Torque3D/Engine/source/T3D/staticShape.cpp
2018-04-17 21:01:50 +02:00

331 lines
11 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "platform/platform.h"
#include "core/dnet.h"
#include "core/stream/bitStream.h"
#include "app/game.h"
#include "math/mMath.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "T3D/gameBase/moveManager.h"
#include "ts/tsShapeInstance.h"
#include "T3D/staticShape.h"
#include "math/mathIO.h"
#include "sim/netConnection.h"
#include "scene/sceneObjectLightingPlugin.h"
extern void wireCube(F32 size,Point3F pos);
static const U32 sgAllowedDynamicTypes = 0xffffff;
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
ConsoleDocClass( StaticShapeData,
"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"a datablock provides a location for common variables as well as having access to "
"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@see StaticShape\n"
"@see ShapeBaseData\n"
"@see TSStatic\n\n"
"@ingroup gameObjects\n"
"@ingroup Datablocks");
StaticShapeData::StaticShapeData()
{
dynamicTypeField = 0;
shadowEnable = true;
noIndividualDamage = false;
}
StaticShapeData::StaticShapeData(const StaticShapeData& other, bool temp_clone) : ShapeBaseData(other, temp_clone)
{
noIndividualDamage = other.noIndividualDamage;
dynamicTypeField = other.dynamicTypeField;
isShielded = other.isShielded; // -- uninitialized, unused
energyPerDamagePoint = other.energyPerDamagePoint; // -- uninitialized, unused
}
void StaticShapeData::initPersistFields()
{
addField("noIndividualDamage", TypeBool, Offset(noIndividualDamage, StaticShapeData), "Deprecated\n\n @internal");
addField("dynamicType", TypeS32, Offset(dynamicTypeField, StaticShapeData),
"@brief An integer value which, if speficied, is added to the value retured by getType().\n\n"
"This allows you to extend the type mask for a StaticShape that uses this datablock. Type masks "
"are used for container queries, etc.");
Parent::initPersistFields();
}
void StaticShapeData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->writeFlag(noIndividualDamage);
stream->write(dynamicTypeField);
}
void StaticShapeData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
noIndividualDamage = stream->readFlag();
stream->read(&dynamicTypeField);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
ConsoleDocClass( StaticShape,
"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"a datablock provides a location for common variables as well as having access to "
"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@see StaticShapeData\n"
"@see ShapeBase\n"
"@see TSStatic\n\n"
"@ingroup gameObjects\n");
StaticShape::StaticShape()
{
mTypeMask |= StaticShapeObjectType | StaticObjectType;
mDataBlock = 0;
}
StaticShape::~StaticShape()
{
}
//----------------------------------------------------------------------------
void StaticShape::initPersistFields()
{
Parent::initPersistFields();
}
bool StaticShape::onAdd()
{
if(!Parent::onAdd() || !mDataBlock)
return false;
// We need to modify our type mask based on what our datablock says...
mTypeMask |= (mDataBlock->dynamicTypeField & sgAllowedDynamicTypes);
addToScene();
if (isServerObject())
scriptOnAdd();
return true;
}
bool StaticShape::onNewDataBlock(GameBaseData* dptr, bool reload)
{
mDataBlock = dynamic_cast<StaticShapeData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
return true;
}
void StaticShape::onRemove()
{
scriptOnRemove();
removeFromScene();
Parent::onRemove();
}
//----------------------------------------------------------------------------
void StaticShape::processTick(const Move* move)
{
Parent::processTick(move);
// Image Triggers
if (move && mDamageState == Enabled) {
setImageTriggerState(0,move->trigger[0]);
setImageTriggerState(1,move->trigger[1]);
}
}
void StaticShape::setTransform(const MatrixF& mat)
{
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
void StaticShape::onUnmount(SceneObject*,S32)
{
// Make sure the client get's the final server pos.
setMaskBits(PositionMask);
}
//----------------------------------------------------------------------------
U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
{
U32 retMask = Parent::packUpdate(connection,mask,bstream);
if (bstream->writeFlag(mask & (PositionMask | ExtendedInfoMask)))
{
// Write the transform (do _not_ use writeAffineTransform. Since this is a static
// object, the transform must be RIGHT THE *&)*$&^ ON or it will goof up the
// synchronization between the client and the server.
mathWrite(*bstream,mObjToWorld);
mathWrite(*bstream, mObjScale);
}
// powered?
bstream->writeFlag(mPowered);
if (mLightPlugin)
{
retMask |= mLightPlugin->packUpdate(this, ExtendedInfoMask, connection, mask, bstream);
}
return retMask;
}
void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
{
Parent::unpackUpdate(connection,bstream);
if (bstream->readFlag())
{
MatrixF mat;
mathRead(*bstream,&mat);
Parent::setTransform(mat);
Parent::setRenderTransform(mat);
VectorF scale;
mathRead(*bstream, &scale);
setScale(scale);
}
// powered?
mPowered = bstream->readFlag();
if (mLightPlugin)
{
mLightPlugin->unpackUpdate(this, connection, bstream);
}
}
//----------------------------------------------------------------------------
// This appears to be legacy T2 stuff
// Marked internal, as this is flagged to be deleted
// [8/1/2010 mperry]
DefineEngineMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
"@internal")
{
if(!object->isServerObject())
return;
object->setPowered(isPowered);
}
DefineEngineMethod( StaticShape, getPoweredState, bool, (), , "@internal")
{
if(!object->isServerObject())
return(false);
return(object->isPowered());
}