldReset will be set at the end
ExprEvalState();
~ExprEvalState();

View file

@ -225,7 +225,7 @@ void ConsoleLogger::log( const char *consoleLine )
//-----------------------------------------------------------------------------
ConsoleMethod( ConsoleLogger, attach, bool, 2, 2, "() Attaches the logger to the console and begins writing to file"
DefineConsoleMethod( ConsoleLogger, attach, bool, (), , "() Attaches the logger to the console and begins writing to file"
"@tsexample\n"
"// Create the logger\n"
"// Will automatically start writing to testLogging.txt with normal priority\n"
@ -247,7 +247,7 @@ ConsoleMethod( ConsoleLogger, attach, bool, 2, 2, "() Attaches the logger to the
//-----------------------------------------------------------------------------
ConsoleMethod( ConsoleLogger, detach, bool, 2, 2, "() Detaches the logger from the console and stops writing to file"
DefineConsoleMethod( ConsoleLogger, detach, bool, (), , "() Detaches the logger from the console and stops writing to file"
"@tsexample\n"
"// Create the logger\n"
"// Will automatically start writing to testLogging.txt with normal priority\n"

View file

@ -21,6 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/consoleInternal.h"
#include "console/engineAPI.h"
#include "console/consoleObject.h"
#include "console/SimXMLDocument.h"
@ -313,7 +314,7 @@ namespace Con {
}; // namespace Con
ConsoleFunction(consoleExportXML, const char*, 1, 1, "Exports console definition XML representation")
DefineConsoleFunction( consoleExportXML, const char*, (), ,"Exports console definition XML representation" )
{
Con::XMLExport xmlExport;
String xml;

View file

@ -245,6 +245,19 @@ struct EngineUnmarshallData< F32 >
}
};
template<>
struct EngineUnmarshallData< U8 >
{
U8 operator()( ConsoleValueRef &ref ) const
{
return (U8)((S32)ref);
}
U8 operator()( const char* str ) const
{
return dAtoui( str );
}
};
template<>
struct EngineUnmarshallData< const char* >
{
const char* operator()( const char* str ) const

View file

@ -22,6 +22,7 @@
#include "core/strings/stringUnit.h"
#include "console/fieldBrushObject.h"
#include "console/engineAPI.h"
// Prefix added to dynamic-fields when they're used to store any copied static-fields when peristing.
#define INTERNAL_FIELD_PREFIX "_fieldBrush_"
@ -122,12 +123,12 @@ static char* suppressSpaces(const char* in_pname)
//-----------------------------------------------------------------------------
// Query Groups.
//-----------------------------------------------------------------------------
ConsoleMethod(FieldBrushObject, queryGroups, const char*, 3, 3, "(simObject) Query available static-field groups for selected object./\n"
DefineConsoleMethod(FieldBrushObject, queryGroups, const char*, (const char* simObjName), , "(simObject) Query available static-field groups for selected object./\n"
"@param simObject Object to query static-field groups on.\n"
"@return Space-seperated static-field group list.")
{
// Fetch selected object.
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( argv[2] ) );
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( simObjName ) );
// Valid object?
if ( pSimObject == NULL )
@ -190,13 +191,13 @@ ConsoleMethod(FieldBrushObject, queryGroups, const char*, 3, 3, "(simObject) Que
//-----------------------------------------------------------------------------
// Query Fields.
//-----------------------------------------------------------------------------
ConsoleMethod(FieldBrushObject, queryFields, const char*, 3, 4, "(simObject, [groupList]) Query available static-fields for selected object./\n"
DefineConsoleMethod(FieldBrushObject, queryFields, const char*, (const char* simObjName, const char* groupList), (""), "(simObject, [groupList]) Query available static-fields for selected object./\n"
"@param simObject Object to query static-fields on.\n"
"@param groupList groups to filter static-fields against.\n"
"@return Space-seperated static-field list.")
{
// Fetch selected object.
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( argv[2] ) );
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( simObjName ) );
// Valid object?
if ( pSimObject == NULL )
@ -215,7 +216,7 @@ ConsoleMethod(FieldBrushObject, queryFields, const char*, 3, 4, "(simObject, [gr
const AbstractClassRep::FieldList& staticFields = pSimObject->getFieldList();
// Did we specify a groups list?
if ( argc < 4 )
if ( dStrIsEmpty(groupList) )
{
// No, so return all fields...
@ -263,7 +264,6 @@ ConsoleMethod(FieldBrushObject, queryFields, const char*, 3, 4, "(simObject, [gr
// Group List.
Vector<StringTableEntry> groups;
// Yes, so fetch group list.
const char* groupList = argv[3];
// Yes, so calculate group Count.
const U32 groupCount = StringUnit::getUnitCount( groupList, " \t\n" );
@ -366,13 +366,13 @@ ConsoleMethod(FieldBrushObject, queryFields, const char*, 3, 4, "(simObject, [gr
//-----------------------------------------------------------------------------
// Copy Fields.
//-----------------------------------------------------------------------------
ConsoleMethod(FieldBrushObject, copyFields, void, 3, 4, "(simObject, [fieldList]) Copy selected static-fields for selected object./\n"
DefineConsoleMethod(FieldBrushObject, copyFields, void, (const char* simObjName, const char* pFieldList), (""), "(simObject, [fieldList]) Copy selected static-fields for selected object./\n"
"@param simObject Object to copy static-fields from.\n"
"@param fieldList fields to filter static-fields against.\n"
"@return No return value.")
{
// Fetch selected object.
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( argv[2] ) );
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( simObjName ) );
// Valid object?
if ( pSimObject == NULL )
@ -383,7 +383,6 @@ ConsoleMethod(FieldBrushObject, copyFields, void, 3, 4, "(simObject, [fieldList]
}
// Fetch field list.
const char* pFieldList = (argc > 3 ) ? (const char*)argv[3] : NULL;
// Copy Fields.
object->copyFields( pSimObject, pFieldList );
@ -501,12 +500,12 @@ void FieldBrushObject::copyFields( SimObject* pSimObject, const char* fieldList
//-----------------------------------------------------------------------------
// Paste Fields.
//-----------------------------------------------------------------------------
ConsoleMethod(FieldBrushObject, pasteFields, void, 3, 3, "(simObject) Paste copied static-fields to selected object./\n"
DefineConsoleMethod(FieldBrushObject, pasteFields, void, (const char* simObjName), , "(simObject) Paste copied static-fields to selected object./\n"
"@param simObject Object to paste static-fields to.\n"
"@return No return value.")
{
// Fetch selected object.
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( argv[2] ) );
SimObject* pSimObject = dynamic_cast<SimObject*>( Sim::findObject( simObjName ) );
// Valid object?
if ( pSimObject == NULL )

View file

@ -23,6 +23,7 @@
#include "persistenceManager.h"
#include "console/simSet.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "core/stream/fileStream.h"
#include "gui/core/guiTypes.h"
#include "materials/customMaterialDefinition.h"
@ -2189,52 +2190,51 @@ void PersistenceManager::deleteObjectsFromFile(const char* fileName)
clearAll();
}
ConsoleMethod( PersistenceManager, deleteObjectsFromFile, void, 3, 3, "( fileName )"
DefineConsoleMethod( PersistenceManager, deleteObjectsFromFile, void, ( const char * fileName ), , "( fileName )"
"Delete all of the objects that are created from the given file." )
{
// Delete Objects.
object->deleteObjectsFromFile( argv[2] );
object->deleteObjectsFromFile( fileName );
}
ConsoleMethod( PersistenceManager, setDirty, void, 3, 4, "(SimObject object, [filename])"
DefineConsoleMethod( PersistenceManager, setDirty, void, ( const char * objName, const char * fileName ), (""), "(SimObject object, [filename])"
"Mark an existing SimObject as dirty (will be written out when saveDirty() is called).")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp(objName,"") != 0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("PersistenceManager::setDirty(): Invalid SimObject: %s", objName);
return;
}
}
// Prevent ourselves from shooting us in the foot.
if( dirtyObject == Sim::getRootGroup() )
{
Con::errorf( "%s(): Cannot save RootGroup", (const char*)argv[ 0 ] );
Con::errorf( "PersistenceManager::setDirty(): Cannot save RootGroup" );
return;
}
if (dirtyObject)
{
if (argc == 4 && argv[3][0])
object->setDirty(dirtyObject, argv[3]);
if (dStrcmp( fileName,"")!=0)
object->setDirty(dirtyObject, fileName);
else
object->setDirty(dirtyObject);
}
}
ConsoleMethod( PersistenceManager, removeDirty, void, 3, 3, "(SimObject object)"
DefineConsoleMethod( PersistenceManager, removeDirty, void, ( const char * objName ), , "(SimObject object)"
"Remove a SimObject from the dirty list.")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp( objName,"")!=0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("PersistenceManager::removeDirty(): Invalid SimObject: %s", objName);
return;
}
}
@ -2243,15 +2243,15 @@ ConsoleMethod( PersistenceManager, removeDirty, void, 3, 3, "(SimObject object)"
object->removeDirty(dirtyObject);
}
ConsoleMethod( PersistenceManager, isDirty, bool, 3, 3, "(SimObject object)"
DefineConsoleMethod( PersistenceManager, isDirty, bool, ( const char * objName ), , "(SimObject object)"
"Returns true if the SimObject is on the dirty list.")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp ( objName,"")!=0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("PersistenceManager::isDirty(): Invalid SimObject: %s", objName);
return false;
}
}
@ -2262,25 +2262,24 @@ ConsoleMethod( PersistenceManager, isDirty, bool, 3, 3, "(SimObject object)"
return false;
}
ConsoleMethod( PersistenceManager, hasDirty, bool, 2, 2, "()"
DefineConsoleMethod( PersistenceManager, hasDirty, bool, (), , "()"
"Returns true if the manager has dirty objects to save." )
{
return object->hasDirty();
}
ConsoleMethod( PersistenceManager, getDirtyObjectCount, S32, 2, 2, "()"
DefineConsoleMethod( PersistenceManager, getDirtyObjectCount, S32, (), , "()"
"Returns the number of dirty objects." )
{
return object->getDirtyList().size();
}
ConsoleMethod( PersistenceManager, getDirtyObject, S32, 3, 3, "( index )"
DefineConsoleMethod( PersistenceManager, getDirtyObject, S32, (S32 index), , "( index )"
"Returns the ith dirty object." )
{
const S32 index = dAtoi( argv[2] );
if ( index < 0 || index >= object->getDirtyList().size() )
{
Con::warnf( "PersistenceManager::getDirtyObject() - Index (%s) out of range.", (const char*)argv[2] );
Con::warnf( "PersistenceManager::getDirtyObject() - Index (%s) out of range.", index );
return 0;
}
@ -2291,7 +2290,7 @@ ConsoleMethod( PersistenceManager, getDirtyObject, S32, 3, 3, "( index )"
return ( dirtyObject.getObject() ) ? dirtyObject.getObject()->getId() : 0;
}
ConsoleMethod( PersistenceManager, listDirty, void, 2, 2, "()"
DefineConsoleMethod( PersistenceManager, listDirty, void, (), , "()"
"Prints the dirty list to the console.")
{
const PersistenceManager::DirtyList dirtyList = object->getDirtyList();
@ -2319,21 +2318,21 @@ ConsoleMethod( PersistenceManager, listDirty, void, 2, 2, "()"
}
}
ConsoleMethod( PersistenceManager, saveDirty, bool, 2, 2, "()"
DefineConsoleMethod( PersistenceManager, saveDirty, bool, (), , "()"
"Saves all of the SimObject's on the dirty list to their respective files.")
{
return object->saveDirty();
}
ConsoleMethod( PersistenceManager, saveDirtyObject, bool, 3, 3, "(SimObject object)"
DefineConsoleMethod( PersistenceManager, saveDirtyObject, bool, (const char * objName), , "(SimObject object)"
"Save a dirty SimObject to it's file.")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp ( objName, "")!=0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("%s(): Invalid SimObject: %s", object->getName(), objName);
return false;
}
}
@ -2343,51 +2342,51 @@ ConsoleMethod( PersistenceManager, saveDirtyObject, bool, 3, 3, "(SimObject obje
return false;
}
ConsoleMethod( PersistenceManager, clearAll, void, 2, 2, "()"
DefineConsoleMethod( PersistenceManager, clearAll, void, (), , "()"
"Clears all the tracked objects without saving them." )
{
object->clearAll();
}
ConsoleMethod( PersistenceManager, removeObjectFromFile, void, 3, 4, "(SimObject object, [filename])"
DefineConsoleMethod( PersistenceManager, removeObjectFromFile, void, (const char * objName, const char * filename),("") , "(SimObject object, [filename])"
"Remove an existing SimObject from a file (can optionally specify a different file than \
the one it was created in.")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp ( objName , "")!=0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("PersistenceManager::removeObjectFromFile(): Invalid SimObject: %s", objName);
return;
}
}
if (dirtyObject)
{
if (argc == 4 && argv[3][0])
object->removeObjectFromFile(dirtyObject, argv[3]);
if (dStrcmp( filename,"")!=0)
object->removeObjectFromFile(dirtyObject, filename);
else
object->removeObjectFromFile(dirtyObject);
}
}
ConsoleMethod( PersistenceManager, removeField, void, 4, 4, "(SimObject object, string fieldName)"
DefineConsoleMethod( PersistenceManager, removeField, void, (const char * objName, const char * fieldName), , "(SimObject object, string fieldName)"
"Remove a specific field from an object declaration.")
{
SimObject *dirtyObject = NULL;
if (argv[2][0])
if (dStrcmp(objName,"")!=0)
{
if (!Sim::findObject(argv[2], dirtyObject))
if (!Sim::findObject(objName, dirtyObject))
{
Con::printf("%s(): Invalid SimObject: %s", (const char*)argv[0], (const char*)argv[2]);
Con::printf("PersistenceManager::removeField(): Invalid SimObject: %s", objName);
return;
}
}
if (dirtyObject)
{
if (argv[3][0])
object->addRemoveField(dirtyObject, argv[3]);
if (dStrcmp(fieldName,"") != 0)
object->addRemoveField(dirtyObject, fieldName);
}
}

View file

@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "console/engineAPI.h"
#include "console/sim.h"
#include "console/simEvents.h"
#include "console/simObject.h"
@ -86,23 +86,21 @@ namespace Sim
ConsoleFunctionGroupBegin ( SimFunctions, "Functions relating to Sim.");
ConsoleFunction(nameToID, S32, 2, 2, "nameToID(object)")
DefineConsoleFunction( nameToID, S32, (const char * objectName), ,"nameToID(object)")
{
TORQUE_UNUSED(argc);
SimObject *obj = Sim::findObject(argv[1]);
SimObject *obj = Sim::findObject(objectName);
if(obj)
return obj->getId();
else
return -1;
}
ConsoleFunction(isObject, bool, 2, 2, "isObject(object)")
DefineConsoleFunction( isObject, bool, (const char * objectName), ,"isObject(object)")
{
TORQUE_UNUSED(argc);
if (!dStrcmp(argv[1], "0") || !dStrcmp(argv[1], ""))
if (!dStrcmp(objectName, "0") || !dStrcmp(objectName, ""))
return false;
else
return (Sim::findObject(argv[1]) != NULL);
return (Sim::findObject(objectName) != NULL);
}
ConsoleDocFragment _spawnObject1(
@ -135,24 +133,14 @@ ConsoleDocFragment _spawnObject1(
"bool spawnObject(class [, dataBlock, name, properties, script]);"
);
ConsoleFunction(spawnObject, S32, 3, 6, "spawnObject(class [, dataBlock, name, properties, script])"
DefineConsoleFunction( spawnObject, S32, ( const char * spawnClass
, const char * spawnDataBlock
, const char * spawnName
, const char * spawnProperties
, const char * spawnScript
),("","","","") ,"spawnObject(class [, dataBlock, name, properties, script])"
"@hide")
{
String spawnClass((const char*)argv[1]);
String spawnDataBlock;
String spawnName;
String spawnProperties;
String spawnScript;
if (argc >= 3)
spawnDataBlock = (const char*)argv[2];
if (argc >= 4)
spawnName = (const char*)argv[3];
if (argc >= 5)
spawnProperties = (const char*)argv[4];
if (argc >= 6)
spawnScript = (const char*)argv[5];
SimObject* spawnObject = Sim::spawnObject(spawnClass, spawnDataBlock, spawnName, spawnProperties, spawnScript);
if (spawnObject)
@ -161,35 +149,35 @@ ConsoleFunction(spawnObject, S32, 3, 6, "spawnObject(class [, dataBlock, name, p
return -1;
}
ConsoleFunction(cancel,void,2,2,"cancel(eventId)")
DefineConsoleFunction( cancel, void, (S32 eventId), ,"cancel(eventId)")
{
Sim::cancelEvent(dAtoi(argv[1]));
Sim::cancelEvent(eventId);
}
ConsoleFunction(cancelAll,void,2,2,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
DefineConsoleFunction( cancelAll, void, (const char * objectId), ,"cancelAll(objectId): cancel pending events on the specified object. Events will be automatically cancelled if object is deleted.")
{
Sim::cancelPendingEvents(Sim::findObject(argv[1]));
Sim::cancelPendingEvents(Sim::findObject(objectId));
}
ConsoleFunction(isEventPending, bool, 2, 2, "isEventPending(%scheduleId);")
DefineConsoleFunction( isEventPending, bool, (S32 scheduleId), ,"isEventPending(%scheduleId);")
{
return Sim::isEventPending(dAtoi(argv[1]));
return Sim::isEventPending(scheduleId);
}
ConsoleFunction(getEventTimeLeft, S32, 2, 2, "getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
DefineConsoleFunction( getEventTimeLeft, S32, (S32 scheduleId), ,"getEventTimeLeft(scheduleId) Get the time left in ms until this event will trigger.")
{
return Sim::getEventTimeLeft(dAtoi(argv[1]));
return Sim::getEventTimeLeft(scheduleId);
}
ConsoleFunction(getScheduleDuration, S32, 2, 2, "getScheduleDuration(%scheduleId);")
DefineConsoleFunction( getScheduleDuration, S32, (S32 scheduleId), ,"getScheduleDuration(%scheduleId);" )
{
TORQUE_UNUSED(argc); S32 ret = Sim::getScheduleDuration(dAtoi(argv[1]));
S32 ret = Sim::getScheduleDuration(scheduleId);
return ret;
}
ConsoleFunction(getTimeSinceStart, S32, 2, 2, "getTimeSinceStart(%scheduleId);")
DefineConsoleFunction( getTimeSinceStart, S32, (S32 scheduleId), ,"getTimeSinceStart(%scheduleId);" )
{
TORQUE_UNUSED(argc); S32 ret = Sim::getTimeSinceStart(dAtoi(argv[1]));
S32 ret = Sim::getTimeSinceStart(scheduleId);
return ret;
}
@ -214,7 +202,7 @@ ConsoleFunction(schedule, S32, 4, 0, "schedule(time, refobject|0, command, <arg1
return ret;
}
ConsoleFunction(getUniqueName, const char*, 2, 2,
DefineConsoleFunction( getUniqueName, const char*, (const char * baseName), ,
"( String baseName )\n"
"@brief Returns a unique unused SimObject name based on a given base name.\n\n"
"@baseName Name to conver to a unique string if another instance exists\n"
@ -222,7 +210,7 @@ ConsoleFunction(getUniqueName, const char*, 2, 2,
"@ingroup Editors\n"
"@internal")
{
String outName = Sim::getUniqueName( argv[1] );
String outName = Sim::getUniqueName( baseName );
if ( outName.isEmpty() )
return NULL;
@ -233,7 +221,7 @@ ConsoleFunction(getUniqueName, const char*, 2, 2,
return buffer;
}
ConsoleFunction(getUniqueInternalName, const char*, 4, 4,
DefineConsoleFunction( getUniqueInternalName, const char*, (const char * baseName, const char * setString, bool searchChildren), ,
"( String baseName, SimSet set, bool searchChildren )\n"
"@brief Returns a unique unused internal name within the SimSet/Group based on a given base name.\n\n"
"@note Currently only used by editors\n"
@ -241,13 +229,13 @@ ConsoleFunction(getUniqueInternalName, const char*, 4, 4,
"@internal")
{
SimSet *set;
if ( !Sim::findObject( argv[2], set ) )
if ( !Sim::findObject( setString, set ) )
{
Con::errorf( "getUniqueInternalName() - invalid parameter for SimSet." );
return NULL;
}
String outName = Sim::getUniqueInternalName( argv[1], set, dAtob(argv[3]) );
String outName = Sim::getUniqueInternalName( baseName, set, searchChildren );
if ( outName.isEmpty() )
return NULL;
@ -258,13 +246,12 @@ ConsoleFunction(getUniqueInternalName, const char*, 4, 4,
return buffer;
}
ConsoleFunction( isValidObjectName, bool, 2, 2, "( string name )"
DefineConsoleFunction( isValidObjectName, bool, (const char * name), , "( string name )"
"@brief Return true if the given name makes for a valid object name.\n\n"
"@param name Name of object\n"
"@return True if name is allowed, false if denied (usually because it starts with a number, _, or invalid character"
"@ingroup Console")
{
const char* name = argv[ 1 ];
return Sim::isValidObjectName( name );
}

View file

@ -29,19 +29,23 @@ extern U32 HashPointer(StringTableEntry e);
SimNameDictionary::SimNameDictionary()
{
#ifndef USE_NEW_SIMDICTIONARY
hashTable = NULL;
#endif
mutex = Mutex::createMutex();
}
SimNameDictionary::~SimNameDictionary()
{
#ifndef USE_NEW_SIMDICTIONARY
delete[] hashTable;
#endif
Mutex::destroyMutex(mutex);
}
void SimNameDictionary::insert(SimObject* obj)
{
if(!obj->objectName)
if(!obj || !obj->objectName)
return;
SimObject* checkForDup = find(obj->objectName);
@ -50,7 +54,7 @@ void SimNameDictionary::insert(SimObject* obj)
Con::warnf("Warning! You have a duplicate datablock name of %s. This can cause problems. You should rename one of them.", obj->objectName);
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
if(!hashTable)
{
hashTable = new SimObject *[DefaultTableSize];
@ -95,12 +99,15 @@ void SimNameDictionary::insert(SimObject* obj)
hashTable = newHashTable;
hashTableSize = newHashTableSize;
}
#else
root[obj->objectName] = obj;
#endif
Mutex::unlockMutex(mutex);
}
SimObject* SimNameDictionary::find(StringTableEntry name)
{
#ifndef USE_NEW_SIMDICTIONARY
// NULL is a valid lookup - it will always return NULL
if(!hashTable)
return NULL;
@ -121,15 +128,22 @@ SimObject* SimNameDictionary::find(StringTableEntry name)
Mutex::unlockMutex(mutex);
return NULL;
#else
Mutex::lockMutex(mutex);
StringDictDef::iterator it = root.find(name);
SimObject* f = (it == root.end() ? NULL : it->second);
Mutex::unlockMutex(mutex);
return f;
#endif
}
void SimNameDictionary::remove(SimObject* obj)
{
if(!obj->objectName)
if(!obj || !obj->objectName)
return;
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
SimObject **walk = &hashTable[HashPointer(obj->objectName) % hashTableSize];
while(*walk)
{
@ -144,7 +158,11 @@ void SimNameDictionary::remove(SimObject* obj)
}
walk = &((*walk)->nextNameObject);
}
#else
const char* name = obj->objectName;
if (root.find(name) != root.end())
root.erase(name);
#endif
Mutex::unlockMutex(mutex);
}
@ -152,28 +170,31 @@ void SimNameDictionary::remove(SimObject* obj)
SimManagerNameDictionary::SimManagerNameDictionary()
{
#ifndef USE_NEW_SIMDICTIONARY
hashTable = new SimObject *[DefaultTableSize];
hashTableSize = DefaultTableSize;
hashEntryCount = 0;
dMemset( hashTable, 0, sizeof( hashTable[ 0 ] ) * hashTableSize );
#endif
mutex = Mutex::createMutex();
}
SimManagerNameDictionary::~SimManagerNameDictionary()
{
#ifndef USE_NEW_SIMDICTIONARY
delete[] hashTable;
#endif
Mutex::destroyMutex(mutex);
}
void SimManagerNameDictionary::insert(SimObject* obj)
{
if(!obj->objectName)
if(!obj || !obj->objectName)
return;
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
S32 idx = HashPointer(obj->objectName) % hashTableSize;
obj->nextManagerNameObject = hashTable[idx];
hashTable[idx] = obj;
@ -209,7 +230,9 @@ void SimManagerNameDictionary::insert(SimObject* obj)
hashTable = newHashTable;
hashTableSize = newHashTableSize;
}
#else
root[obj->objectName] = obj;
#endif
Mutex::unlockMutex(mutex);
}
@ -219,6 +242,7 @@ SimObject* SimManagerNameDictionary::find(StringTableEntry name)
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
S32 idx = HashPointer(name) % hashTableSize;
SimObject *walk = hashTable[idx];
while(walk)
@ -230,16 +254,23 @@ SimObject* SimManagerNameDictionary::find(StringTableEntry name)
}
walk = walk->nextManagerNameObject;
}
Mutex::unlockMutex(mutex);
return NULL;
#else
StringDictDef::iterator it = root.find(name);
SimObject* f = (it == root.end() ? NULL : it->second);
Mutex::unlockMutex(mutex);
return f;
#endif
}
void SimManagerNameDictionary::remove(SimObject* obj)
{
if(!obj->objectName)
if(!obj || !obj->objectName)
return;
#ifndef USE_NEW_SIMDICTIONARY
Mutex::lockMutex(mutex);
SimObject **walk = &hashTable[HashPointer(obj->objectName) % hashTableSize];
@ -256,7 +287,11 @@ void SimManagerNameDictionary::remove(SimObject* obj)
}
walk = &((*walk)->nextManagerNameObject);
}
#else
StringTableEntry name = obj->objectName;
if (root.find(name) != root.end())
root.erase(name);
#endif
Mutex::unlockMutex(mutex);
}
@ -265,7 +300,9 @@ void SimManagerNameDictionary::remove(SimObject* obj)
SimIdDictionary::SimIdDictionary()
{
#ifndef USE_NEW_SIMDICTIONARY
dMemset( table, 0, sizeof( table[ 0 ] ) * DefaultTableSize );
#endif
mutex = Mutex::createMutex();
}
@ -274,22 +311,29 @@ SimIdDictionary::~SimIdDictionary()
Mutex::destroyMutex(mutex);
}
void SimIdDictionary::insert(SimObject* obj)
{
Mutex::lockMutex(mutex);
if (!obj)
return;
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
S32 idx = obj->getId() & TableBitMask;
obj->nextIdObject = table[idx];
AssertFatal( obj->nextIdObject != obj, "SimIdDictionary::insert - Creating Infinite Loop linking to self!" );
table[idx] = obj;
#else
root[obj->getId()] = obj;
#endif
Mutex::unlockMutex(mutex);
}
SimObject* SimIdDictionary::find(S32 id)
{
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
S32 idx = id & TableBitMask;
SimObject *walk = table[idx];
while(walk)
@ -301,22 +345,32 @@ SimObject* SimIdDictionary::find(S32 id)
}
walk = walk->nextIdObject;
}
Mutex::unlockMutex(mutex);
return NULL;
#else
SimObjectIdDictDef::iterator it = root.find(id);
SimObject* f = (it == root.end() ? NULL : it->second);
Mutex::unlockMutex(mutex);
return f;
#endif
}
void SimIdDictionary::remove(SimObject* obj)
{
Mutex::lockMutex(mutex);
if (!obj)
return;
Mutex::lockMutex(mutex);
#ifndef USE_NEW_SIMDICTIONARY
SimObject **walk = &table[obj->getId() & TableBitMask];
while(*walk && *walk != obj)
walk = &((*walk)->nextIdObject);
if(*walk)
*walk = obj->nextIdObject;
#else
root.erase(obj->getId());
#endif
Mutex::unlockMutex(mutex);
}

View file

@ -33,8 +33,38 @@
#include "platform/threads/mutex.h"
#endif
#include "torqueConfig.h"
class SimObject;
#ifdef USE_NEW_SIMDICTIONARY
#include <string>
#include <unordered_map>
#ifndef _SIM_H_
#include "console/sim.h"
#endif
struct StringTableEntryHash
{
inline size_t operator()(StringTableEntry val) const
{
return (size_t)val;
}
};
struct StringTableEntryEq
{
inline bool operator()(StringTableEntry s1, StringTableEntry s2) const
{
return s1 == s2;
}
};
typedef std::unordered_map<StringTableEntry, SimObject*, StringTableEntryHash, StringTableEntryEq> StringDictDef;
typedef std::unordered_map<SimObjectId, SimObject*> SimObjectIdDictDef;
#endif
//----------------------------------------------------------------------------
/// Map of names to SimObjects
///
@ -42,6 +72,7 @@ class SimObject;
/// for fast removal of an object given object*
class SimNameDictionary
{
#ifndef USE_NEW_SIMDICTIONARY
enum
{
DefaultTableSize = 29
@ -50,6 +81,9 @@ class SimNameDictionary
SimObject **hashTable; // hash the pointers of the names...
S32 hashTableSize;
S32 hashEntryCount;
#else
StringDictDef root;
#endif
void *mutex;
@ -64,6 +98,7 @@ public:
class SimManagerNameDictionary
{
#ifndef USE_NEW_SIMDICTIONARY
enum
{
DefaultTableSize = 29
@ -72,6 +107,9 @@ class SimManagerNameDictionary
SimObject **hashTable; // hash the pointers of the names...
S32 hashTableSize;
S32 hashEntryCount;
#else
StringDictDef root;
#endif
void *mutex;
@ -91,12 +129,16 @@ public:
/// for fast removal of an object given object*
class SimIdDictionary
{
#ifndef USE_NEW_SIMDICTIONARY
enum
{
DefaultTableSize = 4096,
TableBitMask = 4095
};
SimObject *table[DefaultTableSize];
#else
SimObjectIdDictDef root;
#endif
void *mutex;

View file

@ -23,6 +23,7 @@
#include "console/simPersistSet.h"
#include "console/simPersistID.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( SimPersistSet );
@ -186,7 +187,7 @@ void SimPersistSet::addObject( SimObject* object )
//-----------------------------------------------------------------------------
ConsoleMethod( SimPersistSet, resolvePersistentIds, void, 2, 2, "() - Try to bind unresolved persistent IDs in the set." )
DefineConsoleMethod( SimPersistSet, resolvePersistentIds, void, (), , "() - Try to bind unresolved persistent IDs in the set." )
{
object->resolvePIDs();
}

View file

@ -25,6 +25,7 @@
#include "core/stringTable.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "core/stream/fileStream.h"
#include "sim/actionMap.h"
#include "core/fileObject.h"
@ -950,7 +951,7 @@ DefineEngineMethod( SimSet, clear, void, (),,
//-----------------------------------------------------------------------------
//UNSAFE; don't want this in the new API
ConsoleMethod( SimSet, deleteAllObjects, void, 2, 2, "() Delete all objects in the set." )
DefineConsoleMethod( SimSet, deleteAllObjects, void, (), , "() Delete all objects in the set." )
{
object->deleteAllObjects();
}
@ -1022,7 +1023,7 @@ DEFINE_CALLIN( fnSimSet_getCountRecursive, getCountRecursive, SimSet, U32, ( Sim
return set->sizeRecursive();
}
ConsoleMethod( SimSet, getFullCount, S32, 2, 2, "() Get the number of direct and indirect child objects contained in the set.\n"
DefineConsoleMethod( SimSet, getFullCount, S32, (), , "() Get the number of direct and indirect child objects contained in the set.\n"
"@return The number of objects contained in the set as well as in other sets contained directly or indirectly in the set." )
{
return object->sizeRecursive();
@ -1118,10 +1119,10 @@ DefineEngineMethod( SimSet, pushToBack, void, ( SimObject* obj ),,
//-----------------------------------------------------------------------------
ConsoleMethod( SimSet, sort, void, 3, 3, "( string callbackFunction ) Sort the objects in the set using the given comparison function.\n"
DefineConsoleMethod( SimSet, sort, void, ( const char * callbackFunction ), , "( string callbackFunction ) Sort the objects in the set using the given comparison function.\n"
"@param callbackFunction Name of a function that takes two object arguments A and B and returns -1 if A is less, 1 if B is less, and 0 if both are equal." )
{
object->scriptSort( (const char*)argv[2] );
object->scriptSort( callbackFunction );
}
//-----------------------------------------------------------------------------

View file

@ -162,7 +162,7 @@ ConsoleValue* ConsoleValueStack::pop()
void ConsoleValueStack::pushFrame()
{
//Con::printf("CSTK pushFrame");
//Con::printf("CSTK pushFrame[%i] (%i)", mFrame, mStackPos);
mStackFrames[mFrame++] = mStackPos;
}
@ -181,6 +181,12 @@ void ConsoleValueStack::resetFrame()
//Con::printf("CSTK resetFrame to %i", mStackPos);
}
void ConsoleValueStack::clearFrames()
{
mStackPos = 0;
mFrame = 0;
}
void ConsoleValueStack::popFrame()
{
//Con::printf("CSTK popFrame");

View file

@ -74,6 +74,7 @@ struct StringStack
mBuffer = (char *) dRealloc(mBuffer, mBufferSize);
}
}
void validateArgBufferSize(U32 size)
{
if(size > mArgBufferSize)
@ -82,6 +83,7 @@ struct StringStack
mArgBuffer = (char *) dRealloc(mArgBuffer, mArgBufferSize);
}
}
StringStack()
{
mBufferSize = 0;
@ -95,6 +97,8 @@ struct StringStack
mFunctionOffset = 0;
validateBufferSize(8192);
validateArgBufferSize(2048);
dMemset(mBuffer, '\0', mBufferSize);
dMemset(mArgBuffer, '\0', mArgBufferSize);
}
~StringStack()
{
@ -141,6 +145,7 @@ struct StringStack
/// Clear the function offset.
void clearFunctionOffset()
{
//Con::printf("StringStack mFunctionOffset = 0 (from %i)", mFunctionOffset);
mFunctionOffset = 0;
}
@ -262,9 +267,9 @@ struct StringStack
return ret;
}
void pushFrame()
{
//Con::printf("StringStack pushFrame [frame=%i, start=%i]", mNumFrames, mStartStackSize);
mFrameOffsets[mNumFrames++] = mStartStackSize;
mStartOffsets[mStartStackSize++] = mStart;
mStart += ReturnBufferSpace;
@ -273,11 +278,22 @@ struct StringStack
void popFrame()
{
//Con::printf("StringStack popFrame [frame=%i, start=%i]", mNumFrames, mStartStackSize);
mStartStackSize = mFrameOffsets[--mNumFrames];
mStart = mStartOffsets[mStartStackSize];
mLen = 0;
}
void clearFrames()
{
//Con::printf("StringStack clearFrames");
mNumFrames = 0;
mStart = 0;
mLen = 0;
mStartStackSize = 0;
mFunctionOffset = 0;
}
/// Get the arguments for a function call from the stack.
void getArgcArgv(StringTableEntry name, U32 *argc, const char ***in_argv, bool popStackFrame = false);
};
@ -309,6 +325,7 @@ public:
void popFrame();
void resetFrame();
void clearFrames();
void getArgcArgv(StringTableEntry name, U32 *argc, ConsoleValueRef **in_argv, bool popStackFrame = false);

View file

@ -25,6 +25,7 @@
#include "core/frameAllocator.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "core/stringTable.h"
#include "console/consoleInternal.h"
#include "console/ast.h"
@ -112,24 +113,25 @@ MODULE_END;
// BRKCLR file line - sent when a breakpoint cannot be moved to a breakable line on the client.
//
ConsoleFunction( dbgSetParameters, void, 3, 4, "(int port, string password, bool waitForClient)"
DefineConsoleFunction( dbgSetParameters, void, (S32 port, const char * password, bool waitForClient ), (false), "( int port, string password, bool waitForClient )"
"Open a debug server port on the specified port, requiring the specified password, "
"and optionally waiting for the debug client to connect.\n"
"@internal Primarily used for Torsion and other debugging tools")
{
if (TelDebugger)
TelDebugger->setDebugParameters(dAtoi(argv[1]), argv[2], argc > 3 ? dAtob(argv[3]) : false );
{
TelDebugger->setDebugParameters(port, password, waitForClient );
}
}
ConsoleFunction( dbgIsConnected, bool, 1, 1, "()"
DefineConsoleFunction( dbgIsConnected, bool, (), , "()"
"Returns true if a script debugging client is connected else return false.\n"
"@internal Primarily used for Torsion and other debugging tools")
{
return TelDebugger && TelDebugger->isConnected();
}
ConsoleFunction( dbgDisconnect, void, 1, 1, "()"
DefineConsoleFunction( dbgDisconnect, void, (), , "()"
"Forcibly disconnects any attached script debugging client.\n"
"@internal Primarily used for Torsion and other debugging tools")
{

View file

@ -25,6 +25,7 @@
#include "core/strings/stringFunctions.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
bool gLogToConsole = false;
@ -49,14 +50,13 @@ static const char *packetTypeNames[] =
//-----------------------------------------------------------------
//-----------------------------------------------------------------
//-----------------------------------------------------------------
ConsoleFunction(DNetSetLogging, void, 2, 2, "(bool enabled)"
DefineConsoleFunction( DNetSetLogging, void, (bool enabled), , "(bool enabled)"
"@brief Enables logging of the connection protocols\n\n"
"When enabled a lot of network debugging information is sent to the console.\n"
"@param enabled True to enable, false to disable\n"
"@ingroup Networking")
{
TORQUE_UNUSED(argc);
gLogToConsole = dAtob(argv[1]);
gLogToConsole = enabled;
}
ConnectionProtocol::ConnectionProtocol()

View file

@ -484,19 +484,17 @@ static ConsoleDocFragment _FileObjectwriteObject2(
"FileObject",
"void writeObject( SimObject* object, string prepend);");
ConsoleMethod( FileObject, writeObject, void, 3, 4, "FileObject.writeObject(SimObject, object prepend)"
DefineConsoleMethod( FileObject, writeObject, void, (const char * simName, const char * objName), (""), "FileObject.writeObject(SimObject, object prepend)"
"@hide")
{
SimObject* obj = Sim::findObject( argv[2] );
SimObject* obj = Sim::findObject( simName );
if( !obj )
{
Con::printf("FileObject::writeObject - Invalid Object!");
return;
}
const char *objName = NULL;
if( argc == 4 )
objName = (const char*)argv[3];
if (!dStrcmp(objName,""))
objName = NULL;
object->writeObject( obj, (const U8*)objName );
}

View file

@ -174,7 +174,7 @@ U32 OggVorbisDecoder::read( RawData** buffer, U32 num )
S32 val = S32( pcmData[ c ][ n ] * 32767.f );
if( val > 32767 )
val = 32767;
else if( val < -34768 )
else if( val < -32768 )
val = -32768;
*samplePtr = val;

View file

@ -221,16 +221,18 @@ ResourceBase ResourceManager::nextResource()
ConsoleFunctionGroupBegin(ResourceManagerFunctions, "Resource management functions.");
#ifdef TORQUE_DEBUG
ConsoleFunction(resourceDump, void, 1, 1, "()"
"@brief List the currently managed resources\n\n"
"Currently used by editors only, internal\n"
"@ingroup Editors\n"
"@internal")
{
#ifdef TORQUE_DEBUG
ResourceManager::get().dumpToConsole();
}
#endif
}
DefineEngineFunction( reloadResource, void, ( const char* path ),,
"Force the resource at specified input path to be reloaded\n"

View file

@ -24,6 +24,7 @@
#include "core/frameAllocator.h"
#include "core/strings/unicode.h"
#include "core/strings/stringFunctions.h"
#include "console/engineAPI.h"
#if defined(TORQUE_DEBUG)
@ -47,12 +48,12 @@
void dumpAllStrings();
};
ConsoleFunction(sbmDumpStats, void, 1, 1, "")
DefineConsoleFunction( sbmDumpStats, void, (), , "()")
{
StringBufferManager::getManager().dumpStats();
}
ConsoleFunction(sbmDumpStrings, void, 1, 1, "")
DefineConsoleFunction( sbmDumpStrings, void, (), , "()")
{
StringBufferManager::getManager().dumpAllStrings();
}

View file

@ -59,6 +59,11 @@ inline S32 dStrcmp(const char *str1, const char *str2)
return strcmp(str1, str2);
}
inline bool dStrIsEmpty(const char *src)
{
return src == 0 || src[0] == '\0';
}
inline S32 dStrncmp(const char *str1, const char *str2, dsize_t len)
{
return strncmp(str1, str2, len);

View file

@ -42,6 +42,7 @@ namespace KeyCmp
#include "core/util/tVector.h"
#include "core/dataChunker.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "math/mMathFn.h"
@ -476,15 +477,18 @@ static U32 sgStringMemBytes;
/// Tracks the number of Strings which are currently instantiated.
static U32 sgStringInstances;
ConsoleFunction( dumpStringMemStats, void, 1, 1, "()"
#endif
DefineConsoleFunction( dumpStringMemStats, void, (), , "()"
"@brief Dumps information about String memory usage\n\n"
"@ingroup Debugging\n"
"@ingroup Strings\n")
{
#ifdef TORQUE_DEBUG
Con::printf( "String Data: %i instances, %i bytes", sgStringInstances, sgStringMemBytes );
}
#endif
}
//-----------------------------------------------------------------------------

View file

@ -129,6 +129,7 @@ bool BasicClouds::onAdd()
mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
// Create StateBlocks
GFXStateBlockDesc desc;
@ -312,7 +313,7 @@ void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, B
mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
GFX->setTexture( 0, mTexture[i] );
GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
GFX->setVertexBuffer( mVB[i] );
GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );

View file

@ -103,6 +103,7 @@ protected:
GFXShaderConstHandle *mTexScaleSC;
GFXShaderConstHandle *mTexDirectionSC;
GFXShaderConstHandle *mTexOffsetSC;
GFXShaderConstHandle *mDiffuseMapSC;
GFXVertexBufferHandle<GFXVertexPT> mVB[TEX_COUNT];
GFXPrimitiveBufferHandle mPB;

View file

@ -143,6 +143,7 @@ bool CloudLayer::onAdd()
mCoverageSC = mShader->getShaderConstHandle( "$cloudCoverage" );
mExposureSC = mShader->getShaderConstHandle( "$cloudExposure" );
mBaseColorSC = mShader->getShaderConstHandle( "$cloudBaseColor" );
mNormalHeightMapSC = mShader->getShaderConstHandle( "$normalHeightMap" );
// Create StateBlocks
GFXStateBlockDesc desc;
@ -365,7 +366,7 @@ void CloudLayer::renderObject( ObjectRenderInst *ri, SceneRenderState *state, Ba
mShaderConsts->setSafe( mExposureSC, mExposure );
GFX->setTexture( 0, mTexture );
GFX->setTexture( mNormalHeightMapSC->getSamplerRegister(), mTexture );
GFX->setVertexBuffer( mVB );
GFX->setPrimitiveBuffer( mPB );

View file

@ -110,6 +110,7 @@ protected:
GFXShaderConstHandle *mCoverageSC;
GFXShaderConstHandle *mExposureSC;
GFXShaderConstHandle *mEyePosWorldSC;
GFXShaderConstHandle *mNormalHeightMapSC;
GFXVertexBufferHandle<GFXCloudVertex> mVB;
GFXPrimitiveBufferHandle mPB;

View file

@ -24,6 +24,7 @@
#include "environment/editors/guiMeshRoadEditorCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "environment/meshRoad.h"
#include "renderInstance/renderPassManager.h"
#include "collision/collision.h"
@ -1185,125 +1186,95 @@ void GuiMeshRoadEditorCtrl::matchTerrainToRoad()
// with the terrain underneath it.
}
ConsoleMethod( GuiMeshRoadEditorCtrl, deleteNode, void, 2, 2, "deleteNode()" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, deleteNode, void, (), , "deleteNode()" )
{
object->deleteSelectedNode();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getMode, const char*, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getMode, const char*, (), , "" )
{
return object->getMode();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setMode, void, 3, 3, "setMode( String mode )" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setMode, void, (const char * mode), , "setMode( String mode )" )
{
String newMode = ( argv[2] );
String newMode = ( mode );
object->setMode( newMode );
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getNodeWidth, F32, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getNodeWidth, F32, (), , "" )
{
return object->getNodeWidth();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setNodeWidth, void, 3, 3, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
{
object->setNodeWidth( dAtof(argv[2]) );
object->setNodeWidth( width );
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getNodeDepth, F32, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getNodeDepth, F32, (), , "" )
{
return object->getNodeDepth();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setNodeDepth, void, 3, 3, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
{
object->setNodeDepth( dAtof(argv[2]) );
object->setNodeDepth( depth );
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getNodePosition, const char*, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getNodePosition, Point3F, (), , "" )
{
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%f %f %f",
object->getNodePosition().x, object->getNodePosition().y, object->getNodePosition().z);
return returnBuffer;
return object->getNodePosition();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setNodePosition, void, 3, 3, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
{
Point3F pos;
S32 count = dSscanf( argv[2], "%f %f %f",
&pos.x, &pos.y, &pos.z);
if ( (count != 3) )
{
Con::printf("Failed to parse node information \"px py pz\" from '%s'", (const char*)argv[3]);
return;
}
object->setNodePosition( pos );
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getNodeNormal, const char*, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getNodeNormal, Point3F, (), , "" )
{
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%f %f %f",
object->getNodeNormal().x, object->getNodeNormal().y, object->getNodeNormal().z);
return returnBuffer;
return object->getNodeNormal();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setNodeNormal, void, 3, 3, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
{
VectorF normal;
S32 count = dSscanf( argv[2], "%f %f %f",
&normal.x, &normal.y, &normal.z);
if ( (count != 3) )
{
Con::printf("Failed to parse node information \"px py pz\" from '%s'", (const char*)argv[3]);
return;
}
object->setNodeNormal( normal );
}
ConsoleMethod( GuiMeshRoadEditorCtrl, setSelectedRoad, void, 2, 3, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, setSelectedRoad, void, (const char * objName), (""), "" )
{
if ( argc == 2 )
if ( dStrIsEmpty(objName) )
object->setSelectedRoad(NULL);
else
{
MeshRoad *road = NULL;
if ( Sim::findObject( argv[2], road ) )
if ( Sim::findObject( objName, road ) )
object->setSelectedRoad(road);
}
}
ConsoleMethod( GuiMeshRoadEditorCtrl, getSelectedRoad, const char*, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, getSelectedRoad, S32, (), , "" )
{
MeshRoad *road = object->getSelectedRoad();
if ( !road )
return NULL;
return road->getIdString();
return road->getId();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, regenerate, void, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, regenerate, void, (), , "" )
{
MeshRoad *road = object->getSelectedRoad();
if ( road )
road->regenerate();
}
ConsoleMethod( GuiMeshRoadEditorCtrl, matchTerrainToRoad, void, 2, 2, "" )
DefineConsoleMethod( GuiMeshRoadEditorCtrl, matchTerrainToRoad, void, (), , "" )
{
object->matchTerrainToRoad();
}

View file

@ -24,6 +24,7 @@
#include "environment/editors/guiRiverEditorCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "environment/river.h"
#include "renderInstance/renderPassManager.h"
#include "collision/collision.h"
@ -1392,118 +1393,87 @@ void GuiRiverEditorCtrl::_renderSelectedRiver( ObjectRenderInst *ri, SceneRender
}
}
ConsoleMethod( GuiRiverEditorCtrl, deleteNode, void, 2, 2, "deleteNode()" )
DefineConsoleMethod( GuiRiverEditorCtrl, deleteNode, void, (), , "deleteNode()" )
{
object->deleteSelectedNode();
}
ConsoleMethod( GuiRiverEditorCtrl, getMode, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getMode, const char*, (), , "" )
{
return object->getMode();
}
ConsoleMethod( GuiRiverEditorCtrl, setMode, void, 3, 3, "setMode( String mode )" )
DefineConsoleMethod( GuiRiverEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
{
String newMode = ( argv[2] );
String newMode = ( mode );
object->setMode( newMode );
}
ConsoleMethod( GuiRiverEditorCtrl, getNodeWidth, F32, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getNodeWidth, F32, (), , "" )
{
return object->getNodeWidth();
}
ConsoleMethod( GuiRiverEditorCtrl, setNodeWidth, void, 3, 3, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
{
object->setNodeWidth( dAtof(argv[2]) );
object->setNodeWidth( width );
}
ConsoleMethod( GuiRiverEditorCtrl, getNodeDepth, F32, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getNodeDepth, F32, (), , "" )
{
return object->getNodeDepth();
}
ConsoleMethod( GuiRiverEditorCtrl, setNodeDepth, void, 3, 3, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
{
object->setNodeDepth( dAtof(argv[2]) );
object->setNodeDepth( depth );
}
ConsoleMethod( GuiRiverEditorCtrl, getNodePosition, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getNodePosition, Point3F, (), , "" )
{
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%f %f %f",
object->getNodePosition().x, object->getNodePosition().y, object->getNodePosition().z);
return returnBuffer;
return object->getNodePosition();
}
ConsoleMethod( GuiRiverEditorCtrl, setNodePosition, void, 3, 3, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
{
Point3F pos;
S32 count = dSscanf( argv[2], "%f %f %f",
&pos.x, &pos.y, &pos.z);
if ( (count != 3) )
{
Con::printf("Failed to parse node information \"px py pz\" from '%s'", (const char*)argv[3]);
return;
}
object->setNodePosition( pos );
}
ConsoleMethod( GuiRiverEditorCtrl, getNodeNormal, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getNodeNormal, Point3F, (), , "" )
{
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%f %f %f",
object->getNodeNormal().x, object->getNodeNormal().y, object->getNodeNormal().z);
return returnBuffer;
return object->getNodeNormal();
}
ConsoleMethod( GuiRiverEditorCtrl, setNodeNormal, void, 3, 3, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
{
VectorF normal;
S32 count = dSscanf( argv[2], "%f %f %f",
&normal.x, &normal.y, &normal.z);
if ( (count != 3) )
{
Con::printf("Failed to parse node information \"px py pz\" from '%s'", (const char*)argv[3]);
return;
}
object->setNodeNormal( normal );
}
ConsoleMethod( GuiRiverEditorCtrl, setSelectedRiver, void, 2, 3, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, setSelectedRiver, void, (const char * objName), (""), "" )
{
if ( argc == 2 )
if (dStrcmp( objName,"" )==0)
object->setSelectedRiver(NULL);
else
{
River *river = NULL;
if ( Sim::findObject( argv[2], river ) )
if ( Sim::findObject( objName, river ) )
object->setSelectedRiver(river);
}
}
ConsoleMethod( GuiRiverEditorCtrl, getSelectedRiver, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, getSelectedRiver, S32, (), , "" )
{
River *river = object->getSelectedRiver();
if ( !river )
return NULL;
return river->getIdString();
return river->getId();
}
ConsoleMethod( GuiRiverEditorCtrl, regenerate, void, 2, 2, "" )
DefineConsoleMethod( GuiRiverEditorCtrl, regenerate, void, (), , "" )
{
River *river = object->getSelectedRiver();
if ( river )

View file

@ -24,6 +24,7 @@
#include "environment/editors/guiRoadEditorCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneManager.h"
#include "collision/collision.h"
#include "math/util/frustum.h"
@ -1036,86 +1037,71 @@ void GuiRoadEditorCtrl::submitUndo( const UTF8 *name )
undoMan->addAction( action );
}
ConsoleMethod( GuiRoadEditorCtrl, deleteNode, void, 2, 2, "deleteNode()" )
DefineConsoleMethod( GuiRoadEditorCtrl, deleteNode, void, (), , "deleteNode()" )
{
object->deleteSelectedNode();
}
ConsoleMethod( GuiRoadEditorCtrl, getMode, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, getMode, const char*, (), , "" )
{
return object->getMode();
}
ConsoleMethod( GuiRoadEditorCtrl, setMode, void, 3, 3, "setMode( String mode )" )
DefineConsoleMethod( GuiRoadEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
{
String newMode = ( argv[2] );
String newMode = ( mode );
object->setMode( newMode );
}
ConsoleMethod( GuiRoadEditorCtrl, getNodeWidth, F32, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, getNodeWidth, F32, (), , "" )
{
return object->getNodeWidth();
}
ConsoleMethod( GuiRoadEditorCtrl, setNodeWidth, void, 3, 3, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
{
object->setNodeWidth( dAtof(argv[2]) );
object->setNodeWidth( width );
}
ConsoleMethod( GuiRoadEditorCtrl, getNodePosition, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, getNodePosition, Point3F, (), , "" )
{
static const U32 bufSize = 256;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%f %f %f",
object->getNodePosition().x, object->getNodePosition().y, object->getNodePosition().z);
return returnBuffer;
return object->getNodePosition();
}
ConsoleMethod( GuiRoadEditorCtrl, setNodePosition, void, 3, 3, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, setNodePosition, void, ( Point3F pos ), , "" )
{
Point3F pos;
S32 count = dSscanf( argv[2], "%f %f %f",
&pos.x, &pos.y, &pos.z);
if ( (count != 3) )
{
Con::printf("Failed to parse node information \"px py pz\" from '%s'", (const char*)argv[3]);
return;
}
object->setNodePosition( pos );
}
ConsoleMethod( GuiRoadEditorCtrl, setSelectedRoad, void, 2, 3, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, setSelectedRoad, void, ( const char * pathRoad ), (""), "" )
{
if ( argc == 2 )
if (dStrcmp( pathRoad,"")==0 )
object->setSelectedRoad(NULL);
else
{
DecalRoad *road = NULL;
if ( Sim::findObject( argv[2], road ) )
if ( Sim::findObject( pathRoad, road ) )
object->setSelectedRoad(road);
}
}
ConsoleMethod( GuiRoadEditorCtrl, getSelectedRoad, const char*, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, getSelectedRoad, S32, (), , "" )
{
DecalRoad *road = object->getSelectedRoad();
if ( road )
return road->getIdString();
return road->getId();
return NULL;
}
ConsoleMethod( GuiRoadEditorCtrl, getSelectedNode, S32, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, getSelectedNode, S32, (), , "" )
{
return object->getSelectedNode();
}
ConsoleMethod( GuiRoadEditorCtrl, deleteRoad, void, 2, 2, "" )
DefineConsoleMethod( GuiRoadEditorCtrl, deleteRoad, void, (), , "" )
{
object->deleteSelectedRoad();
}

View file

@ -24,6 +24,7 @@
#include "environment/skyBox.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/primBuilder.h"
@ -637,7 +638,7 @@ BaseMatInstance* SkyBox::_getMaterialInstance()
return mMatInstance;
}
ConsoleMethod( SkyBox, postApply, void, 2, 2, "")
DefineConsoleMethod( SkyBox, postApply, void, (), , "")
{
object->inspectPostApply();
}

View file

@ -27,6 +27,7 @@
#include "math/mathIO.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneManager.h"
#include "math/mathUtils.h"
#include "lighting/lightInfo.h"
@ -546,18 +547,13 @@ void Sun::_onUnselected()
Parent::_onUnselected();
}
ConsoleMethod(Sun, apply, void, 2, 2, "")
DefineConsoleMethod(Sun, apply, void, (), , "")
{
object->inspectPostApply();
}
ConsoleMethod(Sun, animate, void, 7, 7, "animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )")
DefineConsoleMethod(Sun, animate, void, ( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ), , "animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )")
{
F32 duration = dAtof(argv[2]);
F32 startAzimuth = dAtof(argv[3]);
F32 endAzimuth = dAtof(argv[4]);
F32 startElevation = dAtof(argv[5]);
F32 endElevation = dAtof(argv[6]);
object->animate(duration, startAzimuth, endAzimuth, startElevation, endElevation);
}

View file

@ -780,7 +780,7 @@ void WaterObject::drawUnderwaterFilter( SceneRenderState *state )
GFX->setWorldMatrix( newMat );
// set up render states
GFX->disableShaders();
GFX->setupGenericShaders();
GFX->setStateBlock( mUnderwaterSB );
/*
@ -891,6 +891,10 @@ void WaterObject::onRemove()
{
mPlaneReflector.unregisterReflector();
cleanupMaterials();
PostEffect *underWaterEffect = getUnderwaterEffect( );
if( underWaterEffect )
underWaterEffect->disable( );
}
Parent::onRemove();

View file

@ -23,7 +23,7 @@
#include "platform/platform.h"
#include "forest/editor/forestBrushElement.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "forest/forestItem.h"
@ -187,10 +187,10 @@ bool ForestBrush::containsItemData( const ForestItemData *inData )
return false;
}
ConsoleMethod( ForestBrush, containsItemData, bool, 3, 3, "( ForestItemData obj )" )
DefineConsoleMethod( ForestBrush, containsItemData, bool, ( const char * obj ), , "( ForestItemData obj )" )
{
ForestItemData *data = NULL;
if ( !Sim::findObject( argv[2], data ) )
if ( !Sim::findObject( obj, data ) )
{
Con::warnf( "ForestBrush::containsItemData - invalid object passed" );
return false;

View file

@ -30,6 +30,7 @@
#include "gui/worldEditor/editTSCtrl.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "core/util/tVector.h"
#include "gfx/gfxDrawUtil.h"
#include "gui/core/guiCanvas.h"
@ -681,7 +682,7 @@ bool ForestBrushTool::getGroundAt( const Point3F &worldPt, F32 *zValueOut, Vecto
return true;
}
ConsoleMethod( ForestBrushTool, collectElements, void, 2, 2, "" )
DefineConsoleMethod( ForestBrushTool, collectElements, void, (), , "" )
{
object->collectElements();
}

View file

@ -25,6 +25,7 @@
#include "forest/editor/forestBrushTool.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "gui/core/guiCanvas.h"
#include "windowManager/platformCursorController.h"
#include "forest/editor/forestUndo.h"
@ -370,33 +371,33 @@ bool ForestEditorCtrl::isDirty()
return foundDirty;
}
ConsoleMethod( ForestEditorCtrl, updateActiveForest, void, 2, 2, "()" )
DefineConsoleMethod( ForestEditorCtrl, updateActiveForest, void, (), , "()" )
{
object->updateActiveForest( true );
}
ConsoleMethod( ForestEditorCtrl, setActiveTool, void, 3, 3, "( ForestTool tool )" )
DefineConsoleMethod( ForestEditorCtrl, setActiveTool, void, ( const char * toolName ), , "( ForestTool tool )" )
{
ForestTool *tool = dynamic_cast<ForestTool*>( Sim::findObject( argv[2] ) );
ForestTool *tool = dynamic_cast<ForestTool*>( Sim::findObject( toolName ) );
object->setActiveTool( tool );
}
ConsoleMethod( ForestEditorCtrl, getActiveTool, S32, 2, 2, "()" )
DefineConsoleMethod( ForestEditorCtrl, getActiveTool, S32, (), , "()" )
{
ForestTool *tool = object->getActiveTool();
return tool ? tool->getId() : 0;
}
ConsoleMethod( ForestEditorCtrl, deleteMeshSafe, void, 3, 3, "( ForestItemData obj )" )
DefineConsoleMethod( ForestEditorCtrl, deleteMeshSafe, void, ( const char * obj ), , "( ForestItemData obj )" )
{
ForestItemData *db;
if ( !Sim::findObject( argv[2], db ) )
if ( !Sim::findObject( obj, db ) )
return;
object->deleteMeshSafe( db );
}
ConsoleMethod( ForestEditorCtrl, isDirty, bool, 2, 2, "" )
DefineConsoleMethod( ForestEditorCtrl, isDirty, bool, (), , "" )
{
return object->isDirty();
}

View file

@ -30,6 +30,7 @@
#include "gui/worldEditor/editTSCtrl.h"
#include "gui/worldEditor/gizmo.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "core/util/tVector.h"
#include "core/util/safeDelete.h"
#include "gfx/gfxDrawUtil.h"
@ -558,32 +559,32 @@ void ForestSelectionTool::onUndoAction()
mBounds.intersect( mSelection[i].getWorldBox() );
}
ConsoleMethod( ForestSelectionTool, getSelectionCount, S32, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, getSelectionCount, S32, (), , "" )
{
return object->getSelectionCount();
}
ConsoleMethod( ForestSelectionTool, deleteSelection, void, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, deleteSelection, void, (), , "" )
{
object->deleteSelection();
}
ConsoleMethod( ForestSelectionTool, clearSelection, void, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, clearSelection, void, (), , "" )
{
object->clearSelection();
}
ConsoleMethod( ForestSelectionTool, cutSelection, void, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, cutSelection, void, (), , "" )
{
object->cutSelection();
}
ConsoleMethod( ForestSelectionTool, copySelection, void, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, copySelection, void, (), , "" )
{
object->copySelection();
}
ConsoleMethod( ForestSelectionTool, pasteSelection, void, 2, 2, "" )
DefineConsoleMethod( ForestSelectionTool, pasteSelection, void, (), , "" )
{
object->pasteSelection();
}

View file

@ -38,8 +38,10 @@
#include "environment/sun.h"
#include "scene/sceneManager.h"
#include "math/mathUtils.h"
#include "math/mTransform.h"
#include "T3D/physics/physicsBody.h"
#include "forest/editor/forestBrushElement.h"
#include "console/engineAPI.h"
/// For frame signal
#include "gui/core/guiCanvas.h"
@ -359,23 +361,22 @@ void Forest::saveDataFile( const char *path )
mData->write( mDataFileName );
}
ConsoleMethod( Forest, saveDataFile, bool, 2, 3, "saveDataFile( [path] )" )
DefineConsoleMethod( Forest, saveDataFile, void, (const char * path), (""), "saveDataFile( [path] )" )
{
object->saveDataFile( argc == 3 ? (const char*)argv[2] : NULL );
return true;
object->saveDataFile( path );
}
ConsoleMethod(Forest, isDirty, bool, 2, 2, "()")
DefineConsoleMethod(Forest, isDirty, bool, (), , "()")
{
return object->getData() && object->getData()->isDirty();
}
ConsoleMethod(Forest, regenCells, void, 2, 2, "()")
DefineConsoleMethod(Forest, regenCells, void, (), , "()")
{
object->getData()->regenCells();
}
ConsoleMethod(Forest, clear, void, 2, 2, "()" )
DefineConsoleMethod(Forest, clear, void, (), , "()" )
{
object->clear();
}

View file

@ -238,6 +238,7 @@ protected:
// }
virtual GFXShader* createShader();
void disableShaders();
/// Device helper function
virtual D3DPRESENT_PARAMETERS setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ) const = 0;
@ -271,7 +272,6 @@ public:
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version; }
virtual void disableShaders();
virtual void setShader( GFXShader *shader );
virtual U32 getNumSamplers() const { return mNumSamplers; }
virtual U32 getNumRenderTargets() const { return mNumRenderTargets; }

View file

@ -1101,11 +1101,13 @@ void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
desc.constType = GFXSCT_Sampler;
desc.arraySize = constantDesc.RegisterIndex;
samplerDescriptions.push_back( desc );
mShaderConsts.push_back(desc);
break;
case D3DXPT_SAMPLERCUBE :
desc.constType = GFXSCT_SamplerCube;
desc.arraySize = constantDesc.RegisterIndex;
samplerDescriptions.push_back( desc );
mShaderConsts.push_back(desc);
break;
}
}
@ -1371,7 +1373,7 @@ GFXShaderConstBufferRef GFXD3D9Shader::allocConstBuffer()
}
}
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
/// Returns a shader constant handle for name
GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
{
HandleMap::Iterator i = mHandles.find(name);
@ -1390,6 +1392,20 @@ GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
}
}
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
GFXShaderConstHandle* GFXD3D9Shader::findShaderConstHandle(const String& name)
{
HandleMap::Iterator i = mHandles.find(name);
if ( i != mHandles.end() )
{
return i->value;
}
else
{
return NULL;
}
}
const Vector<GFXShaderConstDesc>& GFXD3D9Shader::getShaderConstDesc() const
{
return mShaderConsts;

View file

@ -205,6 +205,7 @@ public:
virtual GFXShaderConstBufferRef allocConstBuffer();
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
virtual bool getDisassembly( String &outStr ) const;

View file

@ -450,6 +450,7 @@ bool GFXD3D9TextureManager::_loadTexture( GFXTextureObject *inTex, void *raw )
break;
case GFXFormatR8G8B8A8:
case GFXFormatR8G8B8X8:
case GFXFormatB8G8R8A8:
bytesPerPix = 4;
break;
}

View file

@ -87,6 +87,7 @@ void GFXD3D9EnumTranslate::init()
GFXD3D9TextureFormat[GFXFormatR8G8B8] = D3DFMT_R8G8B8;
GFXD3D9TextureFormat[GFXFormatR8G8B8A8] = D3DFMT_A8R8G8B8;
GFXD3D9TextureFormat[GFXFormatR8G8B8X8] = D3DFMT_X8R8G8B8;
GFXD3D9TextureFormat[GFXFormatB8G8R8A8] = D3DFMT_A8R8G8B8;
GFXD3D9TextureFormat[GFXFormatR5G6B5] = D3DFMT_R5G6B5;
GFXD3D9TextureFormat[GFXFormatR5G5B5A1] = D3DFMT_A1R5G5B5;
GFXD3D9TextureFormat[GFXFormatR5G5B5X1] = D3DFMT_X1R5G5B5;

View file

@ -53,7 +53,7 @@ void GFXCardProfiler::loadProfileScript(const char* aScriptName)
Con::printf(" - Loaded card profile %s", scriptName.c_str());
Con::executef("eval", script);
Con::evaluate(script, false, NULL);
delete[] script;
}

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