Torque3D/Engine/source/T3D/vehicles/vehicleBlocker.cpp

161 lines
4.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/vehicles/vehicleBlocker.h"
#include "core/stream/bitStream.h"
#include "scene/sceneRenderState.h"
#include "scene/sceneManager.h"
#include "math/mathIO.h"
#include "console/consoleTypes.h"
IMPLEMENT_CO_NETOBJECT_V1(VehicleBlocker);
ConsoleDocClass( VehicleBlocker,
"@brief Legacy class from Tribes, originally used for blocking Vehicle objects.\n\n"
"@note This is no longer useful and should be deprecated soon.\n\n"
"@internal\n"
);
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
VehicleBlocker::VehicleBlocker()
{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask = VehicleBlockerObjectType;
mConvexList = new Convex;
}
VehicleBlocker::~VehicleBlocker()
{
delete mConvexList;
mConvexList = NULL;
}
//--------------------------------------------------------------------------
void VehicleBlocker::initPersistFields()
{
addField("dimensions", TypePoint3F, Offset(mDimensions, VehicleBlocker));
Parent::initPersistFields();
}
//--------------------------------------------------------------------------
bool VehicleBlocker::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox.minExtents.set(-mDimensions.x, -mDimensions.y, 0);
mObjBox.maxExtents.set( mDimensions.x, mDimensions.y, mDimensions.z);
if( !mObjBox.isValidBox() )
{
Con::errorf("VehicleBlocker::onAdd - Fail - No valid object box");
return false;
}
resetWorldBox();
setRenderTransform(mObjToWorld);
addToScene();
return true;
}
void VehicleBlocker::onRemove()
{
mConvexList->nukeList();
removeFromScene();
Parent::onRemove();
}
U32 VehicleBlocker::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
mathWrite(*stream, mDimensions);
return retMask;
}
void VehicleBlocker::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
MatrixF mat;
Point3F scale;
Box3F objBox;
mathRead(*stream, &mat);
mathRead(*stream, &scale);
mathRead(*stream, &mDimensions);
mObjBox.minExtents.set(-mDimensions.x, -mDimensions.y, 0);
mObjBox.maxExtents.set( mDimensions.x, mDimensions.y, mDimensions.z);
setScale(scale);
setTransform(mat);
}
void VehicleBlocker::buildConvex(const Box3F& box, Convex* convex)
{
// These should really come out of a pool
mConvexList->collectGarbage();
if (box.isOverlapped(getWorldBox()) == false)
return;
// Just return a box convex for the entire shape...
Convex* cc = 0;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
{
if (itr->mConvex->getType() == BoxConvexType &&
itr->mConvex->getObject() == this) {
cc = itr->mConvex;
break;
}
}
if (cc)
return;
// Create a new convex.
BoxConvex* cp = new BoxConvex;
mConvexList->registerObject(cp);
convex->addToWorkingList(cp);
cp->init(this);
mObjBox.getCenter(&cp->mCenter);
cp->mSize.x = mObjBox.len_x() / 2.0f;
cp->mSize.y = mObjBox.len_y() / 2.0f;
cp->mSize.z = mObjBox.len_z() / 2.0f;
}