Torque3D/Engine/source/T3D/components/game/interactComponent.cpp

171 lines
5.2 KiB
C++

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