mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
1993 lines
58 KiB
C++
1993 lines
58 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "scene/sceneObject.h"
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#include "platform/profiler.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "console/simPersistID.h"
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#include "sim/netConnection.h"
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#include "core/stream/bitStream.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneTracker.h"
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#include "scene/sceneRenderState.h"
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#include "scene/zones/sceneZoneSpace.h"
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#include "collision/extrudedPolyList.h"
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#include "collision/earlyOutPolyList.h"
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#include "collision/optimizedPolyList.h"
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#include "math/mPolyhedron.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "math/util/frustum.h"
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#include "math/mathIO.h"
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#include "math/mTransform.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/accumulationVolume.h"
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IMPLEMENT_CONOBJECT(SceneObject);
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ConsoleDocClass( SceneObject,
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"@brief A networkable object that exists in the 3D world.\n\n"
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"The SceneObject class provides the foundation for 3D objects in the Engine. It "
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"exposes the functionality for:\n\n"
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"<ul><li>Position, rotation and scale within the world.</li>"
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"<li>Working with a scene graph (in the Zone and Portal sections), allowing efficient "
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"and robust rendering of the game scene.</li>"
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"<li>Various helper functions, including functions to get bounding information "
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"and momentum/velocity.</li>"
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"<li>Mounting one SceneObject to another.</li>"
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"<li>An interface for collision detection, as well as ray casting.</li>"
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"<li>Lighting. SceneObjects can register lights both at lightmap generation "
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"time, and dynamic lights at runtime (for special effects, such as from flame "
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"or a projectile, or from an explosion).</li></ul>\n\n"
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"You do not typically work with SceneObjects themselves. The SceneObject provides a reference "
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"within the game world (the scene), but does not render to the client on its own. The "
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"same is true of collision detection beyond that of the bounding box. Instead you "
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"use one of the many classes that derrive from SceneObject, such as TSStatic.\n\n"
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"@section SceneObject_Hiding Difference Between setHidden() and isRenderEnabled\n\n"
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"When it comes time to decide if a SceneObject should render or not, there are two "
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"methods that can stop the SceneObject from rendering at all. You need to be aware of "
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"the differences between these two methods as they impact how the SceneObject is networked "
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"from the server to the client.\n\n"
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"The first method of manually controlling if a SceneObject is rendered is through its "
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"SceneObject::isRenderEnabled property. When set to false the SceneObject is considered invisible but "
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"still present within the scene. This means it still takes part in collisions and continues "
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"to be networked.\n\n"
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"The second method is using the setHidden() method. This will actually remove a SceneObject "
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"from the scene and it will no longer be networked from the server to the cleint. Any client-side "
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"ghost of the object will be deleted as the server no longer considers the object to be in scope.\n\n"
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"@ingroup gameObjects\n"
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);
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IMPLEMENT_CALLBACK(SceneObject, onInspectPostApply, void, (SceneObject* obj), (obj),"Generic callback for when an object is edited");
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#ifdef TORQUE_TOOLS
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extern bool gEditingMission;
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#endif
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Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd;
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Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove;
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//-----------------------------------------------------------------------------
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SceneObject::SceneObject()
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{
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mContainer = 0;
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mTypeMask = DefaultObjectType;
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mCollisionCount = 0;
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mGlobalBounds = false;
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mObjScale.set(1,1,1);
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mObjToWorld.identity();
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mWorldToObj.identity();
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mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
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mWorldBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
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mWorldSphere = SphereF(Point3F(0, 0, 0), 0);
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mRenderObjToWorld.identity();
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mRenderWorldToObj.identity();
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mRenderWorldBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
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mRenderWorldSphere = SphereF(Point3F(0, 0, 0), 0);
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mContainerSeqKey = 0;
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mBinRefHead = NULL;
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mSceneManager = NULL;
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mNumCurrZones = 0;
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mZoneRefHead = NULL;
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mZoneRefDirty = false;
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mBinMinX = 0xFFFFFFFF;
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mBinMaxX = 0xFFFFFFFF;
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mBinMinY = 0xFFFFFFFF;
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mBinMaxY = 0xFFFFFFFF;
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mLightPlugin = NULL;
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mMount.object = NULL;
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mMount.link = NULL;
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mMount.list = NULL;
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mMount.node = -1;
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mMount.xfm = MatrixF::Identity;
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mMountPID = NULL;
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mSceneObjectLinks = NULL;
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mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
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// PATHSHAPE
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// init the scenegraph relationships to indicate no parent, no children, and no siblings
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mGraph.parent = NULL;
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mGraph.nextSibling = NULL;
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mGraph.firstChild = NULL;
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mGraph.objToParent.identity();
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// PATHSHAPE END
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mIsScopeAlways = false;
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mAccuTex = NULL;
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mSelectionFlags = 0;
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mPathfindingIgnore = false;
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mGameObjectAssetId = StringTable->insert("");
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mDirtyGameObject = false;
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}
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//-----------------------------------------------------------------------------
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SceneObject::~SceneObject()
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{
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AssertFatal( mZoneRefHead == NULL && mBinRefHead == NULL,
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"SceneObject::~SceneObject - Object still linked in reference lists!");
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AssertFatal( !mSceneObjectLinks,
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"SceneObject::~SceneObject() - object is still linked to SceneTrackers" );
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mAccuTex = NULL;
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unlink();
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}
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//-----------------------------------------------------------------------------
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bool SceneObject::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
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{
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// By default, all ray checking against the rendered mesh will be passed
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// on to the collision mesh. This saves having to define both methods
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// for simple objects.
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return castRay( start, end, info );
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}
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//-----------------------------------------------------------------------------
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bool SceneObject::containsPoint( const Point3F& point )
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{
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// If it's not in the AABB, then it can't be in the OBB either,
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// so early out.
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if( !mWorldBox.isContained( point ) )
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return false;
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// Transform point into object space and test it against
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// our object space bounding box.
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Point3F objPoint( 0, 0, 0 );
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getWorldTransform().mulP( point, &objPoint );
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objPoint.convolveInverse( getScale() );
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return ( mObjBox.isContained( objPoint ) );
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}
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//-----------------------------------------------------------------------------
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bool SceneObject::collideBox(const Point3F &start, const Point3F &end, RayInfo *info)
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{
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const F32 * pStart = (const F32*)start;
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const F32 * pEnd = (const F32*)end;
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const F32 * pMin = (const F32*)mObjBox.minExtents;
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const F32 * pMax = (const F32*)mObjBox.maxExtents;
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F32 maxStartTime = -1;
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F32 minEndTime = 1;
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F32 startTime;
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F32 endTime;
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// used for getting normal
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U32 hitIndex = 0xFFFFFFFF;
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U32 side;
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// walk the axis
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for(U32 i = 0; i < 3; i++)
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{
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//
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if(pStart[i] < pEnd[i])
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{
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if(pEnd[i] < pMin[i] || pStart[i] > pMax[i])
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return(false);
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F32 dist = pEnd[i] - pStart[i];
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startTime = (pStart[i] < pMin[i]) ? (pMin[i] - pStart[i]) / dist : -1;
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endTime = (pEnd[i] > pMax[i]) ? (pMax[i] - pStart[i]) / dist : 1;
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side = 1;
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}
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else
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{
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if(pStart[i] < pMin[i] || pEnd[i] > pMax[i])
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return(false);
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F32 dist = pStart[i] - pEnd[i];
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startTime = (pStart[i] > pMax[i]) ? (pStart[i] - pMax[i]) / dist : -1;
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endTime = (pEnd[i] < pMin[i]) ? (pStart[i] - pMin[i]) / dist : 1;
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side = 0;
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}
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//
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if(startTime > maxStartTime)
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{
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maxStartTime = startTime;
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hitIndex = i * 2 + side;
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}
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if(endTime < minEndTime)
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minEndTime = endTime;
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if(minEndTime < maxStartTime)
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return(false);
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}
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// fail if inside
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if(maxStartTime < 0.f)
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return(false);
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//
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static Point3F boxNormals[] = {
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Point3F( 1, 0, 0),
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Point3F(-1, 0, 0),
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Point3F( 0, 1, 0),
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Point3F( 0,-1, 0),
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Point3F( 0, 0, 1),
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Point3F( 0, 0,-1),
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};
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//
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AssertFatal(hitIndex != 0xFFFFFFFF, "SceneObject::collideBox");
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info->t = maxStartTime;
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info->object = this;
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mObjToWorld.mulV(boxNormals[hitIndex], &info->normal);
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info->material = 0;
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return(true);
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}
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//-----------------------------------------------------------------------------
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void SceneObject::disableCollision()
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{
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mCollisionCount++;
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AssertFatal(mCollisionCount < 50, "SceneObject::disableCollision called 50 times on the same object. Is this inside a circular loop?" );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::enableCollision()
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{
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if (mCollisionCount)
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--mCollisionCount;
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}
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//-----------------------------------------------------------------------------
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bool SceneObject::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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mIsScopeAlways = mNetFlags.test( ScopeAlways );
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mWorldToObj = mObjToWorld;
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mWorldToObj.affineInverse();
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resetWorldBox();
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setRenderTransform(mObjToWorld);
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resolveMountPID();
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smSceneObjectAdd.trigger(this);
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return true;
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}
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//-----------------------------------------------------------------------------
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void SceneObject::onRemove()
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{
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smSceneObjectRemove.trigger(this);
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unmount();
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plUnlink();
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Parent::onRemove();
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// PATHSHAPE
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if ( getParent() != NULL) attachToParent( NULL);
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// PATHSHAPE END
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}
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//-----------------------------------------------------------------------------
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void SceneObject::addToScene()
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{
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if( mSceneManager )
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return;
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if( isClientObject() )
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gClientSceneGraph->addObjectToScene( this );
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else
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gServerSceneGraph->addObjectToScene( this );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::removeFromScene()
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{
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if( !mSceneManager )
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return;
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mSceneManager->removeObjectFromScene( this );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::onDeleteNotify( SimObject *obj )
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{
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// We are comparing memory addresses so even if obj really is not a
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// ProcessObject this cast shouldn't break anything.
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if ( obj == mAfterObject )
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mAfterObject = NULL;
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if ( obj == mMount.object )
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unmount();
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Parent::onDeleteNotify( obj );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::inspectPostApply()
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{
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if( isServerObject() )
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setMaskBits( MountedMask );
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onInspectPostApply_callback(this);
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Parent::inspectPostApply();
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}
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//-----------------------------------------------------------------------------
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void SceneObject::setGlobalBounds()
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{
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mGlobalBounds = true;
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mObjBox.minExtents.set( -1e10, -1e10, -1e10 );
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mObjBox.maxExtents.set( 1e10, 1e10, 1e10 );
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if( mSceneManager )
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mSceneManager->notifyObjectDirty( this );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::setTransform( const MatrixF& mat )
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{
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// This test is a bit expensive so turn it off in release.
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#ifdef TORQUE_DEBUG
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//AssertFatal( mat.isAffine(), "SceneObject::setTransform() - Bad transform (non affine)!" );
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#endif
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PROFILE_SCOPE( SceneObject_setTransform );
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// PATHSHAPE
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PerformUpdatesForChildren(mat);
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// PATHSHAPE END
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// Update the transforms.
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mObjToWorld = mWorldToObj = mat;
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mWorldToObj.affineInverse();
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// Update the world-space AABB.
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resetWorldBox();
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// If we're in a SceneManager, sync our scene state.
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if( mSceneManager != NULL )
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mSceneManager->notifyObjectDirty( this );
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setRenderTransform( mat );
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}
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//-----------------------------------------------------------------------------
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void SceneObject::setScale( const VectorF &scale )
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{
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AssertFatal( !mIsNaN( scale ), "SceneObject::setScale() - The scale is NaN!" );
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// Avoid unnecessary scaling operations.
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if ( mObjScale.equal( scale ) )
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return;
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mObjScale = scale;
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setTransform(MatrixF(mObjToWorld));
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// Make sure that any subclasses of me get a chance to react to the
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// scale being changed.
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onScaleChanged();
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setMaskBits( ScaleMask );
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}
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void SceneObject::setForwardVector(VectorF newForward, VectorF upVector)
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{
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MatrixF mat = getTransform();
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VectorF up(0.0f, 0.0f, 1.0f);
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VectorF axisX;
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VectorF axisY = newForward;
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VectorF axisZ;
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if (upVector != VectorF::Zero)
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up = upVector;
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// Validate and normalize input:
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F32 lenSq;
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lenSq = axisY.lenSquared();
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if (lenSq < 0.000001f)
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{
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axisY.set(0.0f, 1.0f, 0.0f);
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Con::errorf("SceneObject::setForwardVector() - degenerate forward vector");
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}
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else
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{
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axisY /= mSqrt(lenSq);
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}
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lenSq = up.lenSquared();
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if (lenSq < 0.000001f)
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{
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up.set(0.0f, 0.0f, 1.0f);
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Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
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}
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else
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{
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up /= mSqrt(lenSq);
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}
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if (fabsf(mDot(up, axisY)) > 0.9999f)
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{
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Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
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// I haven't really tested this, but i think it generates something which should be not parallel to the previous vector:
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F32 tmp = up.x;
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up.x = -up.y;
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up.y = up.z;
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up.z = tmp;
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}
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// construct the remaining axes:
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mCross(axisY, up, &axisX);
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mCross(axisX, axisY, &axisZ);
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mat.setColumn(0, axisX);
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mat.setColumn(1, axisY);
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mat.setColumn(2, axisZ);
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setTransform(mat);
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}
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//-----------------------------------------------------------------------------
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void SceneObject::resetWorldBox()
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{
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AssertFatal(mObjBox.isValidBox(), "SceneObject::resetWorldBox - Bad object box!");
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mWorldBox = mObjBox;
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mWorldBox.minExtents.convolve(mObjScale);
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mWorldBox.maxExtents.convolve(mObjScale);
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mObjToWorld.mul(mWorldBox);
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AssertFatal(mWorldBox.isValidBox(), "SceneObject::resetWorldBox - Bad world box!");
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// Create mWorldSphere from mWorldBox
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mWorldBox.getCenter(&mWorldSphere.center);
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mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();
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// Update tracker links.
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for( SceneObjectLink* link = mSceneObjectLinks; link != NULL;
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link = link->getNextLink() )
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link->update();
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}
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//-----------------------------------------------------------------------------
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void SceneObject::resetObjectBox()
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{
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AssertFatal( mWorldBox.isValidBox(), "SceneObject::resetObjectBox - Bad world box!" );
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mObjBox = mWorldBox;
|
|
mWorldToObj.mul( mObjBox );
|
|
|
|
Point3F objScale( mObjScale );
|
|
objScale.setMax( Point3F( (F32)POINT_EPSILON, (F32)POINT_EPSILON, (F32)POINT_EPSILON ) );
|
|
mObjBox.minExtents.convolveInverse( objScale );
|
|
mObjBox.maxExtents.convolveInverse( objScale );
|
|
|
|
AssertFatal( mObjBox.isValidBox(), "SceneObject::resetObjectBox - Bad object box!" );
|
|
|
|
// Update the mWorldSphere from mWorldBox
|
|
mWorldBox.getCenter( &mWorldSphere.center );
|
|
mWorldSphere.radius = ( mWorldBox.maxExtents - mWorldSphere.center ).len();
|
|
|
|
// Update scene managers.
|
|
|
|
for( SceneObjectLink* link = mSceneObjectLinks; link != NULL;
|
|
link = link->getNextLink() )
|
|
link->update();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setRenderTransform(const MatrixF& mat)
|
|
{
|
|
PROFILE_START(SceneObj_setRenderTransform);
|
|
mRenderObjToWorld = mRenderWorldToObj = mat;
|
|
mRenderWorldToObj.affineInverse();
|
|
|
|
AssertFatal(mObjBox.isValidBox(), "Bad object box!");
|
|
resetRenderWorldBox();
|
|
PROFILE_END();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::resetRenderWorldBox()
|
|
{
|
|
AssertFatal( mObjBox.isValidBox(), "Bad object box!" );
|
|
|
|
mRenderWorldBox = mObjBox;
|
|
mRenderWorldBox.minExtents.convolve( mObjScale );
|
|
mRenderWorldBox.maxExtents.convolve( mObjScale );
|
|
mRenderObjToWorld.mul( mRenderWorldBox );
|
|
|
|
AssertFatal( mRenderWorldBox.isValidBox(), "Bad world box!" );
|
|
|
|
// Create mRenderWorldSphere from mRenderWorldBox.
|
|
|
|
mRenderWorldBox.getCenter( &mRenderWorldSphere.center );
|
|
mRenderWorldSphere.radius = ( mRenderWorldBox.maxExtents - mRenderWorldSphere.center ).len();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setHidden( bool hidden )
|
|
{
|
|
if( hidden != isHidden() )
|
|
{
|
|
// Add/remove the object from the scene. Removing it
|
|
// will also cause the NetObject to go out of scope since
|
|
// the container query will not find it anymore. However,
|
|
// ScopeAlways objects need to be treated separately as we
|
|
// do next.
|
|
|
|
if( !hidden )
|
|
addToScene();
|
|
else
|
|
removeFromScene();
|
|
|
|
// ScopeAlways objects stay in scope no matter what, i.e. even
|
|
// if they aren't in the scene query anymore. So, to force ghosts
|
|
// to go away, we need to clear ScopeAlways while we are hidden.
|
|
|
|
if( hidden && mIsScopeAlways )
|
|
clearScopeAlways();
|
|
else if( !hidden && mIsScopeAlways )
|
|
setScopeAlways();
|
|
|
|
Parent::setHidden( hidden );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::initPersistFields()
|
|
{
|
|
addGroup("GameObject");
|
|
addField("GameObject", TypeGameObjectAssetPtr, Offset(mGameObjectAsset, SceneObject), "The asset Id used for the game object this entity is based on.");
|
|
|
|
addField("dirtyGameObject", TypeBool, Offset(mDirtyGameObject, SceneObject), "If this entity is a GameObject, it flags if this instance delinates from the template.",
|
|
AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
|
|
endGroup("GameObject");
|
|
|
|
addGroup( "Transform" );
|
|
|
|
addProtectedField( "position", TypeMatrixPosition, Offset( mObjToWorld, SceneObject ),
|
|
&_setFieldPosition, &defaultProtectedGetFn,
|
|
"Object world position." );
|
|
addProtectedField( "rotation", TypeMatrixRotation, Offset( mObjToWorld, SceneObject ),
|
|
&_setFieldRotation, &defaultProtectedGetFn,
|
|
"Object world orientation." );
|
|
addProtectedField( "scale", TypePoint3F, Offset( mObjScale, SceneObject ),
|
|
&_setFieldScale, &defaultProtectedGetFn,
|
|
"Object world scale." );
|
|
|
|
endGroup( "Transform" );
|
|
|
|
addGroup( "Editing" );
|
|
|
|
addProtectedField( "isRenderEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
|
|
&_setRenderEnabled, &_getRenderEnabled,
|
|
"Controls client-side rendering of the object.\n"
|
|
"@see isRenderable()\n" );
|
|
|
|
addProtectedField( "isSelectionEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
|
|
&_setSelectionEnabled, &_getSelectionEnabled,
|
|
"Determines if the object may be selected from wihin the Tools.\n"
|
|
"@see isSelectable()\n" );
|
|
|
|
endGroup( "Editing" );
|
|
|
|
addGroup( "Mounting" );
|
|
|
|
addProtectedField( "mountPID", TypePID, Offset( mMountPID, SceneObject ), &_setMountPID, &defaultProtectedGetFn,
|
|
"@brief PersistentID of object we are mounted to.\n\n"
|
|
"Unlike the SimObjectID that is determined at run time, the PersistentID of an object is saved with the level/mission and "
|
|
"may be used to form a link between objects." );
|
|
addField( "mountNode", TypeS32, Offset( mMount.node, SceneObject ), "Node we are mounted to." );
|
|
addField( "mountPos", TypeMatrixPosition, Offset( mMount.xfm, SceneObject ), "Position we are mounted at ( object space of our mount object )." );
|
|
addField( "mountRot", TypeMatrixRotation, Offset( mMount.xfm, SceneObject ), "Rotation we are mounted at ( object space of our mount object )." );
|
|
|
|
endGroup( "Mounting" );
|
|
|
|
Parent::initPersistFields();
|
|
}
|
|
|
|
bool SceneObject::_setGameObject(void* object, const char* index, const char* data)
|
|
{
|
|
// Sanity!
|
|
AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
|
|
|
|
return true; //rbI->setMeshAsset(data);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setFieldPosition( void *object, const char *index, const char *data )
|
|
{
|
|
SceneObject* so = static_cast<SceneObject*>( object );
|
|
if ( so )
|
|
{
|
|
MatrixF txfm( so->getTransform() );
|
|
Con::setData( TypeMatrixPosition, &txfm, 0, 1, &data );
|
|
so->setTransform( txfm );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setFieldRotation( void *object, const char *index, const char *data )
|
|
{
|
|
SceneObject* so = static_cast<SceneObject*>( object );
|
|
if ( so )
|
|
{
|
|
MatrixF txfm( so->getTransform() );
|
|
Con::setData( TypeMatrixRotation, &txfm, 0, 1, &data );
|
|
so->setTransform( txfm );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setFieldScale( void *object, const char *index, const char *data )
|
|
{
|
|
SceneObject* so = static_cast<SceneObject*>( object );
|
|
if ( so )
|
|
{
|
|
Point3F scale;
|
|
Con::setData( TypePoint3F, &scale, 0, 1, &data );
|
|
so->setScale( scale );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::writeField( StringTableEntry fieldName, const char* value )
|
|
{
|
|
if( !Parent::writeField( fieldName, value ) )
|
|
return false;
|
|
|
|
static StringTableEntry sIsRenderEnabled = StringTable->insert( "isRenderEnabled" );
|
|
static StringTableEntry sIsSelectionEnabled = StringTable->insert( "isSelectionEnabled" );
|
|
static StringTableEntry sMountNode = StringTable->insert( "mountNode" );
|
|
static StringTableEntry sMountPos = StringTable->insert( "mountPos" );
|
|
static StringTableEntry sMountRot = StringTable->insert( "mountRot" );
|
|
|
|
// Don't write flag fields if they are at their default values.
|
|
|
|
if( fieldName == sIsRenderEnabled && dAtob( value ) )
|
|
return false;
|
|
else if( fieldName == sIsSelectionEnabled && dAtob( value ) )
|
|
return false;
|
|
else if ( mMountPID == NULL && ( fieldName == sMountNode ||
|
|
fieldName == sMountPos ||
|
|
fieldName == sMountRot ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void scopeCallback( SceneObject* obj, void* conPtr )
|
|
{
|
|
NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr );
|
|
if( obj->isScopeable() )
|
|
ptr->objectInScope(obj);
|
|
}
|
|
|
|
void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
|
|
{
|
|
SceneManager* sceneManager = getSceneManager();
|
|
GameConnection* conn = dynamic_cast<GameConnection*> (connection);
|
|
if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
|
|
if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
|
|
query->visibleDistance = sceneManager->getVisibleDistance();
|
|
|
|
// Object itself is in scope.
|
|
|
|
if( this->isScopeable() )
|
|
connection->objectInScope( this );
|
|
|
|
// If we're mounted to something, that object is in scope too.
|
|
|
|
if( isMounted() )
|
|
connection->objectInScope( mMount.object );
|
|
|
|
// If we're added to a scene graph, let the graph do the scene scoping.
|
|
// Otherwise just put everything in the server container in scope.
|
|
|
|
if( getSceneManager() )
|
|
getSceneManager()->scopeScene( query, connection );
|
|
else
|
|
gServerContainer.findObjects( 0xFFFFFFFF, scopeCallback, connection );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::isRenderEnabled() const
|
|
{
|
|
#ifdef TORQUE_TOOLS
|
|
if (gEditingMission)
|
|
{
|
|
AbstractClassRep *classRep = getClassRep();
|
|
return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
|
|
}
|
|
#endif
|
|
return (mObjectFlags.test(RenderEnabledFlag));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setRenderEnabled( bool value )
|
|
{
|
|
if( value )
|
|
mObjectFlags.set( RenderEnabledFlag );
|
|
else
|
|
mObjectFlags.clear( RenderEnabledFlag );
|
|
|
|
setMaskBits( FlagMask );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char* SceneObject::_getRenderEnabled( void* object, const char* data )
|
|
{
|
|
SceneObject* obj = reinterpret_cast< SceneObject* >( object );
|
|
if( obj->mObjectFlags.test( RenderEnabledFlag ) )
|
|
return "1";
|
|
else
|
|
return "0";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setRenderEnabled( void *object, const char *index, const char *data )
|
|
{
|
|
SceneObject* obj = reinterpret_cast< SceneObject* >( object );
|
|
obj->setRenderEnabled( dAtob( data ) );
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::isSelectionEnabled() const
|
|
{
|
|
AbstractClassRep *classRep = getClassRep();
|
|
return ( mObjectFlags.test( SelectionEnabledFlag ) && classRep->isSelectionEnabled() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setSelectionEnabled( bool value )
|
|
{
|
|
if( value )
|
|
mObjectFlags.set( SelectionEnabledFlag );
|
|
else
|
|
mObjectFlags.clear( SelectionEnabledFlag );
|
|
|
|
// Not synchronized on network so don't set dirty bit.
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const char* SceneObject::_getSelectionEnabled( void* object, const char* data )
|
|
{
|
|
SceneObject* obj = reinterpret_cast< SceneObject* >( object );
|
|
if( obj->mObjectFlags.test( SelectionEnabledFlag ) )
|
|
return "true";
|
|
else
|
|
return "false";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setSelectionEnabled( void *object, const char *index, const char *data )
|
|
{
|
|
SceneObject* obj = reinterpret_cast< SceneObject* >( object );
|
|
obj->setSelectionEnabled( dAtob( data ) );
|
|
return false;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
|
|
{
|
|
U32 retMask = Parent::packUpdate( conn, mask, stream );
|
|
|
|
if ( stream->writeFlag( mask & FlagMask ) )
|
|
stream->writeRangedU32( (U32)mObjectFlags, 0, getObjectFlagMax() );
|
|
|
|
// PATHSHAPE
|
|
//Begin attachment
|
|
retMask = 0; //retry mask
|
|
|
|
if (stream->writeFlag(getParent() != NULL)) {
|
|
stream->writeAffineTransform(mGraph.objToParent);
|
|
}
|
|
if (stream->writeFlag(mask & MountedMask))
|
|
{
|
|
// Check to see if we need to write an object ID
|
|
if (stream->writeFlag(mGraph.parent)) {
|
|
S32 t = conn->getGhostIndex(mGraph.parent);
|
|
// Check to see if we can actually ghost this...
|
|
if (t == -1) {
|
|
// Cant, try again later
|
|
retMask |= MountedMask;
|
|
stream->writeFlag(false);
|
|
}
|
|
else {
|
|
// Can, write it.
|
|
stream->writeFlag(true);
|
|
stream->writeRangedU32(U32(t), 0, NetConnection::MaxGhostCount);
|
|
stream->writeAffineTransform(mGraph.objToParent);
|
|
//Con::errorf("%d: sent mounted on %d", getId(), mGraph.parent->getId());
|
|
}
|
|
}
|
|
}
|
|
// End of Attachment
|
|
// PATHSHAPE END
|
|
|
|
if ( mask & MountedMask )
|
|
{
|
|
if ( mMount.object )
|
|
{
|
|
S32 gIndex = conn->getGhostIndex( mMount.object );
|
|
|
|
if ( stream->writeFlag( gIndex != -1 ) )
|
|
{
|
|
stream->writeFlag( true );
|
|
stream->writeInt( gIndex, NetConnection::GhostIdBitSize );
|
|
if ( stream->writeFlag( mMount.node != -1 ) )
|
|
stream->writeInt( mMount.node, NumMountPointBits );
|
|
mathWrite( *stream, mMount.xfm );
|
|
}
|
|
else
|
|
// Will have to try again later
|
|
retMask |= MountedMask;
|
|
}
|
|
else
|
|
// Unmount if this isn't the initial packet
|
|
if ( stream->writeFlag( !(mask & InitialUpdateMask) ) )
|
|
stream->writeFlag( false );
|
|
}
|
|
else
|
|
stream->writeFlag( false );
|
|
|
|
return retMask;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
|
|
{
|
|
Parent::unpackUpdate( conn, stream );
|
|
|
|
// FlagMask
|
|
if ( stream->readFlag() )
|
|
mObjectFlags = stream->readRangedU32( 0, getObjectFlagMax() );
|
|
|
|
// PATHSHAPE
|
|
// begin of attachment
|
|
if (stream->readFlag())
|
|
{
|
|
MatrixF m;
|
|
stream->readAffineTransform(&m);
|
|
mGraph.objToParent = m;
|
|
}
|
|
if (stream->readFlag())
|
|
{
|
|
// Check to see if we need to read an object ID
|
|
if (stream->readFlag())
|
|
{
|
|
// Check to see if we can actually ghost this...
|
|
if (stream->readFlag())
|
|
{
|
|
GameBase *newParent = static_cast<GameBase*>(conn->resolveGhost(stream->readRangedU32(0, NetConnection::MaxGhostCount)));
|
|
MatrixF m;
|
|
stream->readAffineTransform(&m);
|
|
|
|
if (getParent() != newParent)
|
|
{
|
|
clearProcessAfter();
|
|
processAfter(newParent);
|
|
}
|
|
|
|
attachToParent(newParent, &m);
|
|
//Con::errorf("%d: got mounted on %d", getId(), mParentObject->getId());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
attachToParent(NULL);
|
|
}
|
|
}
|
|
// End of attachment
|
|
// PATHSHAPE END
|
|
|
|
// MountedMask
|
|
if ( stream->readFlag() )
|
|
{
|
|
if ( stream->readFlag() )
|
|
{
|
|
S32 gIndex = stream->readInt( NetConnection::GhostIdBitSize );
|
|
SceneObject* obj = dynamic_cast<SceneObject*>( conn->resolveGhost( gIndex ) );
|
|
S32 node = -1;
|
|
if ( stream->readFlag() ) // node != -1
|
|
node = stream->readInt( NumMountPointBits );
|
|
MatrixF xfm;
|
|
mathRead( *stream, &xfm );
|
|
if ( !obj )
|
|
{
|
|
conn->setLastError( "Invalid packet from server." );
|
|
return;
|
|
}
|
|
obj->mountObject( this, node, xfm );
|
|
}
|
|
else
|
|
unmount();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::_updateZoningState() const
|
|
{
|
|
if( mZoneRefDirty )
|
|
{
|
|
SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
|
|
if( manager )
|
|
manager->updateObject( const_cast< SceneObject* >( this ) );
|
|
else
|
|
mZoneRefDirty = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
U32 SceneObject::getCurrZone( const U32 index ) const
|
|
{
|
|
_updateZoningState();
|
|
|
|
// Not the most efficient way to do this, walking the list,
|
|
// but it's an uncommon call...
|
|
ZoneRef* walk = mZoneRefHead;
|
|
for( U32 i = 0; i < index; ++ i )
|
|
{
|
|
walk = walk->nextInObj;
|
|
AssertFatal( walk != NULL, "SceneObject::_getCurrZone - Too few object refs!" );
|
|
}
|
|
AssertFatal( walk != NULL, "SceneObject::_getCurrZone - Too few object refs!" );
|
|
|
|
return walk->zone;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Point3F SceneObject::getPosition() const
|
|
{
|
|
Point3F pos;
|
|
mObjToWorld.getColumn(3, &pos);
|
|
return pos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Point3F SceneObject::getRenderPosition() const
|
|
{
|
|
Point3F pos;
|
|
mRenderObjToWorld.getColumn(3, &pos);
|
|
return pos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setPosition(const Point3F &pos)
|
|
{
|
|
AssertFatal( !mIsNaN( pos ), "SceneObject::setPosition() - The position is NaN!" );
|
|
|
|
MatrixF xform = mObjToWorld;
|
|
xform.setColumn(3, pos);
|
|
setTransform(xform);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
F32 SceneObject::distanceTo(const Point3F &pnt) const
|
|
{
|
|
return mWorldBox.getDistanceToPoint( pnt );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::processAfter( ProcessObject *obj )
|
|
{
|
|
AssertFatal( dynamic_cast<SceneObject*>( obj ), "SceneObject::processAfter - Got non-SceneObject!" );
|
|
|
|
mAfterObject = (SceneObject*)obj;
|
|
if ( mAfterObject->mAfterObject == this )
|
|
mAfterObject->mAfterObject = NULL;
|
|
|
|
getProcessList()->markDirty();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::clearProcessAfter()
|
|
{
|
|
mAfterObject = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::setProcessTick( bool t )
|
|
{
|
|
if ( t == mProcessTick )
|
|
return;
|
|
|
|
if ( mProcessTick )
|
|
{
|
|
if ( !getMountedObjectCount() )
|
|
plUnlink(); // Only unlink if there is nothing mounted to us
|
|
mProcessTick = false;
|
|
}
|
|
else
|
|
{
|
|
// Just to be sure...
|
|
plUnlink();
|
|
|
|
getProcessList()->addObject( this );
|
|
|
|
mProcessTick = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
ProcessList* SceneObject::getProcessList() const
|
|
{
|
|
if ( isClientObject() )
|
|
return ClientProcessList::get();
|
|
else
|
|
return ServerProcessList::get();
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
bool SceneObject::isMounted()
|
|
{
|
|
resolveMountPID();
|
|
|
|
return mMount.object != NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
S32 SceneObject::getMountedObjectCount()
|
|
{
|
|
S32 count = 0;
|
|
for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
|
|
count++;
|
|
return count;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
SceneObject* SceneObject::getMountedObject(S32 idx)
|
|
{
|
|
if (idx >= 0) {
|
|
S32 count = 0;
|
|
for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
|
|
if (count++ == idx)
|
|
return itr;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
S32 SceneObject::getMountedObjectNode(S32 idx)
|
|
{
|
|
if (idx >= 0) {
|
|
S32 count = 0;
|
|
for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
|
|
if (count++ == idx)
|
|
return itr->mMount.node;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
SceneObject* SceneObject::getMountNodeObject(S32 node)
|
|
{
|
|
for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
|
|
if (itr->mMount.node == node)
|
|
return itr;
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool SceneObject::_setMountPID( void* object, const char* index, const char* data )
|
|
{
|
|
SceneObject* so = static_cast<SceneObject*>( object );
|
|
if ( so )
|
|
{
|
|
// Unmount old object (PID reference is released even if it had been resolved yet)
|
|
if ( so->mMountPID )
|
|
{
|
|
so->mMountPID->decRefCount();
|
|
so->mMountPID = NULL;
|
|
}
|
|
so->unmount();
|
|
|
|
// Get the new PID (new object will be mounted on demand)
|
|
Con::setData( TypePID, &so->mMountPID, 0, 1, &data );
|
|
if ( so->mMountPID )
|
|
so->mMountPID->incRefCount(); // Prevent PID from being deleted out from under us!
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void SceneObject::resolveMountPID()
|
|
{
|
|
if ( mMountPID && !mMount.object )
|
|
{
|
|
SceneObject *obj = dynamic_cast< SceneObject* >( mMountPID->getObject() );
|
|
if ( obj )
|
|
obj->mountObject( this, mMount.node, mMount.xfm );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::mountObject( SceneObject *obj, S32 node, const MatrixF &xfm )
|
|
{
|
|
if ( obj->mMount.object == this )
|
|
{
|
|
// Already mounted to this
|
|
// So update our node and xfm which may have changed.
|
|
obj->mMount.node = node;
|
|
obj->mMount.xfm = xfm;
|
|
}
|
|
else
|
|
{
|
|
if ( obj->mMount.object )
|
|
obj->unmount();
|
|
|
|
obj->mMount.object = this;
|
|
obj->mMount.node = node;
|
|
obj->mMount.link = mMount.list;
|
|
obj->mMount.xfm = xfm;
|
|
mMount.list = obj;
|
|
|
|
// Assign PIDs to both objects
|
|
if ( isServerObject() )
|
|
{
|
|
obj->getOrCreatePersistentId();
|
|
if ( !obj->mMountPID )
|
|
{
|
|
obj->mMountPID = getOrCreatePersistentId();
|
|
obj->mMountPID->incRefCount();
|
|
}
|
|
}
|
|
|
|
obj->onMount( this, node );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::unmountObject( SceneObject *obj )
|
|
{
|
|
if ( obj->mMount.object == this )
|
|
{
|
|
// Find and unlink the object
|
|
for ( SceneObject **ptr = &mMount.list; *ptr; ptr = &(*ptr)->mMount.link )
|
|
{
|
|
if ( *ptr == obj )
|
|
{
|
|
*ptr = obj->mMount.link;
|
|
break;
|
|
}
|
|
}
|
|
|
|
obj->mMount.object = NULL;
|
|
obj->mMount.link = NULL;
|
|
|
|
if( obj->mMountPID != NULL ) // Only on server.
|
|
{
|
|
obj->mMountPID->decRefCount();
|
|
obj->mMountPID = NULL;
|
|
}
|
|
|
|
obj->onUnmount( this, obj->mMount.node );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::unmount()
|
|
{
|
|
if (mMount.object)
|
|
mMount.object->unmountObject(this);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::onMount( SceneObject *obj, S32 node )
|
|
{
|
|
deleteNotify( obj );
|
|
|
|
if ( !isGhost() )
|
|
{
|
|
setMaskBits( MountedMask );
|
|
//onMount_callback( node );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::onUnmount( SceneObject *obj, S32 node )
|
|
{
|
|
clearNotify(obj);
|
|
|
|
if ( !isGhost() )
|
|
{
|
|
setMaskBits( MountedMask );
|
|
//onUnmount_callback( node );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
|
|
{
|
|
MatrixF mountTransform( xfm );
|
|
const Point3F &scale = getScale();
|
|
Point3F position = mountTransform.getPosition();
|
|
position.convolve( scale );
|
|
mountTransform.setPosition( position );
|
|
|
|
outMat->mul( mObjToWorld, mountTransform );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneObject::getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat )
|
|
{
|
|
MatrixF mountTransform( xfm );
|
|
const Point3F &scale = getScale();
|
|
Point3F position = mountTransform.getPosition();
|
|
position.convolve( scale );
|
|
mountTransform.setPosition( position );
|
|
|
|
outMat->mul( mRenderObjToWorld, mountTransform );
|
|
}
|
|
|
|
//=============================================================================
|
|
// Console API.
|
|
//=============================================================================
|
|
// MARK: ---- Console API ----
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getType, S32, (),,
|
|
"Return the type mask for this object.\n"
|
|
"@return The numeric type mask for the object." )
|
|
{
|
|
return object->getTypeMask();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, mountObject, bool,
|
|
( SceneObject* objB, S32 slot, TransformF txfm ), ( TransformF::Identity ),
|
|
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
|
|
|
|
"@param objB Object to mount onto us\n"
|
|
"@param slot Mount slot ID\n"
|
|
"@param txfm (optional) mount offset transform\n"
|
|
"@return true if successful, false if failed (objB is not valid)" )
|
|
{
|
|
if ( objB )
|
|
{
|
|
object->mountObject( objB, slot, txfm.getMatrix() );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, unmountObject, bool, ( SceneObject* target ),,
|
|
"@brief Unmount an object from ourselves.\n\n"
|
|
|
|
"@param target object to unmount\n"
|
|
"@return true if successful, false if failed\n" )
|
|
{
|
|
if ( target )
|
|
{
|
|
object->unmountObject(target);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, unmount, void, (),,
|
|
"Unmount us from the currently mounted object if any.\n" )
|
|
{
|
|
object->unmount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, isMounted, bool, (),,
|
|
"@brief Check if we are mounted to another object.\n\n"
|
|
"@return true if mounted to another object, false if not mounted." )
|
|
{
|
|
return object->isMounted();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getObjectMount, S32, (),,
|
|
"@brief Get the object we are mounted to.\n\n"
|
|
"@return the SimObjectID of the object we're mounted to, or 0 if not mounted." )
|
|
{
|
|
return object->isMounted()? object->getObjectMount()->getId(): 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getMountedObjectCount, S32, (),,
|
|
"Get the number of objects mounted to us.\n"
|
|
"@return the number of mounted objects." )
|
|
{
|
|
return object->getMountedObjectCount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getMountedObject, S32, ( S32 slot ),,
|
|
"Get the object mounted at a particular slot.\n"
|
|
"@param slot mount slot index to query\n"
|
|
"@return ID of the object mounted in the slot, or 0 if no object." )
|
|
{
|
|
SceneObject* mobj = object->getMountedObject( slot );
|
|
return mobj? mobj->getId(): 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getMountedObjectNode, S32, ( S32 slot ),,
|
|
"@brief Get the mount node index of the object mounted at our given slot.\n\n"
|
|
"@param slot mount slot index to query\n"
|
|
"@return index of the mount node used by the object mounted in this slot." )
|
|
{
|
|
return object->getMountedObjectNode( slot );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getMountNodeObject, S32, ( S32 node ),,
|
|
"@brief Get the object mounted at our given node index.\n\n"
|
|
"@param node mount node index to query\n"
|
|
"@return ID of the first object mounted at the node, or 0 if none found." )
|
|
{
|
|
SceneObject* mobj = object->getMountNodeObject( node );
|
|
return mobj? mobj->getId(): 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getTransform, TransformF, (),,
|
|
"Get the object's transform.\n"
|
|
"@return the current transform of the object\n" )
|
|
{
|
|
return object->getTransform();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getInverseTransform, TransformF, (),,
|
|
"Get the object's inverse transform.\n"
|
|
"@return the inverse transform of the object\n" )
|
|
{
|
|
return object->getWorldTransform();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getPosition, Point3F, (),,
|
|
"Get the object's world position.\n"
|
|
"@return the current world position of the object\n" )
|
|
{
|
|
return object->getTransform().getPosition();
|
|
}
|
|
|
|
DefineEngineMethod( SceneObject, setPosition, void, (Point3F pos),,
|
|
"Set the object's world position.\n"
|
|
"@param pos the new world position of the object\n" )
|
|
{
|
|
return object->setPosition(pos);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getEulerRotation, Point3F, (),,
|
|
"Get Euler rotation of this object.\n"
|
|
"@return the orientation of the object in the form of rotations around the "
|
|
"X, Y and Z axes in degrees.\n" )
|
|
{
|
|
Point3F euler = object->getTransform().toEuler();
|
|
|
|
// Convert to degrees.
|
|
euler.x = mRadToDeg( euler.x );
|
|
euler.y = mRadToDeg( euler.y );
|
|
euler.z = mRadToDeg( euler.z );
|
|
|
|
return euler;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getForwardVector, VectorF, (),,
|
|
"Get the direction this object is facing.\n"
|
|
"@return a vector indicating the direction this object is facing.\n"
|
|
"@note This is the object's y axis." )
|
|
{
|
|
return object->getTransform().getForwardVector();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getRightVector, VectorF, (),,
|
|
"Get the right vector of the object.\n"
|
|
"@return a vector indicating the right direction of this object."
|
|
"@note This is the object's x axis." )
|
|
{
|
|
return object->getTransform().getRightVector();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getUpVector, VectorF, (),,
|
|
"Get the up vector of the object.\n"
|
|
"@return a vector indicating the up direction of this object."
|
|
"@note This is the object's z axis." )
|
|
{
|
|
return object->getTransform().getUpVector();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, setTransform, void, ( TransformF txfm ),,
|
|
"Set the object's transform (orientation and position)."
|
|
"@param txfm object transform to set" )
|
|
{
|
|
// PATHSHAPE
|
|
object->PerformUpdatesForChildren(txfm.getMatrix());
|
|
// PATHSHAPE END
|
|
if ( !txfm.hasRotation() )
|
|
object->setPosition( txfm.getPosition() );
|
|
else
|
|
object->setTransform( txfm.getMatrix() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getScale, Point3F, (),,
|
|
"Get the object's scale.\n"
|
|
"@return object scale as a Point3F" )
|
|
{
|
|
return object->getScale();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, setScale, void, ( Point3F scale ),,
|
|
"Set the object's scale.\n"
|
|
"@param scale object scale to set\n" )
|
|
{
|
|
object->setScale( scale );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getWorldBox, Box3F, (),,
|
|
"Get the object's world bounding box.\n"
|
|
"@return six fields, two Point3Fs, containing the min and max points of the "
|
|
"worldbox." )
|
|
{
|
|
return object->getWorldBox();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getWorldBoxCenter, Point3F, (),,
|
|
"Get the center of the object's world bounding box.\n"
|
|
"@return the center of the world bounding box for this object." )
|
|
{
|
|
Point3F center;
|
|
object->getWorldBox().getCenter( ¢er );
|
|
return center;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, getObjectBox, Box3F, (),,
|
|
"Get the object's bounding box (relative to the object's origin).\n"
|
|
"@return six fields, two Point3Fs, containing the min and max points of the "
|
|
"objectbox." )
|
|
{
|
|
return object->getObjBox();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( SceneObject, isGlobalBounds, bool, (),,
|
|
"Check if this object has a global bounds set.\n"
|
|
"If global bounds are set to be true, then the object is assumed to have an "
|
|
"infinitely large bounding box for collision and rendering purposes.\n"
|
|
"@return true if the object has a global bounds." )
|
|
{
|
|
return object->isGlobalBounds();
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, setForwardVector, void, (VectorF newForward, VectorF upVector), (VectorF(0, 0, 0), VectorF(0, 0, 1)),
|
|
"Sets the forward vector of a scene object, making it face Y+ along the new vector.\n"
|
|
"@param The new forward vector to set.\n"
|
|
"@param (Optional) The up vector to use to help orient the rotation.")
|
|
{
|
|
object->setForwardVector(newForward, upVector);
|
|
}
|
|
|
|
// PATHSHAPE
|
|
// Move RenderTransform by set amount
|
|
// no longer used
|
|
|
|
void SceneObject::moveRender(const Point3F &delta)
|
|
{
|
|
Point3F pos;
|
|
|
|
const MatrixF& tmat = getRenderTransform();
|
|
tmat.getColumn(3,&pos);
|
|
AngAxisF aa(tmat);
|
|
pos += delta;
|
|
|
|
MatrixF mat;
|
|
aa.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
setRenderTransform(mat);
|
|
}
|
|
|
|
void SceneObject::PerformUpdatesForChildren(MatrixF mat){
|
|
UpdateXformChange(mat);
|
|
for (U32 i=0; i < getNumChildren(); i++) {
|
|
SceneObject *o = getChild(i);
|
|
o->updateChildTransform(); //update the position of the child object
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// This function will move the players based on how much it's
|
|
// parent have moved
|
|
void SceneObject::updateChildTransform(){
|
|
if (getParent() != NULL){
|
|
MatrixF one;
|
|
MatrixF two;
|
|
MatrixF three;
|
|
MatrixF four;
|
|
MatrixF mat;
|
|
one= getTransform();
|
|
two = getParent()->getTransform();
|
|
one.affineInverse();
|
|
four.mul(two,one);
|
|
mat.mul(getParent()->mLastXform,getTransform());
|
|
setTransform(mat);
|
|
}
|
|
}
|
|
|
|
// This function will move the rendered image based on how much it's
|
|
// parent have moved since the processtick.
|
|
// For some reason the player object must be updated via it's GetRenderTransform seen below,
|
|
// Other objects seem to require getTransform() only
|
|
void SceneObject::updateRenderChangesByParent(){
|
|
if (getParent() != NULL){
|
|
MatrixF renderXform = getParent()->getRenderTransform();
|
|
MatrixF xform = getParent()->getTransform();
|
|
xform.affineInverse();
|
|
|
|
MatrixF offset;
|
|
offset.mul(renderXform, xform);
|
|
|
|
MatrixF mat;
|
|
|
|
//add the "offset" caused by the parents change, and add it to it's own
|
|
// This is needed by objects that update their own render transform thru interpolate tick
|
|
// Mostly for stationary objects.
|
|
|
|
if (getClassName() == "Player")
|
|
mat.mul(offset,getRenderTransform());
|
|
else
|
|
mat.mul(offset,getTransform());
|
|
setRenderTransform(mat);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Ramen - Move Transform by set amount
|
|
//written by Anthony Lovell
|
|
void SceneObject::move(F32 x, F32 y, F32 z)
|
|
{
|
|
Point3F delta;
|
|
delta.x = x;
|
|
delta.y = y;
|
|
delta.z = z;
|
|
move(delta);
|
|
}
|
|
// move by a specified delta in root coordinate space
|
|
void SceneObject::move(const Point3F &delta)
|
|
{
|
|
Point3F pos;
|
|
|
|
const MatrixF& tmat = getTransform();
|
|
tmat.getColumn(3,&pos);
|
|
AngAxisF aa(tmat);
|
|
|
|
pos += delta;
|
|
|
|
MatrixF mat;
|
|
aa.setMatrix(&mat);
|
|
mat.setColumn(3,pos);
|
|
setTransform(mat);
|
|
}
|
|
|
|
|
|
|
|
//written by Anthony Lovell ----------------------------------------------------------
|
|
U32
|
|
SceneObject::getNumChildren() const
|
|
{
|
|
U32 num = 0;
|
|
for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling)
|
|
num++;
|
|
return num;
|
|
}
|
|
//written by Anthony Lovell ----------------------------------------------------------
|
|
SceneObject *
|
|
SceneObject::getChild(U32 index) const
|
|
{
|
|
SceneObject *cur = mGraph.firstChild;
|
|
for (U32 i = 0;
|
|
cur && i < index;
|
|
i++)
|
|
cur = cur->mGraph.nextSibling;
|
|
return cur;
|
|
}
|
|
|
|
|
|
|
|
|
|
void SceneObject::UpdateXformChange(const MatrixF &mat){
|
|
// This function gets the difference between the Transform and current Render transform
|
|
// Used for Interpolation matching with the child objects who rely on this data.
|
|
|
|
MatrixF oldxform = getTransform();
|
|
|
|
oldxform.affineInverse();
|
|
mLastXform.mul(mat,oldxform);
|
|
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------
|
|
bool
|
|
SceneObject::attachChildAt(SceneObject *subObject, MatrixF atThisOffset, S32 node)
|
|
{
|
|
AssertFatal(subObject, "attaching a null subObject");
|
|
AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
|
|
bool b = subObject->attachToParent(this, &atThisOffset, node);
|
|
if (!b)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
bool
|
|
SceneObject::attachChildAt(SceneObject *subObject, Point3F atThisPosition)
|
|
{
|
|
AssertFatal(subObject, "attaching a null subObject");
|
|
AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
|
|
bool b = subObject->attachToParent(this);
|
|
if (!b)
|
|
return false;
|
|
|
|
subObject->mGraph.objToParent.setColumn(3, atThisPosition);
|
|
// calcTransformFromLocalTransform();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------------------------------------
|
|
bool
|
|
SceneObject::attachChild(SceneObject *child)
|
|
{
|
|
AssertFatal(child, "attaching a null subObject");
|
|
AssertFatal(!isChildOf(child), "cyclic attachChild()");
|
|
|
|
return child->attachToParent(this);
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------
|
|
/// returns a count of children plus their children, recursively
|
|
U32
|
|
SceneObject::getNumProgeny() const
|
|
{
|
|
U32 num = 0;
|
|
for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling) {
|
|
num += 1 + cur->getNumProgeny();
|
|
}
|
|
return num;
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, getNumChildren, S32, (),, "returns number of direct child objects")
|
|
{
|
|
return object->getNumChildren();
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, getNumProgeny, S32, (),, "returns number of recursively-nested child objects")
|
|
{
|
|
return object->getNumProgeny();
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, getChild, S32, (S32 _index), (0), "getChild(S32 index) -- returns child SceneObject at given index")
|
|
{
|
|
SceneObject *s = object->getChild(_index);
|
|
return s ? s->getId() : 0;
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, attachChildAt, bool, (SceneObject* _subObject, MatrixF _offset, S32 _node), (nullAsType<SceneObject*>(), MatrixF::Identity, 0), "(SceneObject subObject, MatrixF offset, S32 offset)"
|
|
"Mount object to this one with the specified offset expressed in our coordinate space.")
|
|
{
|
|
if (_subObject != nullptr)
|
|
{
|
|
return object->attachChildAt(_subObject, _offset, _node);
|
|
}
|
|
else
|
|
{
|
|
Con::errorf("Couldn't addObject()!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, attachToParent, bool, (const char*_sceneObject), ,"attachToParent(SceneObject)"
|
|
"specify a null or non-null parent")
|
|
{
|
|
SceneObject * t;
|
|
|
|
if(Sim::findObject(_sceneObject, t))
|
|
{
|
|
return object->attachToParent(t);
|
|
}
|
|
else
|
|
{
|
|
if ((!dStrcmp("0", _sceneObject))|| (!dStrcmp("", _sceneObject)))
|
|
return object->attachToParent(NULL);
|
|
else
|
|
{
|
|
Con::errorf("Couldn't setParent()!");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, getParent, S32, (),, "returns ID of parent SceneObject")
|
|
{
|
|
SceneObject *p = object->getParent();
|
|
return p ? p->getId() : -1;
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, attachChild, bool, (const char*_subObject),, "(SceneObject subObject)"
|
|
"attach an object to this one, preserving its present transform.")
|
|
{
|
|
SceneObject * t;
|
|
MatrixF m;
|
|
if(Sim::findObject(_subObject, t))
|
|
return object->attachChild(t);
|
|
|
|
Con::errorf("Couldn't addObject()!");
|
|
return false;
|
|
}
|
|
|
|
bool SceneObject::isChildOf(SceneObject *so)
|
|
{
|
|
SceneObject *p = mGraph.parent;
|
|
if (p) {
|
|
if (p == so)
|
|
return true;
|
|
else
|
|
return p->isChildOf(so);
|
|
} else
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
bool SceneObject::attachToParent(SceneObject *newParent, MatrixF *atThisOffset/* = NULL */, S32 node )
|
|
{
|
|
SceneObject *oldParent = mGraph.parent;
|
|
|
|
if (oldParent == newParent)
|
|
return true;
|
|
|
|
// cycles in the scene hierarchy are forbidden!
|
|
// that is: a SceneObject cannot be a child of its progeny
|
|
if (newParent && newParent->isChildOf(this))
|
|
return false;
|
|
|
|
mGraph.parent = newParent;
|
|
|
|
if (oldParent) {
|
|
|
|
clearNotify(oldParent);
|
|
|
|
// remove this SceneObject from the list of children of oldParent
|
|
SceneObject *cur = oldParent->mGraph.firstChild;
|
|
if (cur == this) { // if we are the first child, this is easy
|
|
oldParent->mGraph.firstChild = mGraph.nextSibling;
|
|
} else {
|
|
while (cur->mGraph.nextSibling != this) {
|
|
cur = cur->mGraph.nextSibling;
|
|
// ASSERT cur != NULL;
|
|
}
|
|
cur->mGraph.nextSibling = mGraph.nextSibling;
|
|
}
|
|
oldParent->onLostChild(this);
|
|
}
|
|
|
|
if (newParent) {
|
|
|
|
deleteNotify(newParent); // if we are deleted, inform our parent
|
|
|
|
// add this SceneObject to the list of children of oldParent
|
|
mGraph.nextSibling = newParent->mGraph.firstChild;
|
|
newParent->mGraph.firstChild = this;
|
|
mGraph.parent = newParent;
|
|
|
|
newParent->onNewChild(this);
|
|
|
|
if (atThisOffset)
|
|
mGraph.objToParent = *atThisOffset;
|
|
} else {
|
|
mGraph.parent = NULL;
|
|
mGraph.nextSibling = NULL;
|
|
mGraph.objToParent = mObjToWorld;
|
|
}
|
|
|
|
onLostParent(oldParent);
|
|
onNewParent(newParent);
|
|
|
|
setMaskBits(MountedMask);
|
|
return true;
|
|
}
|
|
|
|
DefineEngineMethod(SceneObject, detachChild, bool, (const char*_subObject),, "SceneObject subObject")
|
|
{
|
|
SceneObject * t;
|
|
if(Sim::findObject(_subObject, t)) {
|
|
return t->attachToParent(NULL);
|
|
} else
|
|
return false;
|
|
}
|
|
|
|
// subclasses can do something with these if they care to
|
|
void SceneObject::onNewParent(SceneObject *newParent) {}
|
|
void SceneObject::onLostParent(SceneObject *oldParent){}
|
|
void SceneObject::onNewChild(SceneObject *newKid){}
|
|
void SceneObject::onLostChild(SceneObject *lostKid){}
|