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- //-----------------------------------------------------------------------------
- // 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<SceneObject*>(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<SceneObject*>(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);
- }
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