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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.
- //-----------------------------------------------------------------------------
- #ifndef _SCENE_H_
- #define _SCENE_H_
- #ifndef _MMATH_H_
- #include "math/mMath.h"
- #endif
- #ifndef _VECTOR2_H_
- #include "2d/core/Vector2.h"
- #endif
- #ifndef _NETOBJECT_H_
- #include "network/netObject.h"
- #endif
- #ifndef _TICKABLE_H_
- #include "platform/Tickable.h"
- #endif
- #ifndef _PHYSICS_PROXY_H_
- #include "2d/scene/PhysicsProxy.h"
- #endif
- #ifndef _WORLD_QUERY_H_
- #include "2d/scene/WorldQuery.h"
- #endif
- #ifndef _DEBUG_DRAW_H_
- #include "2d/scene/DebugDraw.h"
- #endif
- #ifndef _HASHTABLE_H_
- #include "collection/hashTable.h"
- #endif
- #ifndef _BATCH_RENDER_H_
- #include "2d/core/BatchRender.h"
- #endif
- #ifndef _SCENE_RENDER_QUEUE_H_
- #include "2d/scene/SceneRenderQueue.h"
- #endif
- #ifndef _SCENE_RENDER_OBJECT_H_
- #include "2d/scene/SceneRenderObject.h"
- #endif
- #ifndef _BEHAVIOR_COMPONENT_H_
- #include "component/behaviors/behaviorComponent.h"
- #endif
- #ifndef _ASSET_PTR_H_
- #include "assets/assetPtr.h"
- #endif
- //-----------------------------------------------------------------------------
- extern EnumTable jointTypeTable;
- ///-----------------------------------------------------------------------------
- class SceneObject;
- class SceneWindow;
- ///-----------------------------------------------------------------------------
- struct tDeleteRequest
- {
- SimObjectId mObjectId;
- SceneObject* mpSceneObject;
- bool mSafeDeleteReady;
- };
- ///-----------------------------------------------------------------------------
- struct TickContact
- {
- TickContact()
- {
- initialize( NULL, NULL, NULL, NULL, NULL );
- }
- void initialize(
- b2Contact* pContact,
- SceneObject* pSceneObjectA,
- SceneObject* pSceneObjectB,
- b2Fixture* pFixtureA,
- b2Fixture* pFixtureB )
- {
- mpContact = pContact;
- mpSceneObjectA = pSceneObjectA;
- mpSceneObjectB = pSceneObjectB;
- mpFixtureA = pFixtureA;
- mpFixtureB = pFixtureB;
- // Get world manifold.
- if ( mpContact != NULL )
- {
- mPointCount = pContact->GetManifold()->pointCount;
- mpContact->GetWorldManifold( &mWorldManifold );
- }
- else
- {
- mPointCount = 0;
- }
- // Reset impulses.
- for (U32 i = 0; i < b2_maxManifoldPoints; i++)
- {
- mNormalImpulses[i] = 0;
- mTangentImpulses[i] = 0;
- }
- }
- inline SceneObject* getCollideWith( SceneObject* pMe ) const
- {
- return pMe == mpSceneObjectA ? mpSceneObjectB : mpSceneObjectA;
- }
- inline b2Fixture* getCollideWithFixture( b2Fixture* pMe ) const
- {
- return pMe == mpFixtureA ? mpFixtureB : mpFixtureA;
- }
- b2Contact* mpContact;
- SceneObject* mpSceneObjectA;
- SceneObject* mpSceneObjectB;
- b2Fixture* mpFixtureA;
- b2Fixture* mpFixtureB;
- U32 mPointCount;
- b2WorldManifold mWorldManifold;
- F32 mNormalImpulses[b2_maxManifoldPoints];
- F32 mTangentImpulses[b2_maxManifoldPoints];
- };
- ///-----------------------------------------------------------------------------
- class Scene :
- public BehaviorComponent,
- public TamlChildren,
- public PhysicsProxy,
- public b2ContactListener,
- public b2DestructionListener,
- public virtual Tickable
- {
- public:
- typedef HashMap<S32, b2Joint*> typeJointHash;
- typedef HashMap<b2Joint*, S32> typeReverseJointHash;
- typedef Vector<tDeleteRequest> typeDeleteVector;
- typedef Vector<TickContact> typeContactVector;
- typedef HashMap<b2Contact*, TickContact> typeContactHash;
- typedef Vector<AssetPtr<AssetBase>*> typeAssetPtrVector;
- /// Scene Debug Options.
- enum DebugOption
- {
- SCENE_DEBUG_INVALID,
- ///
- SCENE_DEBUG_METRICS = BIT(0),
- SCENE_DEBUG_FPS_METRICS = BIT(1),
- SCENE_DEBUG_CONTROLLERS = BIT(2),
- SCENE_DEBUG_JOINTS = BIT(3),
- SCENE_DEBUG_WIREFRAME_RENDER = BIT(4),
- SCENE_DEBUG_AUDIO_SOURCES = BIT(5),
- ///
- SCENE_DEBUG_AABB = BIT(16),
- SCENE_DEBUG_OOBB = BIT(17),
- SCENE_DEBUG_SLEEP = BIT(18),
- SCENE_DEBUG_COLLISION_SHAPES = BIT(19),
- SCENE_DEBUG_POSITION_AND_COM = BIT(20),
- SCENE_DEBUG_SORT_POINTS = BIT(21),
- };
- /// Pick mode.
- enum PickMode
- {
- PICK_INVALID,
- ///---
- PICK_ANY,
- PICK_AABB,
- PICK_OOBB,
- PICK_COLLISION,
- };
- /// Debug drawing.
- DebugDraw mDebugDraw;
- private:
- typedef BehaviorComponent Parent;
- typedef SceneObject Children;
- /// World.
- b2World* mpWorld;
- WorldQuery* mpWorldQuery;
- b2Vec2 mWorldGravity;
- S32 mVelocityIterations;
- S32 mPositionIterations;
- b2BlockAllocator mBlockAllocator;
- b2Body* mpGroundBody;
- /// Scene occupancy.
- typeSceneObjectVector mSceneObjects;
- typeSceneObjectVector mTickedSceneObjects;
- /// Joint access.
- typeJointHash mJoints;
- typeReverseJointHash mReverseJoints;
- S32 mJointMasterId;
- /// Scene controllers.
- SimObjectPtr<SimSet> mControllers;
- /// Asset pre-loads.
- typeAssetPtrVector mAssetPreloads;
- /// Scene time.
- F32 mSceneTime;
- bool mScenePause;
- /// Debug and metrics.
- DebugStats mDebugStats;
- U32 mDebugMask;
- SceneObject* mpDebugSceneObject;
- /// Layer sorting and draw order.
- SceneRenderQueue::RenderSort mLayerSortModes[MAX_LAYERS_SUPPORTED];
- /// Batch rendering.
- BatchRender mBatchRenderer;
- /// Window rendering.
- SceneWindow* mpCurrentRenderWindow;
- /// Window attachments.
- SimSet mAttachedSceneWindows;
- /// Delete requests.
- typeDeleteVector mDeleteRequests;
- typeDeleteVector mDeleteRequestsTemp;
-
- /// Miscellaneous.
- S32 mIsEditorScene;
- bool mUpdateCallback;
- bool mRenderCallback;
- typeContactHash mBeginContacts;
- typeContactVector mEndContacts;
- U32 mSceneIndex;
- private:
- /// Contacts.
- void forwardContacts( void );
- void dispatchBeginContactCallbacks( void );
- void dispatchEndContactCallbacks( void );
- /// Joint definition.
- struct CommonJointDefinition
- {
- CommonJointDefinition()
- {
- jointType = e_unknownJoint;
- collideConnected = false;
- pSceneObjectA = NULL;
- pSceneObjectB = NULL;
- localAnchorA = b2Vec2_zero;
- localAnchorB = b2Vec2_zero;
- }
- b2JointType jointType;
- bool collideConnected;
- SceneObject* pSceneObjectA;
- SceneObject* pSceneObjectB;
- b2Vec2 localAnchorA;
- b2Vec2 localAnchorB;
- };
- protected:
- /// Taml callbacks.
- virtual void onTamlPreRead( void );
- virtual void onTamlPostRead( const TamlCustomNodes& customNodes );
- virtual void onTamlCustomWrite( TamlCustomNodes& customNodes );
- virtual void onTamlCustomRead( const TamlCustomNodes& customNodes );
- public:
- Scene();
- virtual ~Scene();
- /// Engine.
- virtual bool onAdd();
- virtual void onRemove();
- virtual void onDeleteNotify( SimObject* object );
- static void initPersistFields();
- /// Contact processing.
- virtual void PreSolve( b2Contact* pContact, const b2Manifold* pOldManifold ) {}
- virtual void PostSolve( b2Contact* pContact, const b2ContactImpulse* pImpulse );
- virtual void BeginContact( b2Contact* pContact );
- virtual void EndContact( b2Contact* pContact );
- const typeContactHash& getBeginContacts( void ) const { return mBeginContacts; }
- const typeContactVector& getEndContacts( void ) const { return mEndContacts; }
- /// Integration.
- virtual void processTick();
- virtual void interpolateTick( F32 delta );
- virtual void advanceTime( F32 timeDelta ) {};
- /// Render output.
- void sceneRender( const SceneRenderState* pSceneRenderState );
- /// World.
- inline b2World* getWorld( void ) const { return mpWorld; }
- inline WorldQuery* getWorldQuery( const bool clearQuery = false ) { if ( clearQuery ) mpWorldQuery->clearQuery(); return mpWorldQuery; }
- b2BlockAllocator* getBlockAllocator( void ) { return &mBlockAllocator; }
- inline b2Body* getGroundBody( void ) const { return mpGroundBody; }
- virtual ePhysicsProxyType getPhysicsProxyType( void ) const { return PhysicsProxy::PHYSIC_PROXY_GROUNDBODY; }
- void setGravity( const b2Vec2& gravity ) { mWorldGravity = gravity; if (mpWorld) mpWorld->SetGravity( gravity ); }
- inline b2Vec2 getGravity( void ) { if (mpWorld) mWorldGravity = mpWorld->GetGravity(); return mWorldGravity; }
- inline void setVelocityIterations( const S32 iterations ) { mVelocityIterations = iterations; }
- inline S32 getVelocityIterations( void ) const { return mVelocityIterations; }
- inline void setPositionIterations( const S32 iterations ) { mPositionIterations = iterations; }
- inline S32 getPositionIterations( void ) const { return mPositionIterations; }
- /// Scene occupancy.
- void clearScene( bool deleteObjects = true );
- void addToScene( SceneObject* pSceneObject );
- void removeFromScene( SceneObject* pSceneObject );
- inline typeSceneObjectVectorConstRef getSceneObjects( void ) const { return mSceneObjects; }
- inline U32 getSceneObjectCount( void ) const { return mSceneObjects.size(); }
- SceneObject* getSceneObject( const U32 objectIndex ) const;
- U32 getSceneObjects( typeSceneObjectVector& objects ) const;
- U32 getSceneObjects( typeSceneObjectVector& objects, const U32 sceneLayer ) const;
- void mergeScene( const Scene* pScene );
- inline SimSet* getControllers( void ) { return mControllers; }
- inline S32 getAssetPreloadCount( void ) const { return mAssetPreloads.size(); }
- const AssetPtr<AssetBase>* getAssetPreload( const S32 index ) const;
- void addAssetPreload( const char* pAssetId );
- void removeAssetPreload( const char* pAssetId );
- void clearAssetPreloads( void );
- /// Scene time.
- inline F32 getSceneTime( void ) const { return mSceneTime; };
- inline void setScenePause( bool status ) { mScenePause = status; }
- inline bool getScenePause( void ) const { return mScenePause; };
- /// Joint access.
- inline U32 getJointCount( void ) const { return mJoints.size(); }
- b2JointType getJointType( const S32 jointId );
- b2Joint* findJoint( const S32 jointId );
- S32 findJointId( b2Joint* pJoint );
- S32 createJoint( b2JointDef* pJointDef );
- bool deleteJoint( const U32 jointId );
- bool hasJoints( SceneObject* pSceneObject );
- /// Distance joint.
- S32 createDistanceJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero,
- const F32 length = -1.0f,
- const F32 frequency = 0.0f,
- const F32 dampingRatio = 0.0f,
- const bool collideConnected = false );
- void setDistanceJointLength(
- const U32 jointId,
- const F32 length );
- F32 getDistanceJointLength( const U32 jointId );
- void setDistanceJointFrequency(
- const U32 jointId,
- const F32 frequency );
- F32 getDistanceJointFrequency( const U32 jointId );
- void setDistanceJointDampingRatio(
- const U32 jointId,
- const F32 dampingRatio );
- F32 getDistanceJointDampingRatio( const U32 jointId );
- /// Rope joint.
- S32 createRopeJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero,
- const F32 maxLength = -1.0f,
- const bool collideConnected = false );
- void setRopeJointMaxLength(
- const U32 jointId,
- const F32 maxLength );
- F32 getRopeJointMaxLength( const U32 jointId );
- /// Revolute joint.
- S32 createRevoluteJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero,
- const bool collideConnected = false );
- void setRevoluteJointLimit(
- const U32 jointId,
- const bool enableLimit,
- const F32 lowerAngle, const F32 upperAngle );
- bool getRevoluteJointLimit(
- const U32 jointId,
- bool& enableLimit,
- F32& lowerAngle, F32& upperAngle );
- void setRevoluteJointMotor(
- const U32 jointId,
- const bool enableMotor,
- const F32 motorSpeed = b2_pi,
- const F32 maxMotorTorque = 0.0f );
- bool getRevoluteJointMotor(
- const U32 jointId,
- bool& enableMotor,
- F32& motorSpeed,
- F32& maxMotorTorque );
- F32 getRevoluteJointAngle( const U32 jointId );
- F32 getRevoluteJointSpeed( const U32 jointId );
- /// Weld joint.
- S32 createWeldJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero,
- const F32 frequency = 0.0f,
- const F32 dampingRatio = 0.0f,
- const bool collideConnected = false );
- void setWeldJointFrequency(
- const U32 jointId,
- const F32 frequency );
- F32 getWeldJointFrequency( const U32 jointId );
- void setWeldJointDampingRatio(
- const U32 jointId,
- const F32 dampingRatio );
- F32 getWeldJointDampingRatio( const U32 jointId );
- /// Wheel joint.
- S32 createWheelJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA, const b2Vec2& localAnchorB,
- const b2Vec2& worldAxis,
- const bool collideConnected = false );
- void setWheelJointMotor(
- const U32 jointId,
- const bool enableMotor,
- const F32 motorSpeed = b2_pi,
- const F32 maxMotorTorque = 0.0f );
- bool getWheelJointMotor(
- const U32 jointId,
- bool& enableMotor,
- F32& motorSpeed,
- F32& maxMotorTorque );
- void setWheelJointFrequency(
- const U32 jointId,
- const F32 frequency );
- F32 getWheelJointFrequency( const U32 jointId );
- void setWheelJointDampingRatio(
- const U32 jointId,
- const F32 dampingRatio );
- F32 getWheelJointDampingRatio( const U32 jointId );
- /// Friction joint.
- S32 createFrictionJoint(
- const SceneObject* pSceneObjectA,const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA = b2Vec2_zero, const b2Vec2& localAnchorB = b2Vec2_zero,
- const F32 maxForce = 0.0f,
- const F32 maxTorque = 0.0f,
- const bool collideConnected = false );
- void setFrictionJointMaxForce(
- const U32 jointId,
- const F32 maxForce );
- F32 getFrictionJointMaxForce( const U32 jointId );
- void setFrictionJointMaxTorque(
- const U32 jointId,
- const F32 maxTorque );
- F32 getFrictionJointMaxTorque( const U32 jointId );
- /// Prismatic joint.
- S32 createPrismaticJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA, const b2Vec2& localAnchorB,
- const b2Vec2& worldAxis,
- const bool collideConnected = false );
- void setPrismaticJointLimit(
- const U32 jointId,
- const bool enableLimit,
- const F32 lowerTranslation, const F32 upperTranslation );
- bool getPrismaticJointLimit(
- const U32 jointId,
- bool& enableLimit,
- F32& lowerTranslation, F32& upperTranslation );
- void setPrismaticJointMotor(
- const U32 jointId,
- const bool enableMotor,
- const F32 motorSpeed = b2_pi,
- const F32 maxMotorForce = 0.0f );
- bool getPrismaticJointMotor(
- const U32 jointId,
- bool& enableMotor,
- F32& motorSpeed,
- F32& maxMotorTorque );
- /// Pulley joint.
- S32 createPulleyJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2& localAnchorA, const b2Vec2& localAnchorB,
- const b2Vec2& worldGroundAnchorA, const b2Vec2& worldGroundAnchorB,
- const F32 ratio,
- const F32 lengthA = -1.0f, const F32 lengthB = -1.0f,
- const bool collideConnected = false );
- /// Target (a.k.a Mouse) joint.
- S32 createTargetJoint(
- const SceneObject* pSceneObject,
- const b2Vec2& worldTarget,
- const F32 maxForce,
- const bool useCenterOfMass = false,
- const F32 frequency = 5.0f,
- const F32 dampingRatio = 0.7f,
- const bool collideConnected = false );
- void setTargetJointTarget(
- const U32 jointId,
- const b2Vec2& worldTarget );
- b2Vec2 getTargetJointTarget( const U32 jointId );
- void setTargetJointMaxForce(
- const U32 jointId,
- const F32 maxForce );
- F32 getTargetJointMaxForce( const U32 jointId );
- void setTargetJointFrequency(
- const U32 jointId,
- const F32 frequency );
- F32 getTargetJointFrequency( const U32 jointId );
- void setTargetJointDampingRatio(
- const U32 jointId,
- const F32 dampingRatio );
- F32 getTargetJointDampingRatio( const U32 jointId );
- /// Motor Joint.
- S32 createMotorJoint(
- const SceneObject* pSceneObjectA, const SceneObject* pSceneObjectB,
- const b2Vec2 linearOffset = b2Vec2_zero,
- const F32 angularOffset = 0.0f,
- const F32 maxForce = 1.0f,
- const F32 maxTorque = 1.0f,
- const F32 correctionFactor = 0.3f,
- const bool collideConnected = false );
- void setMotorJointLinearOffset(
- const U32 jointId,
- const b2Vec2& linearOffset );
- b2Vec2 getMotorJointLinearOffset( const U32 jointId );
- void setMotorJointAngularOffset(
- const U32 jointId,
- const F32 angularOffset );
- F32 getMotorJointAngularOffset( const U32 jointId );
- void setMotorJointMaxForce(
- const U32 jointId,
- const F32 maxForce );
- F32 getMotorJointMaxForce( const U32 jointId );
- void setMotorJointMaxTorque(
- const U32 jointId,
- const F32 maxTorque );
- F32 getMotorJointMaxTorque( const U32 jointId );
- /// Debug and metrics.
- inline void setDebugOn( const U32 debugMask ) { mDebugMask |= debugMask; }
- inline void setDebugOff( const U32 debugMask ) { mDebugMask &= ~debugMask; }
- inline U32 getDebugMask( void ) const { return mDebugMask; }
- DebugStats& getDebugStats( void ) { return mDebugStats; }
- inline void resetDebugStats( void ) { mDebugStats.reset(); }
- void setDebugSceneObject( SceneObject* pSceneObject );
- inline SceneObject* getDebugSceneObject( void ) const { return mpDebugSceneObject; }
- /// Layer sorting.
- void setLayerSortMode( const U32 layer, const SceneRenderQueue::RenderSort sortMode );
- SceneRenderQueue::RenderSort getLayerSortMode( const U32 layer );
- /// Window attachments.
- void attachSceneWindow( SceneWindow* pSceneWindow2D );
- void detachSceneWindow( SceneWindow* pSceneWindow2D );
- void detachAllSceneWindows( void );
- bool isSceneWindowAttached( SceneWindow* pSceneWindow2D );
- inline SimSet& getAttachedSceneWindows( void ) { return mAttachedSceneWindows; }
- /// Delete requests.
- void addDeleteRequest( SceneObject* pSceneObject );
- void processDeleteRequests( const bool forceImmediate );
- /// Destruction listeners.
- virtual void SayGoodbye( b2Joint* pJoint );
- virtual void SayGoodbye( b2Fixture* pFixture ) {}
- virtual SceneObject* create( const char* pType );
- /// Miscellaneous.
- inline void setBatchingEnabled( const bool enabled ) { mBatchRenderer.setBatchEnabled( enabled ); }
- inline bool getBatchingEnabled( void ) const { return mBatchRenderer.getBatchEnabled(); }
- inline bool getIsEditorScene( void ) const { return ((mIsEditorScene > 0) ? true : false); }
- inline void setIsEditorScene( bool status ) { mIsEditorScene += (status ? 1 : -1); }
- static U32 getGlobalSceneCount( void );
- inline U32 getSceneIndex( void ) const { return mSceneIndex; }
- inline void setUpdateCallback( const bool callback ) { mUpdateCallback = callback; }
- inline bool getUpdateCallback( void ) const { return mUpdateCallback; }
- inline void setRenderCallback( const bool callback ) { mRenderCallback = callback; }
- inline bool getRenderCallback( void ) const { return mRenderCallback; }
- static SceneRenderRequest* createDefaultRenderRequest( SceneRenderQueue* pSceneRenderQueue, SceneObject* pSceneObject );
- /// Taml children.
- virtual U32 getTamlChildCount( void ) const { return (U32)mSceneObjects.size(); }
- virtual SimObject* getTamlChild( const U32 childIndex ) const;
- virtual void addTamlChild( SimObject* pSimObject );
- static b2JointType getJointTypeEnum(const char* label);
- static const char* getJointTypeDescription( b2JointType jointType );
- static PickMode getPickModeEnum(const char* label);
- static const char* getPickModeDescription( PickMode pickMode );
- static DebugOption getDebugOptionEnum(const char* label);
- static const char* getDebugOptionDescription( DebugOption debugOption );
- b2ParticleSystem* mParticleSystem;
- /// Declare Console Object.
- DECLARE_CONOBJECT(Scene);
- protected:
- /// Physics.
- static bool setGravity( void* obj, const char* data ) { static_cast<Scene*>(obj)->setGravity( Vector2( data ) ); return false; }
- static const char* getGravity(void* obj, const char* data) { return Vector2(static_cast<Scene*>(obj)->getGravity()).scriptThis(); }
- static bool writeGravity( void* obj, StringTableEntry pFieldName ) { return Vector2(static_cast<Scene*>(obj)->getGravity()).notEqual( Vector2::getZero() ); }
- static bool writeVelocityIterations( void* obj, StringTableEntry pFieldName ) { return static_cast<Scene*>(obj)->getVelocityIterations() != 8; }
- static bool writePositionIterations( void* obj, StringTableEntry pFieldName ) { return static_cast<Scene*>(obj)->getPositionIterations() != 3; }
- static bool writeLayerSortMode( void* obj, StringTableEntry pFieldName )
- {
- // Find the layer index portion of the layer sort mode field.
- const char* pLayerNumber = pFieldName;
- while( true )
- {
- // Fetch character.
- char value = *pLayerNumber;
- // Finish if end of the field or is numeric.
- if ( value == 0 || ( value >= '0' && value <= '9' ) )
- break;
- // Move to next value.
- pLayerNumber++;
- };
- // Sanity!
- AssertFatal( *pLayerNumber != 0, "Scene::writeLayerSortMode() - Could not find the layer index portion of the layer sort mode field." );
- // Fetch layer number.
- const U32 layer = dAtoi(pLayerNumber);
- // Just allow the write if an bad parse.
- if ( layer > MAX_LAYERS_SUPPORTED )
- return true;
- return static_cast<Scene*>(obj)->getLayerSortMode( layer ) != SceneRenderQueue::RENDER_SORT_NEWEST;
- }
- // Callbacks.
- static bool writeUpdateCallback( void* obj, StringTableEntry pFieldName ) { return static_cast<Scene*>(obj)->getUpdateCallback(); }
- static bool writeRenderCallback( void* obj, StringTableEntry pFieldName ) { return static_cast<Scene*>(obj)->getRenderCallback(); }
- public:
- static SimObjectPtr<Scene> LoadingScene;
- };
- //-----------------------------------------------------------------------------
- extern void findObjectsCallback(SceneObject* pSceneObject, void* storage);
- extern void findLayeredObjectsCallback(SceneObject* pSceneObject, void* storage);
- #endif // _SCENE_H_
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