Torque3D/Engine/source/T3D/components/render/meshComponent_ScriptBinding.h

155 lines
6.1 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 "console/engineAPI.h"
#include "T3D/components/render/meshcomponent.h"
#include "scene/sceneObject.h"
#include "math/mTransform.h"
DefineEngineMethod(MeshComponent, getShapeBounds, Box3F, (), ,
"@brief Get the cobject we're in contact with.\n\n"
"The controlling client is the one that will send moves to us to act on.\n"
"@return the ID of the controlling GameConnection, or 0 if this object is not "
"controlled by any client.\n"
"@see GameConnection\n")
{
return object->getShapeBounds();
}
DefineEngineMethod(MeshComponent, mountObject, bool,
(SceneObject* objB, String node, TransformF txfm), (MatrixF::Identity),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (objB)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
object->mountObjectToNode(objB, node, /*MatrixF::Identity*/txfm.getMatrix());
return true;
}
return false;
}
DefineEngineMethod(MeshComponent, getNodeTransform, TransformF,
(S32 node), (-1),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
return mat;
}
return TransformF::Identity;
}
DefineEngineMethod(MeshComponent, getNodeEulerRot, EulerF,
(S32 node, bool radToDeg), (-1, true),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
EulerF eul = mat.toEuler();
if (radToDeg)
eul = EulerF(mRadToDeg(eul.x), mRadToDeg(eul.y), mRadToDeg(eul.z));
return eul;
}
return EulerF(0, 0, 0);
}
DefineEngineMethod(MeshComponent, getNodePosition, Point3F,
(S32 node), (-1),
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (node != -1)
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
MatrixF mat = object->getNodeTransform(node);
return mat.getPosition();
}
return Point3F(0, 0, 0);
}
DefineEngineMethod(MeshComponent, getNodeByName, S32,
(String nodeName), ,
"@brief Mount objB to this object at the desired slot with optional transform.\n\n"
"@param objB Object to mount onto us\n"
"@param slot Mount slot ID\n"
"@param txfm (optional) mount offset transform\n"
"@return true if successful, false if failed (objB is not valid)")
{
if (!nodeName.isEmpty())
{
//BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
//for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
//object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
S32 node = object->getNodeByName(nodeName);
return node;
}
return -1;
}
DefineEngineMethod(MeshComponent, changeMaterial, void, (U32 slot, const char* newMat), (0, ""),
"@brief Change one of the materials on the shape.\n\n")
{
object->changeMaterial(slot, newMat);
}