SceneObject.h 51 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SCENE_OBJECT_H_
  23. #define _SCENE_OBJECT_H_
  24. #ifndef _SCENE_H_
  25. #include "2d/scene/Scene.h"
  26. #endif
  27. #ifndef _DEBUG_STATS_H_
  28. #include "2d/scene/DebugStats.h"
  29. #endif
  30. #ifndef _SIMBASE_H_
  31. #include "sim/simBase.h"
  32. #endif
  33. #ifndef _MMATH_H_
  34. #include "math/mMath.h"
  35. #endif
  36. #ifndef _SCENE_WINDOW_H_
  37. #include "2d/gui/SceneWindow.h"
  38. #endif
  39. #ifndef _BATCH_RENDER_H_
  40. #include "2d/core/BatchRender.h"
  41. #endif
  42. #ifndef _UTILITY_H_
  43. #include "2d/core/Utility.h"
  44. #endif
  45. #ifndef _PHYSICS_PROXY_H_
  46. #include "2d/scene/PhysicsProxy.h"
  47. #endif
  48. #ifndef _SCENE_RENDER_OBJECT_H_
  49. #include "2d/scene/SceneRenderObject.h"
  50. #endif
  51. #ifndef _BEHAVIOR_COMPONENT_H_
  52. #include "component/behaviors/behaviorComponent.h"
  53. #endif
  54. #ifndef _BEHAVIORINSTANCE_H_
  55. #include "component/behaviors/behaviorInstance.h"
  56. #endif
  57. #ifndef _FADETOCOLOR_H_
  58. #include "graphics/FadeToColor.h"
  59. #endif
  60. //-----------------------------------------------------------------------------
  61. struct tDestroyNotification
  62. {
  63. SceneObject* mpSceneObject;
  64. U32 mRefCount;
  65. };
  66. //-----------------------------------------------------------------------------
  67. typedef VectorPtr<b2FixtureDef*> typeCollisionFixtureDefVector;
  68. typedef VectorPtr<b2Fixture*> typeCollisionFixtureVector;
  69. typedef Vector<tDestroyNotification> typeDestroyNotificationVector;
  70. typedef Vector<U32> typeAudioHandleVector;
  71. //-----------------------------------------------------------------------------
  72. const S32 GL_INVALID_BLEND_FACTOR = -1;
  73. const S32 INVALID_COLLISION_SHAPE_INDEX = -1;
  74. //-----------------------------------------------------------------------------
  75. extern EnumTable bodyTypeTable;
  76. extern EnumTable srcBlendFactorTable;
  77. extern EnumTable dstBlendFactorTable;
  78. //-----------------------------------------------------------------------------
  79. struct SceneObjectAttachedGUI
  80. {
  81. bool mAutoSize;
  82. GuiControl* mpAttachedCtrl;
  83. SceneWindow* mpAttachedSceneWindow;
  84. Vector2 mAttachedOffset;
  85. };
  86. class SceneObject :
  87. public BehaviorComponent,
  88. public SceneRenderObject,
  89. public PhysicsProxy
  90. {
  91. private:
  92. typedef BehaviorComponent Parent;
  93. public:
  94. friend class Scene;
  95. friend class SceneWindow;
  96. friend class ContactFilter;
  97. friend class WorldQuery;
  98. friend class DebugDraw;
  99. friend class SceneObjectRotateToEvent;
  100. protected:
  101. /// Scene.
  102. SimObjectPtr<Scene> mpScene;
  103. /// Target Scene.
  104. /// NOTE: Unfortunately this is required as the scene can be set via a field which
  105. /// occurs before the object is registered with the simulation therefore
  106. /// any simulation related functionality cannot be used such as TorqueScript
  107. /// callbacks.
  108. SimObjectPtr<Scene> mpTargetScene;
  109. /// Lifetime.
  110. F32 mLifetime;
  111. bool mLifetimeActive;
  112. /// Scene layers.
  113. U32 mSceneLayer;
  114. U32 mSceneLayerMask;
  115. F32 mSceneLayerDepth;
  116. /// Scene groups.
  117. U32 mSceneGroup;
  118. U32 mSceneGroupMask;
  119. /// Area.
  120. Vector2 mSize;
  121. bool mAutoSizing;
  122. b2AABB mPreTickAABB;
  123. b2AABB mCurrentAABB;
  124. Vector2 mLocalSizeOOBB[4];
  125. Vector2 mRenderOOBB[4];
  126. S32 mWorldProxyId;
  127. // Growing
  128. bool mGrowActive;
  129. Vector2 mTargetSize;
  130. Vector2 mDeltaSize;
  131. /// Position / Angle.
  132. Vector2 mPreTickPosition;
  133. F32 mPreTickAngle;
  134. Vector2 mRenderPosition;
  135. F32 mRenderAngle;
  136. bool mSpatialDirty;
  137. Vector2 mLastCheckedPosition;
  138. Vector2 mTargetPosition;
  139. bool mTargetPositionActive;
  140. F32 mDistanceToTarget;
  141. F32 mTargetPositionMargin;
  142. bool mTargetPositionFound;
  143. bool mSnapToTargetPosition;
  144. bool mStopAtTargetPosition;
  145. /// Body.
  146. b2Body* mpBody;
  147. b2BodyDef mBodyDefinition;
  148. U32 mWorldQueryKey;
  149. /// Collision control.
  150. U32 mCollisionLayerMask;
  151. U32 mCollisionGroupMask;
  152. bool mCollisionSuppress;
  153. bool mCollisionOneWay;
  154. b2FixtureDef mDefaultFixture;
  155. bool mGatherContacts;
  156. Scene::typeContactVector* mpCurrentContacts;
  157. /// General collision shape access.
  158. typeCollisionFixtureDefVector mCollisionFixtureDefs;
  159. typeCollisionFixtureVector mCollisionFixtures;
  160. typeAudioHandleVector mAudioHandles;
  161. Vector<S32> mHandleDeletionList; //Used for Audio source maintenance & deletion
  162. /// Render visibility.
  163. bool mVisible;
  164. /// Render blending.
  165. bool mBlendMode;
  166. S32 mSrcBlendFactor;
  167. S32 mDstBlendFactor;
  168. ColorF mBlendColor;
  169. F32 mAlphaTest;
  170. // Fading
  171. bool mFadeActive;
  172. FadeToColor mFadeToColor;
  173. /// Render sorting.
  174. Vector2 mSortPoint;
  175. /// Input events.
  176. bool mUseInputEvents;
  177. /// Script callbacks.
  178. bool mUpdateCallback;
  179. bool mCollisionCallback;
  180. bool mSleepingCallback;
  181. bool mLastAwakeState;
  182. /// Debug mode.
  183. U32 mDebugMask;
  184. /// Camera mounting.
  185. SceneWindow* mpAttachedCamera;
  186. /// GUI attachment.
  187. Vector<SceneObjectAttachedGUI> mAttachedCtrls;
  188. /// Safe deletion.
  189. bool mBeingSafeDeleted;
  190. bool mSafeDeleteReady;
  191. /// Destroy notifications.
  192. typeDestroyNotificationVector mDestroyNotifyList;
  193. /// Miscellaneous.
  194. bool mBatchIsolated;
  195. U32 mSerialiseKey;
  196. bool mEditorTickAllowed;
  197. bool mPickingAllowed;
  198. bool mAlwaysInScope;
  199. U32 mRotateToEventId;
  200. U32 mSerialId;
  201. StringTableEntry mRenderGroup;
  202. protected:
  203. static S32 QSORT_CALLBACK sceneObjectLayerDepthSort(const void* a, const void* b);
  204. /// Scene (un)registering.
  205. virtual void OnRegisterScene( Scene* pScene );
  206. virtual void OnUnregisterScene( Scene* pScene );
  207. /// Ticking.
  208. void resetTickSpatials( const bool resize = false );
  209. inline bool getSpatialDirty( void ) const { return mSpatialDirty; }
  210. /// Contact processing.
  211. void initializeContactGathering( void );
  212. /// Taml callbacks.
  213. virtual void onTamlCustomWrite( TamlCustomNodes& customNodes );
  214. virtual void onTamlCustomRead( const TamlCustomNodes& customNodes );
  215. // Effect Processing.
  216. void updateFadeColor(ColorF& color, FadeToColor& target, const F32 elapsedTime);
  217. F32 processEffect( const F32 current, const F32 target, const F32 rate );
  218. public:
  219. SceneObject();
  220. virtual ~SceneObject();
  221. /// Engine.
  222. virtual bool onAdd();
  223. virtual void onRemove();
  224. virtual void onDestroyNotify( SceneObject* pSceneObject );
  225. static void initPersistFields();
  226. /// Integration.
  227. virtual void preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
  228. virtual void integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
  229. virtual void postIntegrate(const F32 totalTime, const F32 elapsedTime, DebugStats *pDebugStats);
  230. virtual void interpolateObject( const F32 timeDelta );
  231. inline bool getIsEditorTickAllowed( void ) const { return mEditorTickAllowed; }
  232. /// Render batching.
  233. inline void setBatchIsolated( const bool batchIsolated ) { mBatchIsolated = batchIsolated; }
  234. virtual bool getBatchIsolated( void ) { return mBatchIsolated; }
  235. virtual bool isBatchRendered( void ) { return true; }
  236. virtual bool validRender( void ) const { return true; }
  237. virtual bool shouldRender( void ) const { return false; }
  238. /// Render Output.
  239. virtual bool canPrepareRender( void ) const { return false; }
  240. virtual void scenePrepareRender( const SceneRenderState* pSceneRenderState, SceneRenderQueue* pSceneRenderQueue ) {}
  241. virtual void sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer ) {}
  242. virtual void sceneRenderFallback( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer );
  243. virtual void sceneRenderOverlay( const SceneRenderState* pSceneRenderState );
  244. /// Networking.
  245. virtual U32 packUpdate(NetConnection * conn, U32 mask, BitStream *stream);
  246. virtual void unpackUpdate(NetConnection * conn, BitStream *stream);
  247. /// Scene.
  248. inline Scene* const getScene( void ) const { return mpScene; }
  249. inline F32 getSceneTime( void ) const { if ( mpScene ) return mpScene->getSceneTime(); else return 0.0f; }
  250. /// Enabled.
  251. virtual void setEnabled( const bool enabled );
  252. /// Lifetime.
  253. void setLifetime( const F32 lifetime );
  254. inline F32 getLifetime( void ) const { return mLifetime; }
  255. void updateLifetime( const F32 elapsedTime );
  256. /// Scene layers.
  257. void setSceneLayer( const U32 sceneLayer );
  258. inline U32 getSceneLayer(void) const { return mSceneLayer; }
  259. inline U32 getSceneLayerMask( void ) const { return mSceneLayerMask; }
  260. /// Scene Layer depth.
  261. inline void setSceneLayerDepth( const F32 order ) { mSceneLayerDepth = order; };
  262. inline F32 getSceneLayerDepth( void ) const { return mSceneLayerDepth; }
  263. bool setSceneLayerDepthFront( void );
  264. bool setSceneLayerDepthBack( void );
  265. bool setSceneLayerDepthForward( void );
  266. bool setSceneLayerDepthBackward( void );
  267. /// Scene groups.
  268. void setSceneGroup( const U32 sceneGroup );
  269. inline U32 getSceneGroup(void ) const { return mSceneGroup; }
  270. inline U32 getSceneGroupMask( void ) const { return mSceneGroupMask; }
  271. /// Area.
  272. virtual void setArea( const Vector2& corner1, const Vector2& corner2 );
  273. inline bool getAutoSizing( void ) const { return mAutoSizing; }
  274. virtual void setSize( const Vector2& size );
  275. inline void setSize( const F32 width, const F32 height ){ setSize( Vector2(width, height) ); }
  276. inline Vector2 getSize( void ) const { return mSize; }
  277. inline Vector2 getHalfSize( void ) const { return mSize * 0.5f; }
  278. inline b2AABB getAABB( void ) const { return mCurrentAABB; }
  279. inline RectF getAABBRectangle( void ) const { const b2Vec2 size = mCurrentAABB.upperBound-mCurrentAABB.lowerBound; return RectF( mCurrentAABB.lowerBound.x, mCurrentAABB.lowerBound.y, size.x, size.y ); }
  280. inline S32 getWorldProxy( void ) const { return mWorldProxyId; }
  281. /// Position / Angle.
  282. virtual void setPosition( const Vector2& position );
  283. inline Vector2 getPosition(void) const { if ( mpScene ) return mpBody->GetPosition(); else return mBodyDefinition.position; }
  284. inline Vector2 getRenderPosition(void) const { return mRenderPosition; }
  285. inline F32 getRenderAngle(void) const { return mRenderAngle; }
  286. inline const b2Vec2* getRenderOOBB(void) const { return mRenderOOBB; }
  287. inline const b2Vec2* getLocalSizedOOBB( void ) const { return mLocalSizeOOBB; }
  288. virtual void setAngle( const F32 radians );
  289. inline F32 getAngle(void) const { if ( mpScene ) return mpBody->GetAngle(); else return mBodyDefinition.angle; }
  290. virtual void setFixedAngle( const bool fixed ) { if ( mpScene ) mpBody->SetFixedRotation( fixed ); else mBodyDefinition.fixedRotation = fixed; }
  291. inline bool getFixedAngle(void) const { if ( mpScene ) return mpBody->IsFixedRotation(); else return mBodyDefinition.fixedRotation; }
  292. b2Transform getTransform( void ) const { if ( mpScene ) return mpBody->GetTransform(); else return b2Transform( mBodyDefinition.position, b2Rot(mBodyDefinition.angle) ); }
  293. b2Transform getRenderTransform( void ) const { return b2Transform( getRenderPosition(), b2Rot( getRenderAngle()) ); }
  294. inline Vector2 getLocalCenter(void) const { if ( mpScene ) return mpBody->GetLocalCenter(); else return b2Vec2_zero; }
  295. inline Vector2 getWorldCenter(void) const { if ( mpScene ) return mpBody->GetWorldCenter(); else return mBodyDefinition.position; }
  296. Vector2 getLocalPoint( const Vector2& worldPoint );
  297. Vector2 getWorldPoint( const Vector2& localPoint );
  298. Vector2 getLocalVector( const Vector2& worldVector );
  299. Vector2 getWorldVector( const Vector2& localVector );
  300. bool getIsPointInOOBB( const Vector2& worldPoint );
  301. bool getIsPointInCollisionShape( const U32 shapeIndex, const Vector2& worldPoint );
  302. /// Body.
  303. virtual ePhysicsProxyType getPhysicsProxyType( void ) const { return PhysicsProxy::PHYSIC_PROXY_SCENEOBJECT; }
  304. inline b2Body* getBody( void ) const { return mpBody; }
  305. void setBodyType( const b2BodyType type );
  306. inline b2BodyType getBodyType(void) const { if ( mpScene ) return mpBody->GetType(); else return mBodyDefinition.type; }
  307. inline void setActive( const bool active ) { if ( mpScene ) mpBody->SetActive( active ); else mBodyDefinition.active = active; }
  308. inline bool getActive(void) const { if ( mpScene ) return mpBody->IsActive(); else return mBodyDefinition.active; }
  309. inline void setAwake( const bool awake ) { if ( mpScene ) mpBody->SetAwake( awake ); else mBodyDefinition.awake = awake; }
  310. inline bool getAwake(void) const { if ( mpScene ) return mpBody->IsAwake(); else return mBodyDefinition.awake; }
  311. inline void setBullet( const bool bullet ) { if ( mpScene ) mpBody->SetBullet( bullet ); else mBodyDefinition.bullet = bullet; }
  312. inline bool getBullet(void) const { if ( mpScene ) return mpBody->IsBullet(); else return mBodyDefinition.bullet; }
  313. inline void setSleepingAllowed( const bool allowed ) { if ( mpScene ) mpBody->SetSleepingAllowed( allowed ); else mBodyDefinition.allowSleep = allowed; }
  314. inline bool getSleepingAllowed(void) const { if ( mpScene ) return mpBody->IsSleepingAllowed(); else return mBodyDefinition.allowSleep; }
  315. inline F32 getMass( void ) const { if ( mpScene ) return mpBody->GetMass(); else return 0.0f; }
  316. inline F32 getInertia( void ) const { if ( mpScene ) return mpBody->GetInertia(); else return 0.0f; }
  317. /// Collision control.
  318. void setCollisionAgainst( const SceneObject* pSceneObject, const bool clearMasks );
  319. inline void setCollisionGroupMask( const U32 groupMask ) { mCollisionGroupMask = groupMask; }
  320. inline U32 getCollisionGroupMask(void) const { return mCollisionGroupMask; }
  321. inline void setCollisionLayerMask( const U32 layerMask ) { mCollisionLayerMask = layerMask; }
  322. inline U32 getCollisionLayerMask(void) const { return mCollisionLayerMask; }
  323. void setDefaultDensity( const F32 density, const bool updateShapes = true );
  324. inline F32 getDefaultDensity( void ) const { return mDefaultFixture.density; }
  325. void setDefaultFriction( const F32 friction, const bool updateShapes = true );
  326. inline F32 getDefaultFriction( void ) const { return mDefaultFixture.friction; }
  327. void setDefaultRestitution( const F32 restitution, const bool updateShapes = true );
  328. inline F32 getDefaultRestitution( void ) const { return mDefaultFixture.restitution; }
  329. inline void setCollisionSuppress( const bool status ) { mCollisionSuppress = status; }
  330. inline bool getCollisionSuppress(void) const { return mCollisionSuppress; }
  331. inline void setCollisionOneWay( const bool status ) { mCollisionOneWay = status; }
  332. inline bool getCollisionOneWay(void) const { return mCollisionOneWay; }
  333. inline const Scene::typeContactVector* getCurrentContacts( void ) const { return mpCurrentContacts; }
  334. inline U32 getCurrentContactCount( void ) const { if ( mpCurrentContacts != NULL ) return mpCurrentContacts->size(); else return 0; }
  335. virtual void setGatherContacts( const bool gatherContacts ) { mGatherContacts = gatherContacts; initializeContactGathering(); }
  336. inline bool getGatherContacts( void ) const { return mGatherContacts; }
  337. virtual void onBeginCollision( const TickContact& tickContact );
  338. virtual void onEndCollision( const TickContact& tickContact );
  339. /// Velocities.
  340. inline void setLinearVelocity( const Vector2& velocity ) { if ( mpScene ) mpBody->SetLinearVelocity( velocity ); else mBodyDefinition.linearVelocity = velocity; }
  341. inline Vector2 getLinearVelocity(void) const { if ( mpScene ) return mpBody->GetLinearVelocity(); else return mBodyDefinition.linearVelocity; }
  342. inline Vector2 getLinearVelocityFromWorldPoint( const Vector2& worldPoint ) { if ( mpScene ) return mpBody->GetLinearVelocityFromWorldPoint( worldPoint ); else return mBodyDefinition.linearVelocity; }
  343. inline Vector2 getLinearVelocityFromLocalPoint( const Vector2& localPoint ) { if ( mpScene ) return mpBody->GetLinearVelocityFromLocalPoint( localPoint ); else return mBodyDefinition.linearVelocity; }
  344. inline void setAngularVelocity( const F32 velocity ) { if ( mpScene ) mpBody->SetAngularVelocity( velocity ); else mBodyDefinition.angularVelocity = velocity; }
  345. inline F32 getAngularVelocity(void) const { if ( mpScene ) return mpBody->GetAngularVelocity(); else return mBodyDefinition.angularVelocity; }
  346. inline void setLinearDamping( const F32 damping ) { if ( mpScene ) mpBody->SetLinearDamping( damping ); else mBodyDefinition.linearDamping = damping; }
  347. inline F32 getLinearDamping(void) const { if ( mpScene ) return mpBody->GetLinearDamping(); else return mBodyDefinition.linearDamping; }
  348. inline void setAngularDamping( const F32 damping ) { if ( mpScene ) mpBody->SetAngularDamping( damping ); else mBodyDefinition.angularDamping = damping; }
  349. inline F32 getAngularDamping(void) const { if ( mpScene ) return mpBody->GetAngularDamping(); else return mBodyDefinition.angularDamping; }
  350. /// Move/Rotate to.
  351. bool moveTo(const Vector2& targetWorldPoint, const F32 speed, const bool autoStop = true, const bool snapToTarget = true, const F32 margin = 0.1f);
  352. bool rotateTo( const F32 targetAngle, const F32 speed, const bool autoStop = true, const bool warpToTarget = true );
  353. void cancelMoveTo( const bool autoStop = true );
  354. void cancelRotateTo( const bool autoStop = true );
  355. inline bool isMoveToComplete( void ) const { return !mTargetPositionActive; }
  356. inline bool isRotateToComplete( void ) const { return mRotateToEventId == 0; }
  357. void updateTargetPosition( void );
  358. // Fade to
  359. bool fadeTo( const ColorF& targetColor, const F32 deltaRed, const F32 deltaGreen, const F32 deltaBlue, const F32 deltaAlpha );
  360. inline void cancelFadeTo( void ) { mFadeActive = false; }
  361. inline bool isFadeToComplete( void ) const { return !mFadeActive; }
  362. virtual void updateBlendColor( const F32 elapsedTime );
  363. virtual void checkFadeComplete();
  364. // Grow to
  365. bool growTo( const Vector2& targetSize, const Vector2& deltaSize );
  366. inline void cancelGrowTo(void) { mGrowActive = false; }
  367. inline bool isGrowToComplete(void) const { return !mGrowActive; }
  368. void updateSize(const F32 elapsedTime);
  369. /// Force and impulse.
  370. void applyForce( const Vector2& worldForce, const bool wake = true );
  371. void applyForce( const Vector2& worldForce, const Vector2& worldPoint, const bool wake = true);
  372. void applyTorque( const F32 torque, const bool wake = true );
  373. void applyLinearImpulse( const Vector2& worldImpulse, const bool wake = true );
  374. void applyLinearImpulse( const Vector2& worldImpulse, const Vector2& worldPoint, const bool wake = true );
  375. void applyAngularImpulse( const F32 impulse, const bool wake = true );
  376. /// Gravity scaling.
  377. inline void setGravityScale( const F32 scale ) { if ( mpScene ) mpBody->SetGravityScale( scale ); else mBodyDefinition.gravityScale = scale; }
  378. inline F32 getGravityScale(void) const { if ( mpScene ) return mpBody->GetGravityScale(); else return mBodyDefinition.gravityScale; }
  379. /// General collision shape access.
  380. void deleteCollisionShape( const U32 shapeIndex );
  381. void clearCollisionShapes( void );
  382. inline U32 getCollisionShapeCount( void ) const { if ( mpScene ) return mCollisionFixtures.size(); else return mCollisionFixtureDefs.size(); }
  383. b2Shape::Type getCollisionShapeType( const U32 shapeIndex ) const;
  384. S32 getCollisionShapeIndex( const b2Fixture* pFixture ) const;
  385. void setCollisionShapeDefinition( const U32 shapeIndex, const b2FixtureDef& fixtureDef );
  386. b2FixtureDef getCollisionShapeDefinition( const U32 shapeIndex ) const;
  387. const b2CircleShape* getCollisionCircleShape( const U32 shapeIndex ) const;
  388. const b2PolygonShape* getCollisionPolygonShape( const U32 shapeIndex ) const;
  389. const b2ChainShape* getCollisionChainShape( const U32 shapeIndex ) const;
  390. const b2EdgeShape* getCollisionEdgeShape( const U32 shapeIndex ) const;
  391. void setCollisionShapeDensity( const U32 shapeIndex, const F32 density );
  392. F32 getCollisionShapeDensity( const U32 shapeIndex ) const;
  393. void setCollisionShapeFriction( const U32 shapeIndex, const F32 friction );
  394. F32 getCollisionShapeFriction( const U32 shapeIndex ) const;
  395. void setCollisionShapeRestitution( const U32 shapeIndex, const F32 restitution );
  396. F32 getCollisionShapeRestitution( const U32 shapeIndex ) const;
  397. void setCollisionShapeIsSensor( const U32 shapeIndex, const bool isSensor );
  398. bool getCollisionShapeIsSensor( const U32 shapeIndex ) const;
  399. /// Circle collision shape creation.
  400. S32 createCircleCollisionShape( const F32 radius );
  401. S32 createCircleCollisionShape( const F32 radius, const b2Vec2& localPosition );
  402. /// Circle collision shape access.
  403. F32 getCircleCollisionShapeRadius( const U32 shapeIndex ) const;
  404. Vector2 getCircleCollisionShapeLocalPosition( const U32 shapeIndex ) const;
  405. /// Polygon collision shape creation.
  406. S32 createPolygonCollisionShape( const U32 pointCount, const b2Vec2* localPoints );
  407. S32 createPolygonBoxCollisionShape( const F32 width, const F32 height );
  408. S32 createPolygonBoxCollisionShape( const F32 width, const F32 height, const b2Vec2& localCentroid );
  409. S32 createPolygonBoxCollisionShape( const F32 width, const F32 height, const b2Vec2& localCentroid, const F32 rotation );
  410. /// Polygon collision shape access.
  411. U32 getPolygonCollisionShapePointCount( const U32 shapeIndex ) const;
  412. Vector2 getPolygonCollisionShapeLocalPoint( const U32 shapeIndex, const U32 pointIndex ) const;
  413. /// Chain collision shape creation.
  414. S32 createChainCollisionShape( const U32 pointCount, const b2Vec2* localPoints );
  415. S32 createChainCollisionShape( const U32 pointCount, const b2Vec2* localPoints,
  416. const bool hasAdjacentLocalPositionStart, const bool hasAdjacentLocalPositionEnd,
  417. const b2Vec2& adjacentLocalPositionStart, const b2Vec2& adjacentLocalPositionEnd );
  418. /// Chain collision shape access.
  419. U32 getChainCollisionShapePointCount( const U32 shapeIndex ) const;
  420. Vector2 getChainCollisionShapeLocalPoint( const U32 shapeIndex, const U32 pointIndex ) const;
  421. bool getChainCollisionShapeHasAdjacentStart( const U32 shapeIndex ) const;
  422. bool getChainCollisionShapeHasAdjacentEnd( const U32 shapeIndex ) const;
  423. Vector2 getChainCollisionShapeAdjacentStart( const U32 shapeIndex ) const;
  424. Vector2 getChainCollisionShapeAdjacentEnd( const U32 shapeIndex ) const;
  425. /// Edge collision shape creation.
  426. S32 createEdgeCollisionShape( const b2Vec2& localPositionStart, const b2Vec2& localPositionEnd );
  427. S32 createEdgeCollisionShape( const b2Vec2& localPositionStart, const b2Vec2& localPositionEnd,
  428. const bool hasAdjacentLocalPositionStart, const bool hasAdjacentLocalPositionEnd,
  429. const b2Vec2& adjacentLocalPositionStart, const b2Vec2& adjacentLocalPositionEnd );
  430. /// Edge collision shape access.
  431. Vector2 getEdgeCollisionShapeLocalPositionStart( const U32 shapeIndex ) const;
  432. Vector2 getEdgeCollisionShapeLocalPositionEnd( const U32 shapeIndex ) const;
  433. bool getEdgeCollisionShapeHasAdjacentStart( const U32 shapeIndex ) const;
  434. bool getEdgeCollisionShapeHasAdjacentEnd( const U32 shapeIndex ) const;
  435. Vector2 getEdgeCollisionShapeAdjacentStart( const U32 shapeIndex ) const;
  436. Vector2 getEdgeCollisionShapeAdjacentEnd( const U32 shapeIndex ) const;
  437. /// Render visibility.
  438. inline void setVisible( const bool status ) { mVisible = status; }
  439. inline bool getVisible(void) const { return mVisible; }
  440. /// Render blending.
  441. inline void setBlendMode( const bool blendMode ) { mBlendMode = blendMode; }
  442. inline bool getBlendMode( void ) const { return mBlendMode; }
  443. inline void setSrcBlendFactor( const S32 blendFactor ) { mSrcBlendFactor = blendFactor; }
  444. inline S32 getSrcBlendFactor( void ) const { return mSrcBlendFactor; }
  445. inline void setDstBlendFactor( const S32 blendFactor ) { mDstBlendFactor = blendFactor; }
  446. inline S32 getDstBlendFactor( void ) const { return mDstBlendFactor; }
  447. inline void setBlendColor( const ColorF& blendColor ) { mBlendColor = blendColor; }
  448. inline const ColorF& getBlendColor( void ) const { return mBlendColor; }
  449. inline void setBlendAlpha( const F32 alpha ) { mBlendColor.alpha = alpha; }
  450. inline F32 getBlendAlpha( void ) const { return mBlendColor.alpha; }
  451. inline void setAlphaTest( const F32 alpha ) { mAlphaTest = alpha; }
  452. inline F32 getAlphaTest( void ) const { return mAlphaTest; }
  453. void setBlendOptions( void );
  454. static void resetBlendOptions( void );
  455. /// Render sorting.
  456. inline void setSortPoint( const Vector2& pt ) { mSortPoint = pt; }
  457. inline const Vector2& getSortPoint(void) const { return mSortPoint; }
  458. inline void setRenderGroup( const char* pRenderGroup ) { mRenderGroup = StringTable->insert(pRenderGroup); }
  459. inline StringTableEntry getRenderGroup( void ) const { return mRenderGroup; }
  460. /// Input events.
  461. inline void setUseInputEvents( bool mouseStatus ) { mUseInputEvents = mouseStatus; }
  462. inline bool getUseInputEvents( void ) const { return mUseInputEvents; }
  463. virtual bool onInputEvent( StringTableEntry name, const GuiEvent& event, const Vector2& worldMousePoint );
  464. // Script callbacks.
  465. inline void setUpdateCallback( bool status ) { mUpdateCallback = status; }
  466. inline bool getUpdateCallback( void ) const { return mUpdateCallback; }
  467. inline void setCollisionCallback( const bool status ) { mCollisionCallback = status; }
  468. inline bool getCollisionCallback(void) const { return mCollisionCallback; }
  469. inline void setSleepingCallback( bool status ) { mSleepingCallback = status; }
  470. inline bool getSleepingCallback( void ) const { return mSleepingCallback; }
  471. /// Debug mode.
  472. inline void setDebugOn( const U32 debugMask ) { mDebugMask |= debugMask; }
  473. inline void setDebugOff( const U32 debugMask ) { mDebugMask &= ~debugMask; }
  474. inline U32 getDebugMask( void ) const { return mDebugMask; }
  475. /// Camera mounting.
  476. inline void addCameraMountReference( SceneWindow* pAttachedCamera ) { mpAttachedCamera = pAttachedCamera; }
  477. inline void removeCameraMountReference( void ) { mpAttachedCamera = NULL; }
  478. inline void dismountCamera( void ) { if ( mpAttachedCamera ) mpAttachedCamera->dismountMe( this ); }
  479. // GUI attachment.
  480. void attachGui(GuiControl* pGuiControl, SceneWindow* pSceneWindow, const bool sizeControl, const Vector2 offset);
  481. void detachGui(void);
  482. void detachGui(GuiControl* pGuiControl);
  483. void detachAllGuiControls(void);
  484. inline void updateAttachedGui(void);
  485. // Picking.
  486. inline void setPickingAllowed( const bool pickingAllowed ) { mPickingAllowed = pickingAllowed; }
  487. inline bool getPickingAllowed(void) const { return mPickingAllowed; }
  488. /// Cloning.
  489. virtual void copyFrom( SceneObject* pSceneObject, const bool copyDynamicFields );
  490. virtual void copyTo( SimObject* object );
  491. S32 copyCollisionShapes( SceneObject* pSceneObject, const bool clearTargetShapes = true, const S32 shapeIndex = -1 );
  492. /// Safe deletion.
  493. inline void setSafeDelete( const bool status ) { mSafeDeleteReady = status; }
  494. inline bool getSafeDelete( void ) const { return mSafeDeleteReady; }
  495. inline bool isBeingDeleted( void ) const { return mBeingSafeDeleted; }
  496. virtual void safeDelete( void );
  497. /// Destroy notifications.
  498. void addDestroyNotification( SceneObject* pSceneObject );
  499. void removeDestroyNotification( SceneObject* pSceneObject );
  500. void processDestroyNotifications( void );
  501. /// Component notifications.
  502. void notifyComponentsAddToScene( void );
  503. void notifyComponentsRemoveFromScene( void );
  504. void notifyComponentsUpdate( void );
  505. /// Miscellaneous.
  506. inline const char* scriptThis(void) const { return Con::getIntArg(getId()); }
  507. inline bool getIsAlwaysInScope(void) const { return mAlwaysInScope; }
  508. inline void setWorldQueryKey( const U32 key ) { mWorldQueryKey = key; }
  509. inline U32 getWorldQueryKey( void ) const { return mWorldQueryKey; }
  510. static U32 getGlobalSceneObjectCount( void );
  511. inline U32 getSerialId( void ) const { return mSerialId; }
  512. // Audio
  513. void addAudioHandle(AUDIOHANDLE handle);
  514. U32 getSound(S32 index);
  515. S32 getSoundsCount();
  516. void refreshsources();
  517. // Read / Write fields.
  518. virtual bool writeField(StringTableEntry fieldname, const char* value);
  519. static b2BodyType getBodyTypeEnum(const char* label);
  520. static const char* getBodyTypeDescription(const b2BodyType bodyType);
  521. static b2Shape::Type getCollisionShapeTypeEnum(const char* label);
  522. static const char* getCollisionShapeTypeDescription(const b2Shape::Type collisionShapeType);
  523. static S32 getSrcBlendFactorEnum(const char* label);
  524. static S32 getDstBlendFactorEnum(const char* label);
  525. static const char* getSrcBlendFactorDescription(const GLenum factor);
  526. static const char* getDstBlendFactorDescription(const GLenum factor);
  527. /// Declare Console Object.
  528. DECLARE_CONOBJECT( SceneObject );
  529. protected:
  530. S32 copyCircleCollisionShapeTo( SceneObject* pSceneObject, const b2FixtureDef& fixtureDef ) const;
  531. S32 copyPolygonCollisionShapeTo( SceneObject* pSceneObject, const b2FixtureDef& fixtureDef ) const;
  532. S32 copyChainCollisionShapeTo( SceneObject* pSceneObject, const b2FixtureDef& fixtureDef ) const;
  533. S32 copyEdgeCollisionShapeTo( SceneObject* pSceneObject, const b2FixtureDef& fixtureDef ) const;
  534. protected:
  535. /// Lifetime.
  536. static bool setLifetime(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setLifetime(dAtof(data)); return false; }
  537. static bool writeLifetime( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getLifetime() > 0.0f ; }
  538. /// Scene layers.
  539. static bool setSceneLayer(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setSceneLayer(dAtoi(data)); return false; }
  540. static bool writeSceneLayer( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSceneLayer() > 0 ; }
  541. static bool setSceneLayerDepth(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setSceneLayerDepth(dAtof(data)); return false; }
  542. static bool writeSceneLayerDepth( void* obj, StringTableEntry pFieldName ) { return mNotZero(static_cast<SceneObject*>(obj)->getSceneLayerDepth()); }
  543. /// Scene groups.
  544. static bool setSceneGroup(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setSceneGroup(dAtoi(data)); return false; }
  545. static bool writeSceneGroup( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSceneGroup() > 0 ; }
  546. /// Area.
  547. static bool setSize(void* obj, const char* data)
  548. {
  549. SceneObject* pSceneObject = static_cast<SceneObject*>(obj);
  550. if ( pSceneObject->getAutoSizing() )
  551. {
  552. Con::warnf( "Cannot set the size of a type '%s' as it automatically sizes itself.", pSceneObject->getClassName() );
  553. return false;
  554. }
  555. pSceneObject->setSize(Vector2(data));
  556. return false;
  557. }
  558. static bool writeSize( void* obj, StringTableEntry pFieldName ) { SceneObject* pSceneObject = static_cast<SceneObject*>(obj); return !pSceneObject->getAutoSizing() && pSceneObject->getSize().notEqual(Vector2::getOne()); }
  559. /// Position / Angle.
  560. static bool setPosition(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setPosition(Vector2(data)); return false; }
  561. static const char* getPosition(void* obj, const char* data) { return static_cast<SceneObject*>(obj)->getPosition().scriptThis(); }
  562. static bool writePosition( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getPosition().notZero(); }
  563. static bool setAngle(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setAngle(mDegToRad(dAtof(data))); return false; }
  564. static const char* getAngle(void* obj, const char* data) { return Con::getFloatArg( mRadToDeg(static_cast<SceneObject*>(obj)->getAngle() ) ); }
  565. static bool writeAngle( void* obj, StringTableEntry pFieldName ) { return mNotZero(static_cast<SceneObject*>(obj)->getAngle()); }
  566. static bool setFixedAngle(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setFixedAngle(dAtob(data)); return false; }
  567. static const char* getFixedAngle(void* obj, const char* data) { return Con::getBoolArg( static_cast<SceneObject*>(obj)->getFixedAngle() ); }
  568. static bool writeFixedAngle( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getFixedAngle() == true; }
  569. /// Body.
  570. static bool setBodyType(void* obj, const char* data)
  571. {
  572. // Fetch body type.
  573. const b2BodyType type = getBodyTypeEnum( data );
  574. // Check for error.
  575. if ( type != b2_staticBody && type != b2_kinematicBody && type != b2_dynamicBody )
  576. return false;
  577. static_cast<SceneObject*>(obj)->setBodyType(type);
  578. return false;
  579. }
  580. static const char* getBodyType(void* obj, const char* data) { return getBodyTypeDescription( static_cast<SceneObject*>(obj)->getBodyType() ); }
  581. static bool writeBodyType( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getBodyType() != b2_dynamicBody; }
  582. static bool setActive(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setActive(dAtob(data)); return false; }
  583. static const char* getActive(void* obj, const char* data) { return Con::getBoolArg( static_cast<SceneObject*>(obj)->getActive() ); }
  584. static bool writeActive( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getActive() == false; }
  585. static bool setAwake(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setAwake(dAtob(data)); return false; }
  586. static const char* getAwake(void* obj, const char* data) { return Con::getBoolArg( static_cast<SceneObject*>(obj)->getAwake() ); }
  587. static bool writeAwake( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getAwake() == false; }
  588. static bool setBullet(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setBullet(dAtob(data)); return false; }
  589. static const char* getBullet(void* obj, const char* data) { return Con::getBoolArg( static_cast<SceneObject*>(obj)->getBullet() ); }
  590. static bool writeBullet( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getBullet() == true; }
  591. static bool setSleepingAllowed(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setSleepingAllowed(dAtob(data)); return false; }
  592. static const char* getSleepingAllowed(void* obj, const char* data) { return Con::getBoolArg( static_cast<SceneObject*>(obj)->getSleepingAllowed() ); }
  593. static bool writeSleepingAllowed( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSleepingAllowed() == false; }
  594. /// Collision control.
  595. static bool setDefaultDensity(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setDefaultDensity(dAtof(data)); return false; }
  596. static bool writeDefaultDensity( void* obj, StringTableEntry pFieldName ) { return mNotEqual(static_cast<SceneObject*>(obj)->getDefaultDensity(), 1.0f); }
  597. static bool setDefaultFriction(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setDefaultFriction(dAtof(data)); return false; }
  598. static bool writeDefaultFriction( void* obj, StringTableEntry pFieldName ) {return mNotEqual(static_cast<SceneObject*>(obj)->getDefaultFriction(), 0.2f); }
  599. static bool setDefaultRestitution(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setDefaultRestitution(dAtof(data)); return false; }
  600. static bool writeDefaultRestitution( void* obj, StringTableEntry pFieldName ) { return mNotEqual(static_cast<SceneObject*>(obj)->getDefaultRestitution(), 0.0f); }
  601. static bool setCollisionGroups(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setCollisionGroupMask(Utility::mConvertStringToMask(data)); return false; }
  602. static const char* getCollisionGroups(void* obj, const char* data) { return Utility::mConvertMaskToString( static_cast<SceneObject*>(obj)->getCollisionGroupMask() ); }
  603. static bool writeCollisionGroups( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getCollisionGroupMask() != MASK_ALL; }
  604. static bool setCollisionLayers(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setCollisionLayerMask(Utility::mConvertStringToMask(data)); return false; }
  605. static const char* getCollisionLayers(void* obj, const char* data) { return Utility::mConvertMaskToString( static_cast<SceneObject*>(obj)->getCollisionLayerMask() ); }
  606. static bool writeCollisionLayers( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getCollisionLayerMask() != MASK_ALL; }
  607. static bool writeCollisionSuppress( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getCollisionSuppress() == true; }
  608. static bool writeCollisionOneWay( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getCollisionOneWay() == true; }
  609. static bool setGatherContacts(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setGatherContacts(dAtoi(data)); return false; }
  610. static bool writeGatherContacts( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getGatherContacts() == true; }
  611. /// Velocities.
  612. static bool setLinearVelocity(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setLinearVelocity(Vector2(data)); return false; }
  613. static const char* getLinearVelocity(void* obj, const char* data) { return static_cast<SceneObject*>(obj)->getLinearVelocity().scriptThis(); }
  614. static bool writeLinearVelocity( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getLinearVelocity().notZero(); }
  615. static bool setAngularVelocity(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setAngularVelocity(mDegToRad(dAtof(data))); return false; }
  616. static const char* getAngularVelocity(void* obj, const char* data) { return Con::getFloatArg( mRadToDeg(static_cast<SceneObject*>(obj)->getAngularVelocity() ) ); }
  617. static bool writeAngularVelocity( void* obj, StringTableEntry pFieldName ) { return mNotZero(static_cast<SceneObject*>(obj)->getAngularVelocity()); }
  618. static bool setLinearDamping(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setLinearDamping(dAtof(data)); return false; }
  619. static const char* getLinearDamping(void* obj, const char* data) { return Con::getFloatArg( static_cast<SceneObject*>(obj)->getLinearDamping() ); }
  620. static bool writeLinearDamping( void* obj, StringTableEntry pFieldName ) { return mNotZero(static_cast<SceneObject*>(obj)->getLinearDamping()); }
  621. static bool setAngularDamping(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setAngularDamping(dAtof(data)); return false; }
  622. static const char* getAngularDamping(void* obj, const char* data) { return Con::getFloatArg( static_cast<SceneObject*>(obj)->getAngularDamping() ); }
  623. static bool writeAngularDamping( void* obj, StringTableEntry pFieldName ) { return mNotZero(static_cast<SceneObject*>(obj)->getAngularDamping()); }
  624. /// Gravity scaling.
  625. static bool setGravityScale(void* obj, const char* data) { static_cast<SceneObject*>(obj)->setGravityScale(dAtof(data)); return false; }
  626. static const char* getGravityScale(void* obj, const char* data) { return Con::getFloatArg( static_cast<SceneObject*>(obj)->getGravityScale() ); }
  627. static bool writeGravityScale( void* obj, StringTableEntry pFieldName ) { return mNotEqual(static_cast<SceneObject*>(obj)->getGravityScale(), 1.0f); }
  628. /// Render visibility.
  629. static bool writeVisible( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getVisible() == false; }
  630. /// Render blending.
  631. static bool writeBlendMode( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getBlendMode() == false; }
  632. static bool writeSrcBlendFactor( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSrcBlendFactor() != GL_SRC_ALPHA; }
  633. static bool writeDstBlendFactor( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getDstBlendFactor() != GL_ONE_MINUS_SRC_ALPHA; }
  634. static bool writeBlendColor( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getBlendColor() != ColorF(1.0f, 1.0f, 1.0f, 1.0f); }
  635. static bool writeAlphaTest( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getAlphaTest() >= 0.0f; }
  636. /// Render sorting.
  637. static bool writeSortPoint( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSortPoint().notZero(); }
  638. static bool writeRenderGroup( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getRenderGroup() != StringTable->EmptyString; }
  639. /// Input events.
  640. static bool writeUseInputEvents( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getUseInputEvents() == true; }
  641. /// Picking.
  642. static bool writePickingAllowed( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getPickingAllowed() == false; }
  643. /// Script callbacks.
  644. static bool writeUpdateCallback( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getUpdateCallback() == true; }
  645. static bool writeCollisionCallback( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getCollisionCallback() == true; }
  646. static bool writeSleepingCallback( void* obj, StringTableEntry pFieldName ) { return static_cast<SceneObject*>(obj)->getSleepingCallback() == true; }
  647. /// Scene.
  648. static bool setScene(void* obj, const char* data)
  649. {
  650. Scene* pScene = dynamic_cast<Scene*>(Sim::findObject(data));
  651. SceneObject* object = static_cast<SceneObject*>(obj);
  652. if (pScene)
  653. {
  654. if (object->getScene()) object->getScene()->removeFromScene(object);
  655. // is the scene object registered?
  656. if ( object->isProperlyAdded() )
  657. {
  658. // Yes, so we can add to the scene now.
  659. pScene->addToScene(object);
  660. }
  661. else
  662. {
  663. // No, so just set the target scene directly and it will be added to that scene when registered.
  664. object->mpTargetScene = pScene;
  665. }
  666. }
  667. return false;
  668. }
  669. static bool writeScene( void* obj, StringTableEntry pFieldName ) { return false; }
  670. };
  671. #endif // _SCENE_OBJECT_H_