mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-31 01:51:00 +00:00
359 lines
8.5 KiB
C++
359 lines
8.5 KiB
C++
#include "T3D/components/game/followPathComponent.h"
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IMPLEMENT_CO_DATABLOCK_V1(FollowPathComponent);
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IMPLEMENT_CALLBACK(FollowPathComponent, onNode, void, (S32 node), (node),
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"A script callback that indicates the path camera has arrived at a specific node in its path. Server side only.\n"
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"@param Node Unique ID assigned to this node.\n");
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FollowPathComponent::FollowPathComponent()
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{
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delta.time = 0;
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delta.timeVec = 0;
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//mDataBlock = 0;
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mState = Forward;
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mNodeBase = 0;
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mNodeCount = 0;
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mPosition = 0;
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mTarget = 0;
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mTargetSet = false;
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}
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FollowPathComponent::~FollowPathComponent()
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{
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}
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bool FollowPathComponent::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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/*// Initialize from the current transform.
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if (!mNodeCount)
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{
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QuatF rot(getTransform());
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Point3F pos = getPosition();
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mSpline.removeAll();
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mSpline.push_back(new CameraSpline::Knot(pos, rot, 1,
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CameraSpline::Knot::NORMAL, CameraSpline::Knot::SPLINE));
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mNodeCount = 1;
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}
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//
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mObjBox.maxExtents = mObjScale;
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mObjBox.minExtents = mObjScale;
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mObjBox.minExtents.neg();
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resetWorldBox();*/
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return true;
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}
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void FollowPathComponent::onRemove()
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{
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Parent::onRemove();
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}
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void FollowPathComponent::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void FollowPathComponent::componentAddedToOwner(Component *comp)
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{
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Parent::componentAddedToOwner(comp);
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}
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void FollowPathComponent::componentRemovedFromOwner(Component *comp)
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{
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Parent::componentRemovedFromOwner(comp);
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}
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void FollowPathComponent::processTick()
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{
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Parent::processTick();
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// Move to new time
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advancePosition(TickMs);
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// Set new position
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MatrixF mat;
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interpolateMat(mPosition, &mat);
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mOwner->setTransform(mat);
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mOwner->updateContainer();
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}
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void FollowPathComponent::interpolateTick(F32 dt)
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{
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Parent::interpolateTick(dt);
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MatrixF mat;
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interpolateMat(delta.time + (delta.timeVec * dt), &mat);
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mOwner->setRenderTransform(mat);
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}
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void FollowPathComponent::interpolateMat(F32 pos, MatrixF* mat)
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{
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/*CameraSpline::Knot knot;
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mSpline.value(pos - mNodeBase, &knot);
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knot.mRotation.setMatrix(mat);
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mat->setPosition(knot.mPosition);*/
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}
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void FollowPathComponent::advanceTime(F32 dt)
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{
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Parent::advanceTime(dt);
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}
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void FollowPathComponent::advancePosition(S32 ms)
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{
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/*delta.timeVec = mPosition;
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// Advance according to current speed
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if (mState == Forward) {
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mPosition = mSpline.advanceTime(mPosition - mNodeBase, ms);
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if (mPosition > F32(mNodeCount - 1))
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mPosition = F32(mNodeCount - 1);
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mPosition += (F32)mNodeBase;
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if (mTargetSet && mPosition >= mTarget) {
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mTargetSet = false;
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mPosition = mTarget;
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mState = Stop;
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}
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}
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else
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if (mState == Backward) {
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mPosition = mSpline.advanceTime(mPosition - mNodeBase, -ms);
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if (mPosition < 0)
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mPosition = 0;
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mPosition += mNodeBase;
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if (mTargetSet && mPosition <= mTarget) {
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mTargetSet = false;
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mPosition = mTarget;
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mState = Stop;
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}
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}
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// Script callbacks
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if (int(mPosition) != int(delta.timeVec))
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onNode(int(mPosition));
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// Set frame interpolation
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delta.time = mPosition;
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delta.timeVec -= mPosition;*/
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}
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//----------------------------------------------------------------------------
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/*void FollowPathComponent::getCameraTransform(F32* pos, MatrixF* mat)
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{
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// Overide the ShapeBase method to skip all the first/third person support.
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getRenderEyeTransform(mat);
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// Apply Camera FX.
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mat->mul(gCamFXMgr.getTrans());
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}*/
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//----------------------------------------------------------------------------
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void FollowPathComponent::setPosition(F32 pos)
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{
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mPosition = mClampF(pos, (F32)mNodeBase, (F32)(mNodeBase + mNodeCount - 1));
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MatrixF mat;
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interpolateMat(mPosition, &mat);
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mOwner->setTransform(mat);
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setMaskBits(PositionMask);
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}
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void FollowPathComponent::setTarget(F32 pos)
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{
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mTarget = pos;
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mTargetSet = true;
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if (mTarget > mPosition)
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mState = Forward;
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else
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if (mTarget < mPosition)
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mState = Backward;
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else {
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mTargetSet = false;
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mState = Stop;
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}
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setMaskBits(TargetMask | StateMask);
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}
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void FollowPathComponent::setState(State s)
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{
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mState = s;
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setMaskBits(StateMask);
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}
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//-----------------------------------------------------------------------------
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void FollowPathComponent::reset(F32 speed)
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{
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/*CameraSpline::Knot *knot = new CameraSpline::Knot;
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mSpline.value(mPosition - mNodeBase, knot);
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if (speed)
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knot->mSpeed = speed;
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mSpline.removeAll();
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mSpline.push_back(knot);
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mNodeBase = 0;
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mNodeCount = 1;
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mPosition = 0;
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mTargetSet = false;
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mState = Forward;
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setMaskBits(StateMask | PositionMask | WindowMask | TargetMask);*/
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}
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/*void FollowPathComponent::pushBack(CameraSpline::Knot *knot)
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{
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// Make room at the end
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if (mNodeCount == NodeWindow) {
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delete mSpline.remove(mSpline.getKnot(0));
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mNodeBase++;
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}
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else
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mNodeCount++;
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// Fill in the new node
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mSpline.push_back(knot);
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setMaskBits(WindowMask);
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// Make sure the position doesn't fall off
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if (mPosition < mNodeBase) {
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mPosition = (F32)mNodeBase;
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setMaskBits(PositionMask);
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}
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}
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void FollowPathComponent::pushFront(CameraSpline::Knot *knot)
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{
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// Make room at the front
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if (mNodeCount == NodeWindow)
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delete mSpline.remove(mSpline.getKnot(mNodeCount));
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else
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mNodeCount++;
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mNodeBase--;
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// Fill in the new node
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mSpline.push_front(knot);
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setMaskBits(WindowMask);
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// Make sure the position doesn't fall off
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if (mPosition > F32(mNodeBase + (NodeWindow - 1)))
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{
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mPosition = F32(mNodeBase + (NodeWindow - 1));
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setMaskBits(PositionMask);
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}
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}*/
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void FollowPathComponent::popFront()
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{
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/*if (mNodeCount < 2)
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return;
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// Remove the first node. Node base and position are unaffected.
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mNodeCount--;
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delete mSpline.remove(mSpline.getKnot(0));
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if (mPosition > 0)
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mPosition--;*/
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}
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//----------------------------------------------------------------------------
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void FollowPathComponent::onNode(S32 node)
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{
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//if (!isGhost())
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// onNode_callback(node);
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}
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/*U32 FollowPathComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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Parent::packUpdate(con, mask, stream);
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if (stream->writeFlag(mask & StateMask))
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stream->writeInt(mState, StateBits);
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if (stream->writeFlag(mask & PositionMask))
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stream->write(mPosition);
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if (stream->writeFlag(mask & TargetMask))
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if (stream->writeFlag(mTargetSet))
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stream->write(mTarget);
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if (stream->writeFlag(mask & WindowMask)) {
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stream->write(mNodeBase);
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stream->write(mNodeCount);
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for (S32 i = 0; i < mNodeCount; i++) {
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CameraSpline::Knot *knot = mSpline.getKnot(i);
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mathWrite(*stream, knot->mPosition);
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mathWrite(*stream, knot->mRotation);
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stream->write(knot->mSpeed);
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stream->writeInt(knot->mType, CameraSpline::Knot::NUM_TYPE_BITS);
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stream->writeInt(knot->mPath, CameraSpline::Knot::NUM_PATH_BITS);
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}
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}
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// The rest of the data is part of the control object packet update.
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// If we're controlled by this client, we don't need to send it.
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if (stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
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return 0;
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return 0;
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}
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void FollowPathComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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// StateMask
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if (stream->readFlag())
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mState = stream->readInt(StateBits);
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// PositionMask
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if (stream->readFlag())
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{
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stream->read(&mPosition);
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delta.time = mPosition;
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delta.timeVec = 0;
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}
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// TargetMask
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if (stream->readFlag())
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{
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mTargetSet = stream->readFlag();
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if (mTargetSet)
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stream->read(&mTarget);
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}
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// WindowMask
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if (stream->readFlag())
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{
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mSpline.removeAll();
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stream->read(&mNodeBase);
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stream->read(&mNodeCount);
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for (S32 i = 0; i < mNodeCount; i++)
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{
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CameraSpline::Knot *knot = new CameraSpline::Knot();
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mathRead(*stream, &knot->mPosition);
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mathRead(*stream, &knot->mRotation);
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stream->read(&knot->mSpeed);
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knot->mType = (CameraSpline::Knot::Type)stream->readInt(CameraSpline::Knot::NUM_TYPE_BITS);
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knot->mPath = (CameraSpline::Knot::Path)stream->readInt(CameraSpline::Knot::NUM_PATH_BITS);
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mSpline.push_back(knot);
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}
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}
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// Controlled by the client?
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if (stream->readFlag())
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return;
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}*/ |