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