//----------------------------------------------------------------------------- // Copyright (c) 2013 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. //----------------------------------------------------------------------------- /*! Attaches a sceneObject to the path. @param SceneObject The object that will be attached to the path. @param speed The rate that the sceneObject will follow the path. @param orient If true, the object will automatically rate to face the direction that it is moving. @param angOff The offset that will be applied to the rotation if orient is true. @param snapToNode If true, the object will have to get close to a node instead of reaching it exactly. The distance is based on the distance given a node when it is created. @param startNode A zero-based integer that represents the node that the object should start at. @param loop If true, the object will start the path again when it reaches the last node. The object will travel from the last node to the first. @param maxLoop An integer value describing the number of times the object will travel the path if looping is turned on. @return No return value. */ ConsoleMethodWithDocs(Path, attachObject, ConsoleVoid, 4, 11, (sceneObject, float speed,[float force], [bool orient], [float angOff], [bool snapToNode],[integer startNode],[bool loop],[integer maxLoop])) { // Set Group. SceneObject* pSceneObject = dynamic_cast(Sim::findObject(argv[2])); // Did we find the object? if (!pSceneObject) { // No, so warn. Con::warnf("Path::attachObject() - Could not find the specified object '%s'.", argv[2]); return; } F32 speed = dAtof(argv[3]); F32 force = 3.0f; if (argc > 4) { force = dAtof(argv[4]); } bool orient = false; if (argc > 5) { orient = dAtob(argv[5]); } F32 angleOff = 0.0f; if (argc > 6) { angleOff = dAtof(argv[6]); } bool snapToNode = false; if (argc > 7) { snapToNode = dAtob(argv[7]); } S32 startNode = 0; if (argc > 8) { startNode = dAtoi(argv[8]); } bool loop = true; if (argc > 9) { loop = dAtob(argv[9]); } S32 maxLoop = 0; if (argc > 10) { maxLoop = dAtoi(argv[10]); } object->attachObject(pSceneObject, speed, force, orient, angleOff, snapToNode, startNode, loop, maxLoop); } /*! Removes a sceneObject from a path. @param SceneObject The object that will be detached from the path. @return No return value. */ ConsoleMethodWithDocs(Path, detachObject, ConsoleVoid, 3, 3, (sceneObject)) { // Set Group. SceneObject* pSceneObject = dynamic_cast(Sim::findObject(argv[2])); if (pSceneObject) object->detachObject(pSceneObject); else Con::warnf("Path::detachObject() - Could not find the specified object '%s'.", argv[2]); } /*! Adds a node to a path. @param x The horizontal position of the node in world units. @param y The vertical position of the node in world units. @param distance The distance a from a node that it object must reach before it is considered to have reached the node, if snapToNode is set true for the object. @return No return value. */ ConsoleMethodWithDocs(Path, addNode, ConsoleVoid, 3, 6, (float x, float y, [float distance], [float weight])) { Vector2 position; position.Set(dAtof(argv[2]), dAtof(argv[3])); F32 distance = 0.0f; if (argc > 4) { distance = dAtof(argv[4]); } F32 weight = 0.0f; if(argc > 5) { weight = dAtof(argv[5]); } object->addNode(position, distance, weight); }