mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
sceneObject:
UpdateXformChange(mat); operates on the parent object, so made no sense to shove it in void SceneObject::PerformUpdatesForChildren(MatrixF mat){
provide callbacks for when the parent/child relationship changes
simpath+camerapline+pathshape
provide a mechanism to embed a callback for a pathshape defined on a path node. example:
new Marker() {
seqNum = "7";
hitCommand = "TheCommand" // <------------------------------;
position = "-17.0856 -92.2349 4.00051";
rotation = "0.0334943 -0.254411 0.966516 179.495";
};
function PathShapeData::TheCommand(%this,%obj)
{
echo("Do the thing");
}
590 lines
17 KiB
C++
590 lines
17 KiB
C++
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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// @author Stefan "Beffy" Moises
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// this is a modified version of PathCamera that allows to move shapes along paths
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "math/mMath.h"
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#include "math/mathIO.h"
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#include "console/simBase.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "core/dnet.h"
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#include "scene/pathManager.h"
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#include "T3D/gameFunctions.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "gui/worldEditor/editor.h"
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#include "console/engineAPI.h"
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#include "math/mTransform.h"
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#include "T3D/pathShape.h"
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(PathShapeData);
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void PathShapeData::consoleInit()
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{
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}
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bool PathShapeData::preload(bool server, String &errorStr)
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{
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if(!Parent::preload(server, errorStr))
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return false;
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return true;
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}
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void PathShapeData::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void PathShapeData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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}
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void PathShapeData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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}
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//----------------------------------------------------------------------------
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IMPLEMENT_CO_NETOBJECT_V1(PathShape);
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PathShape::PathShape()
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{
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mNetFlags.set(Ghostable|ScopeAlways);
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mTypeMask |= PathShapeObjectType | StaticShapeObjectType;
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delta.time = 0;
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delta.timeVec = 0;
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mDataBlock = NULL;
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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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MatrixF mat = MatrixF::Identity;
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mLastXform = MatrixF::Identity;
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Parent::setTransform(mat);
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for (U32 i = 0; i < 4; i++)
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{
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mControl[i] = StringTable->insert("");
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}
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}
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PathShape::~PathShape()
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{
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}
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//----------------------------------------------------------------------------
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bool PathShape::onAdd()
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{
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if(!Parent::onAdd() && !mDataBlock)
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return false;
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mTypeMask |= PathShapeObjectType | StaticShapeObjectType;
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// Initialize from the current transform.
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if (!mNodeCount) {
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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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if (isServerObject()) scriptOnAdd();
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return true;
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}
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void PathShape::onRemove()
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{
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scriptOnRemove();
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removeFromScene();
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unmount();
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Parent::onRemove();
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if (isGhost())
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for (S32 i = 0; i < MaxSoundThreads; i++)
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stopAudio(i);
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}
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bool PathShape::onNewDataBlock(GameBaseData* dptr, bool reload)
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{
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mDataBlock = dynamic_cast<PathShapeData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
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return false;
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scriptOnNewDataBlock();
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return true;
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}
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PathShapeData::PathShapeData()
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{
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}
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//----------------------------------------------------------------------------
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void PathShape::initPersistFields()
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{
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addField( "Path", TYPEID< SimObjectRef<SimPath::Path> >(), Offset( mSimPath, PathShape ),
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"@brief Name of a Path to follow." );
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addField("Controler", TypeString, Offset(mControl, PathShape), 4, "controlers");
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Parent::initPersistFields();
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}
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void PathShape::consoleInit()
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{
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}
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//----------------------------------------------------------------------------
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void PathShape::processTick(const Move* move)
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{
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// client and server
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Parent::processTick(move);
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// Move to new time
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advancePosition(TickMs);
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MatrixF mat;
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interpolateMat(mPosition,&mat);
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Parent::setTransform(mat);
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updateContainer();
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}
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void PathShape::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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Parent::setRenderTransform(mat);
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}
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void PathShape::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 PathShape::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 PathShape::setPosition(F32 pos)
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{
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mPosition = mClampF(pos,mNodeBase,mNodeBase + mNodeCount - 1);
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MatrixF mat;
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interpolateMat(mPosition,&mat);
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Parent::setTransform(mat);
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setMaskBits(PositionMask);
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}
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void PathShape::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 PathShape::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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S32 PathShape::getState()
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{
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return mState;
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}
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//-----------------------------------------------------------------------------
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void PathShape::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 PathShape::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 = mNodeBase;
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setMaskBits(PositionMask);
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}
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}
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void PathShape::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 > mNodeBase + (NodeWindow - 1)) {
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mPosition = mNodeBase + (NodeWindow - 1);
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setMaskBits(PositionMask);
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}
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}
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void PathShape::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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}
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//----------------------------------------------------------------------------
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void PathShape::onNode(S32 node)
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{
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if (!isGhost())
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{
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Con::executef(mDataBlock, "onNode", getIdString(), Con::getIntArg(node));
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Con::executef(mDataBlock, mSpline.getKnot(node)->mHitCommand.c_str(), getIdString());
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}
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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U32 PathShape::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 PathShape::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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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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mTargetSet = stream->readFlag();
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if (mTargetSet) {
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stream->read(&mTarget);
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}
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}
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// WindowMask
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if (stream->readFlag()) {
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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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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()) return;
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}
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//-----------------------------------------------------------------------------
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// Console access methods
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//-----------------------------------------------------------------------------
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DefineEngineMethod(PathShape, setPosition, void, (F32 position), (0.0f), "Set the current position of the camera along the path.\n"
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"@param position Position along the path, from 0.0 (path start) - 1.0 (path end), to place the camera.\n"
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"@tsexample\n"
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"// Set the camera on a position along its path from 0.0 - 1.0.\n"
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"%position = \"0.35\";\n\n"
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"// Force the pathCamera to its new position along the path.\n"
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"%pathCamera.setPosition(%position);\n"
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"@endtsexample\n")
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{
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object->setPosition(position);
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}
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DefineEngineMethod(PathShape, setTarget, void, (F32 position), (1.0f), "@brief Set the movement target for this camera along its path.\n\n"
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"The camera will attempt to move along the path to the given target in the direction provided "
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"by setState() (the default is forwards). Once the camera moves past this target it will come "
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"to a stop, and the target state will be cleared.\n"
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"@param position Target position, between 0.0 (path start) and 1.0 (path end), for the camera to move to along its path.\n"
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"@tsexample\n"
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"// Set the position target, between 0.0 (path start) and 1.0 (path end), for this camera to move to.\n"
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"%position = \"0.50\";\n\n"
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"// Inform the pathCamera of the new target position it will move to.\n"
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"%pathCamera.setTarget(%position);\n"
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"@endtsexample\n")
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{
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object->setTarget(position);
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}
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DefineEngineMethod(PathShape, setState, void, (const char* newState), ("forward"), "Set the movement state for this path camera.\n"
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"@param newState New movement state type for this camera. Forward, Backward or Stop.\n"
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"@tsexample\n"
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"// Set the state type (forward, backward, stop).\n"
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"// In this example, the camera will travel from the first node\n"
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"// to the last node (or target if given with setTarget())\n"
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"%state = \"forward\";\n\n"
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"// Inform the pathCamera to change its movement state to the defined value.\n"
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"%pathCamera.setState(%state);\n"
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"@endtsexample\n")
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{
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if (!dStricmp(newState, "forward"))
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object->setState(PathShape::Forward);
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else
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if (!dStricmp(newState, "backward"))
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object->setState(PathShape::Backward);
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else
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object->setState(PathShape::Stop);
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}
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DefineEngineMethod(PathShape, reset, void, (F32 speed), (1.0f), "@brief Clear the camera's path and set the camera's current transform as the start of the new path.\n\n"
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"What specifically occurs is a new knot is created from the camera's current transform. Then the current path "
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"is cleared and the new knot is pushed onto the path. Any previous target is cleared and the camera's movement "
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"state is set to Forward. The camera is now ready for a new path to be defined.\n"
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"@param speed Speed for the camera to move along its path after being reset.\n"
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"@tsexample\n"
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"//Determine the new movement speed of this camera. If not set, the speed will default to 1.0.\n"
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"%speed = \"0.50\";\n\n"
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"// Inform the path camera to start a new path at"
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"// the camera's current position, and set the new "
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"// path's speed value.\n"
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"%pathCamera.reset(%speed);\n"
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"@endtsexample\n")
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{
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object->reset(speed);
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}
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static CameraSpline::Knot::Type resolveKnotType(const char *arg)
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{
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if (dStricmp(arg, "Position Only") == 0)
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return CameraSpline::Knot::POSITION_ONLY;
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if (dStricmp(arg, "Kink") == 0)
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return CameraSpline::Knot::KINK;
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return CameraSpline::Knot::NORMAL;
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}
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static CameraSpline::Knot::Path resolveKnotPath(const char *arg)
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{
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if (!dStricmp(arg, "Linear"))
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return CameraSpline::Knot::LINEAR;
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return CameraSpline::Knot::SPLINE;
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}
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DefineEngineMethod(PathShape, pushBack, void, (TransformF transform, F32 speed, const char* type, const char* path, const char *hitCommand),
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(TransformF::Identity, 1.0f, "Normal", "Linear",""),
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"@brief Adds a new knot to the back of a path camera's path.\n"
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"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
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"@param speed Speed setting for this knot.\n"
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"@param type Knot type (Normal, Position Only, Kink).\n"
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"@param path %Path type (Linear, Spline).\n"
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"@tsexample\n"
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"// Transform vector for new knot. (Pos_X Pos_Y Pos_Z Rot_X Rot_Y Rot_Z Angle)\n"
|
|
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
|
|
"// Speed setting for knot.\n"
|
|
"%speed = \"1.0\"\n\n"
|
|
"// Knot type. (Normal, Position Only, Kink)\n"
|
|
"%type = \"Normal\";\n\n"
|
|
"// Path Type. (Linear, Spline)\n"
|
|
"%path = \"Linear\";\n\n"
|
|
"// Inform the path camera to add a new knot to the back of its path\n"
|
|
"%pathCamera.pushBack(%transform,%speed,%type,%path);\n"
|
|
"@endtsexample\n")
|
|
{
|
|
QuatF rot(transform.getOrientation());
|
|
|
|
object->pushBack(new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path), String(hitCommand)));
|
|
}
|
|
|
|
DefineEngineMethod(PathShape, pushFront, void, (TransformF transform, F32 speed, const char* type, const char* path),
|
|
(1.0f, "Normal", "Linear"),
|
|
"@brief Adds a new knot to the front of a path camera's path.\n"
|
|
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
|
|
"@param speed Speed setting for this knot.\n"
|
|
"@param type Knot type (Normal, Position Only, Kink).\n"
|
|
"@param path %Path type (Linear, Spline).\n"
|
|
"@tsexample\n"
|
|
"// Transform vector for new knot. (Pos_X,Pos_Y,Pos_Z,Rot_X,Rot_Y,Rot_Z,Angle)\n"
|
|
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
|
|
"// Speed setting for knot.\n"
|
|
"%speed = \"1.0\";\n\n"
|
|
"// Knot type. (Normal, Position Only, Kink)\n"
|
|
"%type = \"Normal\";\n\n"
|
|
"// Path Type. (Linear, Spline)\n"
|
|
"%path = \"Linear\";\n\n"
|
|
"// Inform the path camera to add a new knot to the front of its path\n"
|
|
"%pathCamera.pushFront(%transform, %speed, %type, %path);\n"
|
|
"@endtsexample\n")
|
|
{
|
|
QuatF rot(transform.getOrientation());
|
|
|
|
object->pushFront(new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path)));
|
|
}
|
|
|
|
DefineEngineMethod(PathShape, popFront, void, (), , "Removes the knot at the front of the camera's path.\n"
|
|
"@tsexample\n"
|
|
"// Remove the first knot in the camera's path.\n"
|
|
"%pathCamera.popFront();\n"
|
|
"@endtsexample\n")
|
|
{
|
|
object->popFront();
|
|
}
|
|
|
|
DefineEngineMethod(PathShape, getState, S32, (), , "PathShape.getState()")
|
|
{
|
|
return object->getState();
|
|
} |