Torque3D/Engine/source/T3D/components/Game/triggerComponent.cpp

358 lines
11 KiB
C++

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "T3D/Components/game/TriggerComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/Components/coreInterfaces.h"
#include "math/mathUtils.h"
#include "collision/concretePolyList.h"
#include "collision/clippedPolyList.h"
#include "gfx/sim/debugDraw.h"
IMPLEMENT_CALLBACK( TriggerComponent, onEnterViewCmd, void,
( Entity* cameraEnt, bool firstTimeSeeing ), ( cameraEnt, firstTimeSeeing ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onExitViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onUpdateInViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
IMPLEMENT_CALLBACK( TriggerComponent, onUpdateOutOfViewCmd, void,
( Entity* cameraEnt ), ( cameraEnt ),
"@brief Called when an object enters the volume of the Trigger instance using this TriggerData.\n\n"
"@param trigger the Trigger instance whose volume the object entered\n"
"@param obj the object that entered the volume of the Trigger instance\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
TriggerComponent::TriggerComponent() : Component()
{
mObjectList.clear();
mVisible = false;
mFriendlyName = "Trigger";
mComponentType = "Trigger";
mDescription = getDescriptionText("Calls trigger events when a client starts and stops seeing it. Also ticks while visible to clients.");
}
TriggerComponent::~TriggerComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(TriggerComponent);
bool TriggerComponent::onAdd()
{
if(! Parent::onAdd())
return false;
return true;
}
void TriggerComponent::onRemove()
{
Parent::onRemove();
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void TriggerComponent::onComponentAdd()
{
Parent::onComponentAdd();
CollisionInterface *colInt = mOwner->getComponent<CollisionInterface>();
if(colInt)
{
colInt->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::onComponentRemove()
{
CollisionInterface *colInt = mOwner->getComponent<CollisionInterface>();
if(colInt)
{
colInt->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject);
}
Parent::onComponentRemove();
}
void TriggerComponent::componentAddedToOwner(Component *comp)
{
if (comp->getId() == getId())
return;
CollisionInterface *colInt = mOwner->getComponent<CollisionInterface>();
if (colInt)
{
colInt->onCollisionSignal.notify(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::componentRemovedFromOwner(Component *comp)
{
if (comp->getId() == getId()) //?????????
return;
CollisionInterface *colInt = mOwner->getComponent<CollisionInterface>();
if (colInt)
{
colInt->onCollisionSignal.remove(this, &TriggerComponent::potentialEnterObject);
}
}
void TriggerComponent::initPersistFields()
{
Parent::initPersistFields();
addField("visibile", TypeBool, Offset( mVisible, TriggerComponent ), "" );
addField("onEnterViewCmd", TypeCommand, Offset(mEnterCommand, TriggerComponent), "");
addField("onExitViewCmd", TypeCommand, Offset(mOnExitCommand, TriggerComponent), "");
addField("onUpdateInViewCmd", TypeCommand, Offset(mOnUpdateInViewCmd, TriggerComponent), "");
}
U32 TriggerComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void TriggerComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
void TriggerComponent::potentialEnterObject(SceneObject *collider)
{
if(testObject(collider))
{
bool found = false;
for(U32 i=0; i < mObjectList.size(); i++)
{
if(mObjectList[i]->getId() == collider->getId())
{
found = true;
break;
}
}
if (!found)
{
mObjectList.push_back(collider);
if (!mEnterCommand.isEmpty())
{
String command = String("%obj = ") + collider->getIdString() + ";" +
String("%this = ") + getIdString() + ";" + mEnterCommand;
Con::evaluate(command.c_str());
}
//onEnterTrigger_callback(this, enter);
}
}
}
bool TriggerComponent::testObject(SceneObject* enter)
{
//First, test to early out
Box3F enterBox = enter->getWorldBox();
//if(!mOwner->getWorldBox().intersect(enterBox) || !)
// return false;
//We're still here, so we should do actual work
//We're going to be
ConcretePolyList mClippedList;
SphereF sphere;
sphere.center = (mOwner->getWorldBox().minExtents + mOwner->getWorldBox().maxExtents) * 0.5;
VectorF bv = mOwner->getWorldBox().maxExtents - sphere.center;
sphere.radius = bv.len();
Entity* enterEntity = dynamic_cast<Entity*>(enter);
if(enterEntity)
{
//quick early out. If the bounds don't overlap, it cannot be colliding or inside
if (!mOwner->getWorldBox().isOverlapped(enterBox))
return false;
//check if the entity has a collision shape
CollisionInterface *cI = enterEntity->getComponent<CollisionInterface>();
if (cI)
{
cI->buildPolyList(PLC_Collision, &mClippedList, mOwner->getWorldBox(), sphere);
if (!mClippedList.isEmpty())
{
//well, it's clipped with, or inside, our bounds
//now to test the clipped list against our own collision mesh
CollisionInterface *myCI = mOwner->getComponent<CollisionInterface>();
//wait, how would we NOT have this?
if (myCI)
{
//anywho, build our list and then we'll check intersections
ClippedPolyList myList;
myList.setTransform(&(mOwner->getTransform()), mOwner->getScale());
myList.setObject(mOwner);
myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);
bool test = true;
}
}
}
}
return mClippedList.isEmpty() == false;
}
void TriggerComponent::processTick()
{
Parent::processTick();
if (!isActive())
return;
//get our list of active clients, and see if they have cameras, if they do, build a frustum and see if we exist inside that
mVisible = false;
if(isServerObject())
{
for(U32 i=0; i < mObjectList.size(); i++)
{
if(!testObject(mObjectList[i]))
{
if (!mOnExitCommand.isEmpty())
{
String command = String("%obj = ") + mObjectList[i]->getIdString() + ";" +
String("%this = ") + getIdString() + ";" + mOnExitCommand;
Con::evaluate(command.c_str());
}
mObjectList.erase(i);
//mDataBlock->onLeaveTrigger_callback( this, remove );
//onLeaveTrigger_callback(this, remove);
}
}
/*if (!mTickCommand.isEmpty())
Con::evaluate(mTickCommand.c_str());
if (mObjects.size() != 0)
onTickTrigger_callback(this);*/
}
}
void TriggerComponent::visualizeFrustums(F32 renderTimeMS)
{
}
GameConnection* TriggerComponent::getConnection(S32 connectionID)
{
for(NetConnection *conn = NetConnection::getConnectionList(); conn; conn = conn->getNext())
{
GameConnection* gameConn = dynamic_cast<GameConnection*>(conn);
if (!gameConn || (gameConn && gameConn->isAIControlled()))
continue;
if(connectionID == gameConn->getId())
return gameConn;
}
return NULL;
}
void TriggerComponent::addClient(S32 clientID)
{
}
void TriggerComponent::removeClient(S32 clientID)
{
}
DefineEngineMethod( TriggerComponent, addClient, void,
( S32 clientID ), ( -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(clientID == -1)
return;
object->addClient( clientID );
}
DefineEngineMethod( TriggerComponent, removeClient, void,
( S32 clientID ), ( -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(clientID == -1)
return;
object->removeClient( clientID );
}
DefineEngineMethod( TriggerComponent, visualizeFrustums, void,
(F32 renderTime), (1000),
"@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)" )
{
object->visualizeFrustums(renderTime);
}