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Updates to various components, added a few new ones.
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52 changed files with 4566 additions and 1799 deletions
171
Engine/source/T3D/components/game/interactComponent.cpp
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171
Engine/source/T3D/components/game/interactComponent.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/game/interactComponent.h"
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#include "scene/sceneContainer.h"
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#include "T3D/components/game/interactableComponent.h"
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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InteractComponent::InteractComponent() : Component(),
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mUseRaycastInteract(true),
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mUseRenderedRaycast(false),
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mUseRadiusInteract(true),
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mInteractRadius(1.5),
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mInteractRayDist(1.5),
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mUseNaturalReach(false)
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{
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mFriendlyName = "Interact";
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mComponentType = "Game";
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mDescription = getDescriptionText("Allows owner entity interact.");
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}
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InteractComponent::~InteractComponent()
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{
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}
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IMPLEMENT_CO_NETOBJECT_V1(InteractComponent);
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bool InteractComponent::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void InteractComponent::onRemove()
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{
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Parent::onRemove();
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}
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//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
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void InteractComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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}
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void InteractComponent::onComponentRemove()
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{
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Parent::onComponentRemove();
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}
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void InteractComponent::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void InteractComponent::processTick()
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{
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if (isClientObject())
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return; //this shouldn't happen
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//First, if we're doing rays, try that as if we get a hit, we can always assume that's the "correct" option
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if (mUseRaycastInteract)
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{
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mOwner->disableCollision();
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Point3F start = mOwner->getPosition();
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Point3F end = mOwner->getTransform().getForwardVector() * mInteractRayDist + start;
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RayInfo rinfo;
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S32 ret = 0;
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if (mUseRenderedRaycast)
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{
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rinfo.generateTexCoord = true;
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if (gServerContainer.castRayRendered(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
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ret = rinfo.object->getId();
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}
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else
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{
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if (gServerContainer.castRay(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
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ret = rinfo.object->getId();
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}
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mOwner->enableCollision();
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Entity* hitEntity = static_cast<Entity*>(rinfo.object);
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if (hitEntity)
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{
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//call on that badboy!
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InteractableComponent* iComp = hitEntity->getComponent<InteractableComponent>();
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if (iComp)
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{
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iComp->interact(this, rinfo);
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return;
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}
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}
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}
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//If not using rays or no hit, then do the radius search if we have it
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if (mUseRadiusInteract)
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{
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gServerContainer.initRadiusSearch(mOwner->getPosition(), mInteractRadius, EntityObjectType);
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F32 lastBestDist = 9999;
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F32 lastBestWeight = 0;
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Entity* bestFitEntity = nullptr;
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Entity* e = static_cast<Entity*>(gServerContainer.containerSearchNextObject());
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while (e != nullptr)
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{
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InteractableComponent* iComp = e->getComponent<InteractableComponent>();
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if (iComp != nullptr)
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{
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F32 weight = iComp->getWeight();
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VectorF distVec = e->getPosition() - mOwner->getPosition();
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F32 dist = distVec.len();
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//If the weight is better, always pick it
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if (weight > lastBestWeight)
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{
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lastBestDist = dist;
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lastBestWeight = weight;
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bestFitEntity = e;
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}
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//Otherwise, if the weight is matched and the distance is closer, pick that
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else if (weight >= lastBestWeight && lastBestDist < dist)
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{
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lastBestWeight = weight;
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bestFitEntity = e;
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}
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}
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e = static_cast<Entity*>(gServerContainer.containerSearchNextObject()); //loop 'round
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}
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if (bestFitEntity)
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{
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//call on that badboy!
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InteractableComponent* iComp = bestFitEntity->getComponent<InteractableComponent>();
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iComp->interact(this);
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}
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}
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}
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