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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 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.
- //-----------------------------------------------------------------------------
- #include "T3D/components/game/interactComponent.h"
- #include "scene/sceneContainer.h"
- #include "T3D/components/game/interactableComponent.h"
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- InteractComponent::InteractComponent() : Component(),
- mUseRaycastInteract(true),
- mUseRenderedRaycast(false),
- mUseRadiusInteract(true),
- mInteractRadius(1.5),
- mInteractRayDist(1.5),
- mUseNaturalReach(false)
- {
- mFriendlyName = "Interact";
- mComponentType = "Game";
- mDescription = getDescriptionText("Allows owner entity interact.");
- }
- InteractComponent::~InteractComponent()
- {
- }
- IMPLEMENT_CO_NETOBJECT_V1(InteractComponent);
- bool InteractComponent::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- return true;
- }
- void InteractComponent::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 InteractComponent::onComponentAdd()
- {
- Parent::onComponentAdd();
- }
- void InteractComponent::onComponentRemove()
- {
- Parent::onComponentRemove();
- }
- void InteractComponent::initPersistFields()
- {
- Parent::initPersistFields();
- }
- void InteractComponent::processTick()
- {
- if (isClientObject())
- return; //this shouldn't happen
- //First, if we're doing rays, try that as if we get a hit, we can always assume that's the "correct" option
- if (mUseRaycastInteract)
- {
- mOwner->disableCollision();
- Point3F start = mOwner->getPosition();
- Point3F end = mOwner->getTransform().getForwardVector() * mInteractRayDist + start;
- RayInfo rinfo;
- S32 ret = 0;
- if (mUseRenderedRaycast)
- {
- rinfo.generateTexCoord = true;
- if (gServerContainer.castRayRendered(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
- ret = rinfo.object->getId();
- }
- else
- {
- if (gServerContainer.castRay(mOwner->getPosition(), end, EntityObjectType, &rinfo) == true)
- ret = rinfo.object->getId();
- }
- mOwner->enableCollision();
- Entity* hitEntity = static_cast<Entity*>(rinfo.object);
- if (hitEntity)
- {
- //call on that badboy!
- InteractableComponent* iComp = hitEntity->getComponent<InteractableComponent>();
- if (iComp)
- {
- iComp->interact(this, rinfo);
- return;
- }
- }
- }
- //If not using rays or no hit, then do the radius search if we have it
- if (mUseRadiusInteract)
- {
- gServerContainer.initRadiusSearch(mOwner->getPosition(), mInteractRadius, EntityObjectType);
- F32 lastBestDist = 9999;
- F32 lastBestWeight = 0;
- Entity* bestFitEntity = nullptr;
- Entity* e = static_cast<Entity*>(gServerContainer.containerSearchNextObject());
- while (e != nullptr)
- {
- InteractableComponent* iComp = e->getComponent<InteractableComponent>();
- if (iComp != nullptr)
- {
- F32 weight = iComp->getWeight();
- VectorF distVec = e->getPosition() - mOwner->getPosition();
- F32 dist = distVec.len();
- //If the weight is better, always pick it
- if (weight > lastBestWeight)
- {
- lastBestDist = dist;
- lastBestWeight = weight;
- bestFitEntity = e;
- }
- //Otherwise, if the weight is matched and the distance is closer, pick that
- else if (weight >= lastBestWeight && lastBestDist < dist)
- {
- lastBestWeight = weight;
- bestFitEntity = e;
- }
- }
- e = static_cast<Entity*>(gServerContainer.containerSearchNextObject()); //loop 'round
- }
- if (bestFitEntity)
- {
- //call on that badboy!
- InteractableComponent* iComp = bestFitEntity->getComponent<InteractableComponent>();
- iComp->interact(this);
- }
- }
- }
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