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https://github.com/TorqueGameEngines/Torque3D.git
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75 lines
2 KiB
C++
75 lines
2 KiB
C++
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _TRIGGER_COMPONENT_H_
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#define _TRIGGER_COMPONENT_H_
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#ifndef _COMPONENT_H_
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#include "T3D/components/component.h"
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#endif
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#ifndef _ENTITY_H_
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#include "T3D/entity.h"
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#endif
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#ifndef _COLLISION_INTERFACES_H_
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#include "T3D/components/collision/collisionInterfaces.h"
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#endif
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class TriggerComponent : public Component
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{
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typedef Component Parent;
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protected:
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Vector<SceneObject*> mObjectList;
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bool mVisible;
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String mEnterCommand;
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String mOnExitCommand;
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String mOnUpdateInViewCmd;
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public:
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TriggerComponent();
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virtual ~TriggerComponent();
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DECLARE_CONOBJECT(TriggerComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void onComponentAdd();
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virtual void onComponentRemove();
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virtual void componentAddedToOwner(Component *comp);
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virtual void componentRemovedFromOwner(Component *comp);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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void potentialEnterObject(SceneObject *collider);
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bool testObject(SceneObject* enter);
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virtual void processTick();
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GameConnection* getConnection(S32 connectionID);
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void addClient(S32 clientID);
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void removeClient(S32 clientID);
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void visualizeFrustums(F32 renderTimeMS);
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DECLARE_CALLBACK(void, onEnterViewCmd, (Entity* cameraEnt, bool firstTimeSeeing));
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DECLARE_CALLBACK(void, onExitViewCmd, (Entity* cameraEnt));
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DECLARE_CALLBACK(void, onUpdateInViewCmd, (Entity* cameraEnt));
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DECLARE_CALLBACK(void, onUpdateOutOfViewCmd, (Entity* cameraEnt));
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};
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#endif // _EXAMPLEBEHAVIOR_H_
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