sceneObject.cpp 60 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  23. // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
  24. // Copyright (C) 2015 Faust Logic, Inc.
  25. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
  26. #include "platform/platform.h"
  27. #include "scene/sceneObject.h"
  28. #include "platform/profiler.h"
  29. #include "console/consoleTypes.h"
  30. #include "console/engineAPI.h"
  31. #include "console/simPersistID.h"
  32. #include "sim/netConnection.h"
  33. #include "core/stream/bitStream.h"
  34. #include "scene/sceneManager.h"
  35. #include "scene/sceneTracker.h"
  36. #include "scene/sceneRenderState.h"
  37. #include "scene/zones/sceneZoneSpace.h"
  38. #include "collision/extrudedPolyList.h"
  39. #include "collision/earlyOutPolyList.h"
  40. #include "collision/optimizedPolyList.h"
  41. #include "math/mPolyhedron.h"
  42. #include "gfx/bitmap/gBitmap.h"
  43. #include "math/util/frustum.h"
  44. #include "math/mathIO.h"
  45. #include "math/mTransform.h"
  46. #include "T3D/gameBase/gameProcess.h"
  47. #include "T3D/gameBase/gameConnection.h"
  48. #include "T3D/accumulationVolume.h"
  49. IMPLEMENT_CONOBJECT(SceneObject);
  50. ConsoleDocClass( SceneObject,
  51. "@brief A networkable object that exists in the 3D world.\n\n"
  52. "The SceneObject class provides the foundation for 3D objects in the Engine. It "
  53. "exposes the functionality for:\n\n"
  54. "<ul><li>Position, rotation and scale within the world.</li>"
  55. "<li>Working with a scene graph (in the Zone and Portal sections), allowing efficient "
  56. "and robust rendering of the game scene.</li>"
  57. "<li>Various helper functions, including functions to get bounding information "
  58. "and momentum/velocity.</li>"
  59. "<li>Mounting one SceneObject to another.</li>"
  60. "<li>An interface for collision detection, as well as ray casting.</li>"
  61. "<li>Lighting. SceneObjects can register lights both at lightmap generation "
  62. "time, and dynamic lights at runtime (for special effects, such as from flame "
  63. "or a projectile, or from an explosion).</li></ul>\n\n"
  64. "You do not typically work with SceneObjects themselves. The SceneObject provides a reference "
  65. "within the game world (the scene), but does not render to the client on its own. The "
  66. "same is true of collision detection beyond that of the bounding box. Instead you "
  67. "use one of the many classes that derrive from SceneObject, such as TSStatic.\n\n"
  68. "@section SceneObject_Hiding Difference Between setHidden() and isRenderEnabled\n\n"
  69. "When it comes time to decide if a SceneObject should render or not, there are two "
  70. "methods that can stop the SceneObject from rendering at all. You need to be aware of "
  71. "the differences between these two methods as they impact how the SceneObject is networked "
  72. "from the server to the client.\n\n"
  73. "The first method of manually controlling if a SceneObject is rendered is through its "
  74. "SceneObject::isRenderEnabled property. When set to false the SceneObject is considered invisible but "
  75. "still present within the scene. This means it still takes part in collisions and continues "
  76. "to be networked.\n\n"
  77. "The second method is using the setHidden() method. This will actually remove a SceneObject "
  78. "from the scene and it will no longer be networked from the server to the cleint. Any client-side "
  79. "ghost of the object will be deleted as the server no longer considers the object to be in scope.\n\n"
  80. "@ingroup gameObjects\n"
  81. );
  82. #ifdef TORQUE_TOOLS
  83. extern bool gEditingMission;
  84. #endif
  85. Signal< void( SceneObject* ) > SceneObject::smSceneObjectAdd;
  86. Signal< void( SceneObject* ) > SceneObject::smSceneObjectRemove;
  87. //-----------------------------------------------------------------------------
  88. SceneObject::SceneObject()
  89. {
  90. mContainer = 0;
  91. mTypeMask = DefaultObjectType;
  92. mCollisionCount = 0;
  93. mGlobalBounds = false;
  94. mObjScale.set(1,1,1);
  95. mObjToWorld.identity();
  96. mLastXform.identity();
  97. mWorldToObj.identity();
  98. mObjBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
  99. mWorldBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
  100. mWorldSphere = SphereF(Point3F(0, 0, 0), 0);
  101. mRenderObjToWorld.identity();
  102. mRenderWorldToObj.identity();
  103. mRenderWorldBox = Box3F(Point3F(0, 0, 0), Point3F(0, 0, 0));
  104. mRenderWorldSphere = SphereF(Point3F(0, 0, 0), 0);
  105. mContainerSeqKey = 0;
  106. mSceneManager = NULL;
  107. mZoneListHandle = 0;
  108. mNumCurrZones = 0;
  109. mZoneRefDirty = false;
  110. mLightPlugin = NULL;
  111. mMount.object = NULL;
  112. mMount.link = NULL;
  113. mMount.list = NULL;
  114. mMount.node = -1;
  115. mMount.xfm = MatrixF::Identity;
  116. mMountPID = NULL;
  117. mSceneObjectLinks = NULL;
  118. mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
  119. // PATHSHAPE
  120. // init the scenegraph relationships to indicate no parent, no children, and no siblings
  121. mGraph.parent = NULL;
  122. mGraph.nextSibling = NULL;
  123. mGraph.firstChild = NULL;
  124. mGraph.objToParent.identity();
  125. // PATHSHAPE END
  126. mIsScopeAlways = false;
  127. mAccuTex = NULL;
  128. mSelectionFlags = 0;
  129. mPathfindingIgnore = false;
  130. mGameObjectAssetId = StringTable->insert("");
  131. mDirtyGameObject = false;
  132. mContainer = NULL;
  133. mContainerIndex = 0;
  134. }
  135. //-----------------------------------------------------------------------------
  136. SceneObject::~SceneObject()
  137. {
  138. AssertFatal(mContainer == NULL,
  139. "SceneObject::~SceneObject - Object still in container!");
  140. AssertFatal( mZoneListHandle == NULL,
  141. "SceneObject::~SceneObject - Object still linked in reference lists!");
  142. AssertFatal( !mSceneObjectLinks,
  143. "SceneObject::~SceneObject() - object is still linked to SceneTrackers" );
  144. mAccuTex = NULL;
  145. }
  146. //-----------------------------------------------------------------------------
  147. bool SceneObject::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
  148. {
  149. // By default, all ray checking against the rendered mesh will be passed
  150. // on to the collision mesh. This saves having to define both methods
  151. // for simple objects.
  152. return castRay( start, end, info );
  153. }
  154. //-----------------------------------------------------------------------------
  155. bool SceneObject::containsPoint( const Point3F& point )
  156. {
  157. // If it's not in the AABB, then it can't be in the OBB either,
  158. // so early out.
  159. if( !mWorldBox.isContained( point ) )
  160. return false;
  161. // Transform point into object space and test it against
  162. // our object space bounding box.
  163. Point3F objPoint( 0, 0, 0 );
  164. getWorldTransform().mulP( point, &objPoint );
  165. objPoint.convolveInverse( getScale() );
  166. return ( mObjBox.isContained( objPoint ) );
  167. }
  168. //-----------------------------------------------------------------------------
  169. bool SceneObject::collideBox(const Point3F &start, const Point3F &end, RayInfo *info)
  170. {
  171. const F32 * pStart = (const F32*)start;
  172. const F32 * pEnd = (const F32*)end;
  173. const F32 * pMin = (const F32*)mObjBox.minExtents;
  174. const F32 * pMax = (const F32*)mObjBox.maxExtents;
  175. F32 maxStartTime = -1;
  176. F32 minEndTime = 1;
  177. F32 startTime;
  178. F32 endTime;
  179. // used for getting normal
  180. U32 hitIndex = 0xFFFFFFFF;
  181. U32 side;
  182. // walk the axis
  183. for(U32 i = 0; i < 3; i++)
  184. {
  185. //
  186. if(pStart[i] < pEnd[i])
  187. {
  188. if(pEnd[i] < pMin[i] || pStart[i] > pMax[i])
  189. return(false);
  190. F32 dist = pEnd[i] - pStart[i];
  191. startTime = (pStart[i] < pMin[i]) ? (pMin[i] - pStart[i]) / dist : -1;
  192. endTime = (pEnd[i] > pMax[i]) ? (pMax[i] - pStart[i]) / dist : 1;
  193. side = 1;
  194. }
  195. else
  196. {
  197. if(pStart[i] < pMin[i] || pEnd[i] > pMax[i])
  198. return(false);
  199. F32 dist = pStart[i] - pEnd[i];
  200. startTime = (pStart[i] > pMax[i]) ? (pStart[i] - pMax[i]) / dist : -1;
  201. endTime = (pEnd[i] < pMin[i]) ? (pStart[i] - pMin[i]) / dist : 1;
  202. side = 0;
  203. }
  204. //
  205. if(startTime > maxStartTime)
  206. {
  207. maxStartTime = startTime;
  208. hitIndex = i * 2 + side;
  209. }
  210. if(endTime < minEndTime)
  211. minEndTime = endTime;
  212. if(minEndTime < maxStartTime)
  213. return(false);
  214. }
  215. // fail if inside
  216. if(maxStartTime < 0.f)
  217. return(false);
  218. //
  219. static Point3F boxNormals[] = {
  220. Point3F( 1, 0, 0),
  221. Point3F(-1, 0, 0),
  222. Point3F( 0, 1, 0),
  223. Point3F( 0,-1, 0),
  224. Point3F( 0, 0, 1),
  225. Point3F( 0, 0,-1),
  226. };
  227. //
  228. AssertFatal(hitIndex != 0xFFFFFFFF, "SceneObject::collideBox");
  229. info->t = maxStartTime;
  230. info->object = this;
  231. mObjToWorld.mulV(boxNormals[hitIndex], &info->normal);
  232. info->material = 0;
  233. return(true);
  234. }
  235. //-----------------------------------------------------------------------------
  236. void SceneObject::disableCollision()
  237. {
  238. for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
  239. ptr->disableCollision();
  240. mCollisionCount++;
  241. AssertFatal(mCollisionCount < 50, "SceneObject::disableCollision called 50 times on the same object. Is this inside a circular loop?" );
  242. }
  243. //-----------------------------------------------------------------------------
  244. void SceneObject::enableCollision()
  245. {
  246. for (SceneObject* ptr = getMountList(); ptr; ptr = ptr->getMountLink())
  247. ptr->enableCollision();
  248. if (mCollisionCount)
  249. --mCollisionCount;
  250. }
  251. //-----------------------------------------------------------------------------
  252. bool SceneObject::onAdd()
  253. {
  254. if ( !Parent::onAdd() )
  255. return false;
  256. mIsScopeAlways = mNetFlags.test( ScopeAlways );
  257. mWorldToObj = mObjToWorld;
  258. mWorldToObj.affineInverse();
  259. resetWorldBox();
  260. setRenderTransform(mObjToWorld);
  261. resolveMountPID();
  262. smSceneObjectAdd.trigger(this);
  263. return true;
  264. }
  265. //-----------------------------------------------------------------------------
  266. void SceneObject::onRemove()
  267. {
  268. smSceneObjectRemove.trigger(this);
  269. unmount();
  270. plUnlink();
  271. Parent::onRemove();
  272. // PATHSHAPE
  273. if ( getParent() != NULL) attachToParent( NULL);
  274. // PATHSHAPE END
  275. }
  276. //-----------------------------------------------------------------------------
  277. void SceneObject::addToScene()
  278. {
  279. if( mSceneManager )
  280. return;
  281. if( isClientObject() )
  282. gClientSceneGraph->addObjectToScene( this );
  283. else
  284. gServerSceneGraph->addObjectToScene( this );
  285. }
  286. //-----------------------------------------------------------------------------
  287. void SceneObject::removeFromScene()
  288. {
  289. if( !mSceneManager )
  290. return;
  291. mSceneManager->removeObjectFromScene( this );
  292. }
  293. //-----------------------------------------------------------------------------
  294. void SceneObject::onDeleteNotify( SimObject *obj )
  295. {
  296. // We are comparing memory addresses so even if obj really is not a
  297. // ProcessObject this cast shouldn't break anything.
  298. if ( obj == mAfterObject )
  299. mAfterObject = NULL;
  300. if ( obj == mMount.object )
  301. unmount();
  302. Parent::onDeleteNotify( obj );
  303. }
  304. //-----------------------------------------------------------------------------
  305. void SceneObject::inspectPostApply()
  306. {
  307. if( isServerObject() )
  308. setMaskBits( MountedMask );
  309. Parent::inspectPostApply();
  310. }
  311. //-----------------------------------------------------------------------------
  312. void SceneObject::setGlobalBounds()
  313. {
  314. mGlobalBounds = true;
  315. mObjBox.minExtents.set( -1e10, -1e10, -1e10 );
  316. mObjBox.maxExtents.set( 1e10, 1e10, 1e10 );
  317. if( mSceneManager )
  318. mSceneManager->notifyObjectDirty( this );
  319. }
  320. //-----------------------------------------------------------------------------
  321. void SceneObject::setTransform( const MatrixF& mat )
  322. {
  323. // This test is a bit expensive so turn it off in release.
  324. #ifdef TORQUE_DEBUG
  325. //AssertFatal( mat.isAffine(), "SceneObject::setTransform() - Bad transform (non affine)!" );
  326. #endif
  327. PROFILE_SCOPE( SceneObject_setTransform );
  328. // PATHSHAPE
  329. UpdateXformChange(mat);
  330. PerformUpdatesForChildren(mat);
  331. // PATHSHAPE END
  332. // Update the transforms.
  333. mObjToWorld = mWorldToObj = mat;
  334. mWorldToObj.affineInverse();
  335. // Update the world-space AABB.
  336. resetWorldBox();
  337. // If we're in a SceneManager, sync our scene state.
  338. if( mSceneManager != NULL )
  339. mSceneManager->notifyObjectDirty( this );
  340. setRenderTransform( mat );
  341. }
  342. //-----------------------------------------------------------------------------
  343. void SceneObject::setScale( const VectorF &scale )
  344. {
  345. AssertFatal( !mIsNaN( scale ), "SceneObject::setScale() - The scale is NaN!" );
  346. // Avoid unnecessary scaling operations.
  347. if ( mObjScale.equal( scale ) )
  348. return;
  349. mObjScale = scale;
  350. setTransform(MatrixF(mObjToWorld));
  351. // Make sure that any subclasses of me get a chance to react to the
  352. // scale being changed.
  353. onScaleChanged();
  354. setMaskBits( ScaleMask );
  355. }
  356. void SceneObject::setForwardVector(VectorF newForward, VectorF upVector)
  357. {
  358. MatrixF mat = getTransform();
  359. VectorF up(0.0f, 0.0f, 1.0f);
  360. VectorF axisX;
  361. VectorF axisY = newForward;
  362. VectorF axisZ;
  363. if (upVector != VectorF::Zero)
  364. up = upVector;
  365. // Validate and normalize input:
  366. F32 lenSq;
  367. lenSq = axisY.lenSquared();
  368. if (lenSq < 0.000001f)
  369. {
  370. axisY.set(0.0f, 1.0f, 0.0f);
  371. Con::errorf("SceneObject::setForwardVector() - degenerate forward vector");
  372. }
  373. else
  374. {
  375. axisY /= mSqrt(lenSq);
  376. }
  377. lenSq = up.lenSquared();
  378. if (lenSq < 0.000001f)
  379. {
  380. up.set(0.0f, 0.0f, 1.0f);
  381. Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
  382. }
  383. else
  384. {
  385. up /= mSqrt(lenSq);
  386. }
  387. if (fabsf(mDot(up, axisY)) > 0.9999f)
  388. {
  389. Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
  390. // I haven't really tested this, but i think it generates something which should be not parallel to the previous vector:
  391. F32 tmp = up.x;
  392. up.x = -up.y;
  393. up.y = up.z;
  394. up.z = tmp;
  395. }
  396. // construct the remaining axes:
  397. mCross(axisY, up, &axisX);
  398. mCross(axisX, axisY, &axisZ);
  399. mat.setColumn(0, axisX);
  400. mat.setColumn(1, axisY);
  401. mat.setColumn(2, axisZ);
  402. setTransform(mat);
  403. }
  404. //-----------------------------------------------------------------------------
  405. void SceneObject::resetWorldBox()
  406. {
  407. AssertFatal(mObjBox.isValidBox(), "SceneObject::resetWorldBox - Bad object box!");
  408. mWorldBox = mObjBox;
  409. Point3F scale = Point3F(mFabs(mObjScale.x), mFabs(mObjScale.y), mFabs(mObjScale.z));
  410. mWorldBox.minExtents.convolve(scale);
  411. mWorldBox.maxExtents.convolve(scale);
  412. if (mObjToWorld.isNaN())
  413. mObjToWorld.identity();
  414. mObjToWorld.mul(mWorldBox);
  415. AssertFatal(mWorldBox.isValidBox(), "SceneObject::resetWorldBox - Bad world box!");
  416. // Create mWorldSphere from mWorldBox
  417. mWorldBox.getCenter(&mWorldSphere.center);
  418. mWorldSphere.radius = (mWorldBox.maxExtents - mWorldSphere.center).len();
  419. // Update tracker links.
  420. for( SceneObjectLink* link = mSceneObjectLinks; link != NULL;
  421. link = link->getNextLink() )
  422. link->update();
  423. }
  424. //-----------------------------------------------------------------------------
  425. void SceneObject::resetObjectBox()
  426. {
  427. AssertFatal( mWorldBox.isValidBox(), "SceneObject::resetObjectBox - Bad world box!" );
  428. mObjBox = mWorldBox;
  429. mWorldToObj.mul( mObjBox );
  430. Point3F objScale( mObjScale );
  431. objScale.setMax( Point3F( (F32)POINT_EPSILON, (F32)POINT_EPSILON, (F32)POINT_EPSILON ) );
  432. mObjBox.minExtents.convolveInverse( objScale );
  433. mObjBox.maxExtents.convolveInverse( objScale );
  434. AssertFatal( mObjBox.isValidBox(), "SceneObject::resetObjectBox - Bad object box!" );
  435. // Update the mWorldSphere from mWorldBox
  436. mWorldBox.getCenter( &mWorldSphere.center );
  437. mWorldSphere.radius = ( mWorldBox.maxExtents - mWorldSphere.center ).len();
  438. // Update scene managers.
  439. for( SceneObjectLink* link = mSceneObjectLinks; link != NULL;
  440. link = link->getNextLink() )
  441. link->update();
  442. }
  443. //-----------------------------------------------------------------------------
  444. void SceneObject::setRenderTransform(const MatrixF& mat)
  445. {
  446. PROFILE_START(SceneObj_setRenderTransform);
  447. mRenderObjToWorld = mRenderWorldToObj = mat;
  448. mRenderWorldToObj.affineInverse();
  449. AssertFatal(mObjBox.isValidBox(), "Bad object box!");
  450. resetRenderWorldBox();
  451. PROFILE_END();
  452. }
  453. //-----------------------------------------------------------------------------
  454. void SceneObject::resetRenderWorldBox()
  455. {
  456. AssertFatal( mObjBox.isValidBox(), "Bad object box!" );
  457. mRenderWorldBox = mObjBox;
  458. Point3F scale = Point3F(mFabs(mObjScale.x), mFabs(mObjScale.y), mFabs(mObjScale.z));
  459. mRenderWorldBox.minExtents.convolve(scale);
  460. mRenderWorldBox.maxExtents.convolve(scale);
  461. if (mRenderObjToWorld.isNaN())
  462. mRenderObjToWorld.identity();
  463. mRenderObjToWorld.mul( mRenderWorldBox );
  464. AssertFatal( mRenderWorldBox.isValidBox(), "Bad Render world box!" );
  465. // Create mRenderWorldSphere from mRenderWorldBox.
  466. mRenderWorldBox.getCenter( &mRenderWorldSphere.center );
  467. mRenderWorldSphere.radius = ( mRenderWorldBox.maxExtents - mRenderWorldSphere.center ).len();
  468. }
  469. //-----------------------------------------------------------------------------
  470. void SceneObject::setHidden( bool hidden )
  471. {
  472. if( hidden != isHidden() )
  473. {
  474. // Add/remove the object from the scene. Removing it
  475. // will also cause the NetObject to go out of scope since
  476. // the container query will not find it anymore. However,
  477. // ScopeAlways objects need to be treated separately as we
  478. // do next.
  479. if( !hidden )
  480. addToScene();
  481. else
  482. removeFromScene();
  483. // ScopeAlways objects stay in scope no matter what, i.e. even
  484. // if they aren't in the scene query anymore. So, to force ghosts
  485. // to go away, we need to clear ScopeAlways while we are hidden.
  486. if( hidden && mIsScopeAlways )
  487. clearScopeAlways();
  488. else if( !hidden && mIsScopeAlways )
  489. setScopeAlways();
  490. Parent::setHidden( hidden );
  491. }
  492. }
  493. //-----------------------------------------------------------------------------
  494. void SceneObject::initPersistFields()
  495. {
  496. docsURL;
  497. //Disabled temporarily
  498. /*addGroup("GameObject");
  499. addField("GameObject", TypeGameObjectAssetPtr, Offset(mGameObjectAsset, SceneObject), "The asset Id used for the game object this entity is based on.");
  500. addField("dirtyGameObject", TypeBool, Offset(mDirtyGameObject, SceneObject), "If this entity is a GameObject, it flags if this instance delinates from the template.",
  501. AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
  502. endGroup("GameObject");*/
  503. addGroup( "Transform" );
  504. addProtectedField( "position", TypeMatrixPosition, Offset( mObjToWorld, SceneObject ),
  505. &_setFieldPosition, &defaultProtectedGetFn,
  506. "Object world position." );
  507. addProtectedField( "rotation", TypeMatrixRotation, Offset( mObjToWorld, SceneObject ),
  508. &_setFieldRotation, &defaultProtectedGetFn,
  509. "Object world orientation." );
  510. addProtectedField( "scale", TypePoint3F, Offset( mObjScale, SceneObject ),
  511. &_setFieldScale, &defaultProtectedGetFn,
  512. "Object world scale." );
  513. endGroup( "Transform" );
  514. addGroup( "Editing" );
  515. addProtectedField( "isRenderEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
  516. &_setRenderEnabled, &_getRenderEnabled,
  517. "Controls client-side rendering of the object.\n"
  518. "@see isRenderable()\n" );
  519. addProtectedField( "isSelectionEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
  520. &_setSelectionEnabled, &_getSelectionEnabled,
  521. "Determines if the object may be selected from wihin the Tools.\n"
  522. "@see isSelectable()\n" );
  523. endGroup( "Editing" );
  524. addGroup( "Mounting" );
  525. addProtectedField( "mountPID", TypePID, Offset( mMountPID, SceneObject ), &_setMountPID, &defaultProtectedGetFn,
  526. "@brief PersistentID of object we are mounted to.\n\n"
  527. "Unlike the SimObjectID that is determined at run time, the PersistentID of an object is saved with the level/mission and "
  528. "may be used to form a link between objects." );
  529. addField( "mountNode", TypeS32, Offset( mMount.node, SceneObject ), "Node we are mounted to." );
  530. addField( "mountPos", TypeMatrixPosition, Offset( mMount.xfm, SceneObject ), "Position we are mounted at ( object space of our mount object )." );
  531. addField( "mountRot", TypeMatrixRotation, Offset( mMount.xfm, SceneObject ), "Rotation we are mounted at ( object space of our mount object )." );
  532. endGroup( "Mounting" );
  533. Parent::initPersistFields();
  534. }
  535. bool SceneObject::_setGameObject(void* object, const char* index, const char* data)
  536. {
  537. // Sanity!
  538. AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
  539. return true; //rbI->setMeshAsset(data);
  540. }
  541. //-----------------------------------------------------------------------------
  542. bool SceneObject::_setFieldPosition( void *object, const char *index, const char *data )
  543. {
  544. SceneObject* so = static_cast<SceneObject*>( object );
  545. if ( so )
  546. {
  547. MatrixF txfm( so->getTransform() );
  548. Con::setData( TypeMatrixPosition, &txfm, 0, 1, &data );
  549. so->setTransform( txfm );
  550. }
  551. return false;
  552. }
  553. //-----------------------------------------------------------------------------
  554. bool SceneObject::_setFieldRotation( void *object, const char *index, const char *data )
  555. {
  556. SceneObject* so = static_cast<SceneObject*>( object );
  557. if ( so )
  558. {
  559. MatrixF txfm( so->getTransform() );
  560. Con::setData( TypeMatrixRotation, &txfm, 0, 1, &data );
  561. so->setTransform( txfm );
  562. }
  563. return false;
  564. }
  565. //-----------------------------------------------------------------------------
  566. bool SceneObject::_setFieldScale( void *object, const char *index, const char *data )
  567. {
  568. SceneObject* so = static_cast<SceneObject*>( object );
  569. if ( so )
  570. {
  571. Point3F scale;
  572. Con::setData( TypePoint3F, &scale, 0, 1, &data );
  573. so->setScale( scale );
  574. }
  575. return false;
  576. }
  577. //-----------------------------------------------------------------------------
  578. bool SceneObject::writeField( StringTableEntry fieldName, const char* value )
  579. {
  580. if( !Parent::writeField( fieldName, value ) )
  581. return false;
  582. static StringTableEntry sIsRenderEnabled = StringTable->insert( "isRenderEnabled" );
  583. static StringTableEntry sIsSelectionEnabled = StringTable->insert( "isSelectionEnabled" );
  584. static StringTableEntry sMountNode = StringTable->insert( "mountNode" );
  585. static StringTableEntry sMountPos = StringTable->insert( "mountPos" );
  586. static StringTableEntry sMountRot = StringTable->insert( "mountRot" );
  587. // Don't write flag fields if they are at their default values.
  588. if( fieldName == sIsRenderEnabled && dAtob( value ) )
  589. return false;
  590. else if( fieldName == sIsSelectionEnabled && dAtob( value ) )
  591. return false;
  592. else if ( mMountPID == NULL && ( fieldName == sMountNode ||
  593. fieldName == sMountPos ||
  594. fieldName == sMountRot ) )
  595. {
  596. return false;
  597. }
  598. return true;
  599. }
  600. //-----------------------------------------------------------------------------
  601. static void scopeCallback( SceneObject* obj, void* conPtr )
  602. {
  603. NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr );
  604. if( obj->isScopeable() )
  605. ptr->objectInScope(obj);
  606. }
  607. void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
  608. {
  609. SceneManager* sceneManager = getSceneManager();
  610. GameConnection* conn = dynamic_cast<GameConnection*> (connection);
  611. if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
  612. if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
  613. query->visibleDistance = sceneManager->getVisibleDistance();
  614. // Object itself is in scope.
  615. if( this->isScopeable() )
  616. connection->objectInScope( this );
  617. // If we're mounted to something, that object is in scope too.
  618. if( isMounted() )
  619. connection->objectInScope( mMount.object );
  620. // If we're added to a scene graph, let the graph do the scene scoping.
  621. // Otherwise just put everything in the server container in scope.
  622. if( getSceneManager() )
  623. getSceneManager()->scopeScene( query, connection );
  624. else
  625. gServerContainer.findObjects( 0xFFFFFFFF, scopeCallback, connection );
  626. }
  627. //-----------------------------------------------------------------------------
  628. bool SceneObject::isRenderEnabled() const
  629. {
  630. #ifdef TORQUE_TOOLS
  631. if (gEditingMission)
  632. {
  633. AbstractClassRep *classRep = getClassRep();
  634. return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
  635. }
  636. #endif
  637. return (mObjectFlags.test(RenderEnabledFlag));
  638. }
  639. //-----------------------------------------------------------------------------
  640. void SceneObject::setRenderEnabled( bool value )
  641. {
  642. if( value )
  643. mObjectFlags.set( RenderEnabledFlag );
  644. else
  645. mObjectFlags.clear( RenderEnabledFlag );
  646. setMaskBits( FlagMask );
  647. }
  648. //-----------------------------------------------------------------------------
  649. const char* SceneObject::_getRenderEnabled( void* object, const char* data )
  650. {
  651. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  652. if( obj->mObjectFlags.test( RenderEnabledFlag ) )
  653. return "1";
  654. else
  655. return "0";
  656. }
  657. //-----------------------------------------------------------------------------
  658. bool SceneObject::_setRenderEnabled( void *object, const char *index, const char *data )
  659. {
  660. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  661. obj->setRenderEnabled( dAtob( data ) );
  662. return false;
  663. }
  664. //-----------------------------------------------------------------------------
  665. bool SceneObject::isSelectionEnabled() const
  666. {
  667. AbstractClassRep *classRep = getClassRep();
  668. return ( mObjectFlags.test( SelectionEnabledFlag ) && classRep->isSelectionEnabled() );
  669. }
  670. //-----------------------------------------------------------------------------
  671. void SceneObject::setSelectionEnabled( bool value )
  672. {
  673. if( value )
  674. mObjectFlags.set( SelectionEnabledFlag );
  675. else
  676. mObjectFlags.clear( SelectionEnabledFlag );
  677. // Not synchronized on network so don't set dirty bit.
  678. }
  679. //-----------------------------------------------------------------------------
  680. const char* SceneObject::_getSelectionEnabled( void* object, const char* data )
  681. {
  682. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  683. if( obj->mObjectFlags.test( SelectionEnabledFlag ) )
  684. return "true";
  685. else
  686. return "false";
  687. }
  688. //-----------------------------------------------------------------------------
  689. bool SceneObject::_setSelectionEnabled( void *object, const char *index, const char *data )
  690. {
  691. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  692. obj->setSelectionEnabled( dAtob( data ) );
  693. return false;
  694. }
  695. //--------------------------------------------------------------------------
  696. U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
  697. {
  698. U32 retMask = Parent::packUpdate( conn, mask, stream );
  699. if ( stream->writeFlag( mask & FlagMask ) )
  700. stream->writeRangedU32( (U32)mObjectFlags, 0, getObjectFlagMax() );
  701. // PATHSHAPE
  702. //Begin attachment
  703. retMask = 0; //retry mask
  704. if (stream->writeFlag(getParent() != NULL)) {
  705. stream->writeAffineTransform(mGraph.objToParent);
  706. }
  707. if (stream->writeFlag(mask & MountedMask))
  708. {
  709. // Check to see if we need to write an object ID
  710. if (stream->writeFlag(mGraph.parent)) {
  711. S32 t = conn->getGhostIndex(mGraph.parent);
  712. // Check to see if we can actually ghost this...
  713. if (t == -1) {
  714. // Cant, try again later
  715. retMask |= MountedMask;
  716. stream->writeFlag(false);
  717. }
  718. else {
  719. // Can, write it.
  720. stream->writeFlag(true);
  721. stream->writeRangedU32(U32(t), 0, NetConnection::MaxGhostCount);
  722. stream->writeAffineTransform(mGraph.objToParent);
  723. //Con::errorf("%d: sent mounted on %d", getId(), mGraph.parent->getId());
  724. }
  725. }
  726. }
  727. // End of Attachment
  728. // PATHSHAPE END
  729. if ( mask & MountedMask )
  730. {
  731. if ( mMount.object )
  732. {
  733. S32 gIndex = conn->getGhostIndex( mMount.object );
  734. if ( stream->writeFlag( gIndex != -1 ) )
  735. {
  736. stream->writeFlag( true );
  737. stream->writeInt( gIndex, NetConnection::GhostIdBitSize );
  738. if ( stream->writeFlag( mMount.node != -1 ) )
  739. stream->writeInt( mMount.node, NumMountPointBits );
  740. mathWrite( *stream, mMount.xfm );
  741. }
  742. else
  743. // Will have to try again later
  744. retMask |= MountedMask;
  745. }
  746. else
  747. // Unmount if this isn't the initial packet
  748. if ( stream->writeFlag( !(mask & InitialUpdateMask) ) )
  749. stream->writeFlag( false );
  750. }
  751. else
  752. stream->writeFlag( false );
  753. return retMask;
  754. }
  755. //-----------------------------------------------------------------------------
  756. void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
  757. {
  758. Parent::unpackUpdate( conn, stream );
  759. // FlagMask
  760. if ( stream->readFlag() )
  761. mObjectFlags = stream->readRangedU32( 0, getObjectFlagMax() );
  762. // PATHSHAPE
  763. // begin of attachment
  764. if (stream->readFlag())
  765. {
  766. MatrixF m;
  767. stream->readAffineTransform(&m);
  768. mGraph.objToParent = m;
  769. }
  770. if (stream->readFlag())
  771. {
  772. // Check to see if we need to read an object ID
  773. if (stream->readFlag())
  774. {
  775. // Check to see if we can actually ghost this...
  776. if (stream->readFlag())
  777. {
  778. GameBase *newParent = static_cast<GameBase*>(conn->resolveGhost(stream->readRangedU32(0, NetConnection::MaxGhostCount)));
  779. MatrixF m;
  780. stream->readAffineTransform(&m);
  781. if (getParent() != newParent)
  782. {
  783. clearProcessAfter();
  784. processAfter(newParent);
  785. }
  786. attachToParent(newParent, &m);
  787. //Con::errorf("%d: got mounted on %d", getId(), mParentObject->getId());
  788. }
  789. }
  790. else
  791. {
  792. attachToParent(NULL);
  793. }
  794. }
  795. // End of attachment
  796. // PATHSHAPE END
  797. // MountedMask
  798. if ( stream->readFlag() )
  799. {
  800. if ( stream->readFlag() )
  801. {
  802. S32 gIndex = stream->readInt( NetConnection::GhostIdBitSize );
  803. SceneObject* obj = dynamic_cast<SceneObject*>( conn->resolveGhost( gIndex ) );
  804. S32 node = -1;
  805. if ( stream->readFlag() ) // node != -1
  806. node = stream->readInt( NumMountPointBits );
  807. MatrixF xfm;
  808. mathRead( *stream, &xfm );
  809. if ( !obj )
  810. {
  811. conn->setLastError( "Invalid packet from server." );
  812. return;
  813. }
  814. obj->mountObject( this, node, xfm );
  815. }
  816. else
  817. unmount();
  818. }
  819. }
  820. //-----------------------------------------------------------------------------
  821. void SceneObject::_updateZoningState()
  822. {
  823. if( mZoneRefDirty )
  824. {
  825. SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
  826. if( manager )
  827. manager->updateObject( const_cast< SceneObject* >( this ) );
  828. else
  829. mZoneRefDirty = false;
  830. }
  831. }
  832. //-----------------------------------------------------------------------------
  833. U32 SceneObject::getCurrZone( const U32 index )
  834. {
  835. SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
  836. _updateZoningState();
  837. // Not the most efficient way to do this, walking the list,
  838. // but it's an uncommon call...
  839. U32 numZones = 0;
  840. U32* zones = NULL;
  841. zones = manager->getZoneIDS(this, numZones);
  842. return index < numZones ? zones[index] : 0;
  843. }
  844. //-----------------------------------------------------------------------------
  845. Point3F SceneObject::getPosition() const
  846. {
  847. Point3F pos;
  848. mObjToWorld.getColumn(3, &pos);
  849. return pos;
  850. }
  851. //-----------------------------------------------------------------------------
  852. Point3F SceneObject::getRenderPosition() const
  853. {
  854. Point3F pos;
  855. mRenderObjToWorld.getColumn(3, &pos);
  856. return pos;
  857. }
  858. //-----------------------------------------------------------------------------
  859. void SceneObject::setPosition(const Point3F &pos)
  860. {
  861. AssertFatal( !mIsNaN( pos ), "SceneObject::setPosition() - The position is NaN!" );
  862. MatrixF xform = mObjToWorld;
  863. xform.setColumn(3, pos);
  864. setTransform(xform);
  865. }
  866. //-----------------------------------------------------------------------------
  867. F32 SceneObject::distanceTo(const Point3F &pnt) const
  868. {
  869. return mWorldBox.getDistanceToPoint( pnt );
  870. }
  871. //-----------------------------------------------------------------------------
  872. void SceneObject::processAfter( ProcessObject *obj )
  873. {
  874. AssertFatal( dynamic_cast<SceneObject*>( obj ), "SceneObject::processAfter - Got non-SceneObject!" );
  875. mAfterObject = (SceneObject*)obj;
  876. if ( mAfterObject->mAfterObject == this )
  877. mAfterObject->mAfterObject = NULL;
  878. getProcessList()->markDirty();
  879. }
  880. //-----------------------------------------------------------------------------
  881. void SceneObject::clearProcessAfter()
  882. {
  883. mAfterObject = NULL;
  884. }
  885. //-----------------------------------------------------------------------------
  886. void SceneObject::setProcessTick( bool t )
  887. {
  888. if ( t == mProcessTick )
  889. return;
  890. if ( mProcessTick )
  891. {
  892. if ( !getMountedObjectCount() )
  893. plUnlink(); // Only unlink if there is nothing mounted to us
  894. mProcessTick = false;
  895. }
  896. else
  897. {
  898. // Just to be sure...
  899. plUnlink();
  900. getProcessList()->addObject( this );
  901. mProcessTick = true;
  902. }
  903. }
  904. //-----------------------------------------------------------------------------
  905. ProcessList* SceneObject::getProcessList() const
  906. {
  907. if ( isClientObject() )
  908. return ClientProcessList::get();
  909. else
  910. return ServerProcessList::get();
  911. }
  912. //-------------------------------------------------------------------------
  913. bool SceneObject::isMounted()
  914. {
  915. resolveMountPID();
  916. return mMount.object != NULL;
  917. }
  918. //-----------------------------------------------------------------------------
  919. S32 SceneObject::getMountedObjectCount()
  920. {
  921. S32 count = 0;
  922. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  923. count++;
  924. return count;
  925. }
  926. //-----------------------------------------------------------------------------
  927. SceneObject* SceneObject::getMountedObject(S32 idx)
  928. {
  929. if (idx >= 0) {
  930. S32 count = 0;
  931. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  932. if (count++ == idx)
  933. return itr;
  934. }
  935. return NULL;
  936. }
  937. //-----------------------------------------------------------------------------
  938. S32 SceneObject::getMountedObjectNode(S32 idx)
  939. {
  940. if (idx >= 0) {
  941. S32 count = 0;
  942. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  943. if (count++ == idx)
  944. return itr->mMount.node;
  945. }
  946. return -1;
  947. }
  948. //-----------------------------------------------------------------------------
  949. SceneObject* SceneObject::getMountNodeObject(S32 node)
  950. {
  951. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  952. if (itr->mMount.node == node)
  953. return itr;
  954. return NULL;
  955. }
  956. //-----------------------------------------------------------------------------
  957. bool SceneObject::_setMountPID( void* object, const char* index, const char* data )
  958. {
  959. SceneObject* so = static_cast<SceneObject*>( object );
  960. if ( so )
  961. {
  962. // Unmount old object (PID reference is released even if it had been resolved yet)
  963. if ( so->mMountPID )
  964. {
  965. so->mMountPID->decRefCount();
  966. so->mMountPID = NULL;
  967. }
  968. so->unmount();
  969. // Get the new PID (new object will be mounted on demand)
  970. Con::setData( TypePID, &so->mMountPID, 0, 1, &data );
  971. if ( so->mMountPID )
  972. so->mMountPID->incRefCount(); // Prevent PID from being deleted out from under us!
  973. }
  974. return false;
  975. }
  976. void SceneObject::resolveMountPID()
  977. {
  978. if ( mMountPID && !mMount.object )
  979. {
  980. SceneObject *obj = dynamic_cast< SceneObject* >( mMountPID->getObject() );
  981. if ( obj )
  982. obj->mountObject( this, mMount.node, mMount.xfm );
  983. }
  984. }
  985. //-----------------------------------------------------------------------------
  986. void SceneObject::mountObject( SceneObject *obj, S32 node, const MatrixF &xfm )
  987. {
  988. if ( obj->mMount.object == this )
  989. {
  990. // Already mounted to this
  991. // So update our node and xfm which may have changed.
  992. obj->mMount.node = node;
  993. obj->mMount.xfm = xfm;
  994. }
  995. else
  996. {
  997. if ( obj->mMount.object )
  998. obj->unmount();
  999. obj->mMount.object = this;
  1000. obj->mMount.node = node;
  1001. obj->mMount.link = mMount.list;
  1002. obj->mMount.xfm = xfm;
  1003. mMount.list = obj;
  1004. // Assign PIDs to both objects
  1005. if ( isServerObject() )
  1006. {
  1007. obj->getOrCreatePersistentId();
  1008. if ( !obj->mMountPID )
  1009. {
  1010. obj->mMountPID = getOrCreatePersistentId();
  1011. obj->mMountPID->incRefCount();
  1012. }
  1013. }
  1014. obj->onMount( this, node );
  1015. }
  1016. }
  1017. //-----------------------------------------------------------------------------
  1018. void SceneObject::unmountObject( SceneObject *obj )
  1019. {
  1020. if ( obj->mMount.object == this )
  1021. {
  1022. // Find and unlink the object
  1023. for ( SceneObject **ptr = &mMount.list; *ptr; ptr = &(*ptr)->mMount.link )
  1024. {
  1025. if ( *ptr == obj )
  1026. {
  1027. *ptr = obj->mMount.link;
  1028. break;
  1029. }
  1030. }
  1031. obj->mMount.object = NULL;
  1032. obj->mMount.link = NULL;
  1033. if( obj->mMountPID != NULL ) // Only on server.
  1034. {
  1035. obj->mMountPID->decRefCount();
  1036. obj->mMountPID = NULL;
  1037. }
  1038. obj->onUnmount( this, obj->mMount.node );
  1039. }
  1040. }
  1041. //-----------------------------------------------------------------------------
  1042. void SceneObject::unmount()
  1043. {
  1044. if (mMount.object)
  1045. mMount.object->unmountObject(this);
  1046. }
  1047. //-----------------------------------------------------------------------------
  1048. void SceneObject::onMount( SceneObject *obj, S32 node )
  1049. {
  1050. deleteNotify( obj );
  1051. if ( !isGhost() )
  1052. {
  1053. setMaskBits( MountedMask );
  1054. //onMount_callback( node );
  1055. }
  1056. }
  1057. //-----------------------------------------------------------------------------
  1058. void SceneObject::onUnmount( SceneObject *obj, S32 node )
  1059. {
  1060. clearNotify(obj);
  1061. if ( !isGhost() )
  1062. {
  1063. setMaskBits( MountedMask );
  1064. //onUnmount_callback( node );
  1065. }
  1066. }
  1067. //-----------------------------------------------------------------------------
  1068. void SceneObject::getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
  1069. {
  1070. MatrixF mountTransform( xfm );
  1071. const Point3F &scale = getScale();
  1072. Point3F position = mountTransform.getPosition();
  1073. position.convolve( scale );
  1074. mountTransform.setPosition( position );
  1075. outMat->mul( mObjToWorld, mountTransform );
  1076. }
  1077. //-----------------------------------------------------------------------------
  1078. void SceneObject::getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat )
  1079. {
  1080. MatrixF mountTransform( xfm );
  1081. const Point3F &scale = getScale();
  1082. Point3F position = mountTransform.getPosition();
  1083. position.convolve( scale );
  1084. mountTransform.setPosition( position );
  1085. outMat->mul( mRenderObjToWorld, mountTransform );
  1086. }
  1087. //=============================================================================
  1088. // Console API.
  1089. //=============================================================================
  1090. // MARK: ---- Console API ----
  1091. //-----------------------------------------------------------------------------
  1092. DefineEngineMethod( SceneObject, getType, S32, (),,
  1093. "Return the type mask for this object.\n"
  1094. "@return The numeric type mask for the object." )
  1095. {
  1096. return object->getTypeMask();
  1097. }
  1098. //-----------------------------------------------------------------------------
  1099. DefineEngineMethod( SceneObject, mountObject, bool,
  1100. ( SceneObject* objB, S32 slot, TransformF txfm ), ( TransformF::Identity ),
  1101. "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
  1102. "@param objB Object to mount onto us\n"
  1103. "@param slot Mount slot ID\n"
  1104. "@param txfm (optional) mount offset transform\n"
  1105. "@return true if successful, false if failed (objB is not valid)" )
  1106. {
  1107. if ( objB )
  1108. {
  1109. object->mountObject( objB, slot, txfm.getMatrix() );
  1110. return true;
  1111. }
  1112. return false;
  1113. }
  1114. //-----------------------------------------------------------------------------
  1115. DefineEngineMethod( SceneObject, unmountObject, bool, ( SceneObject* target ),,
  1116. "@brief Unmount an object from ourselves.\n\n"
  1117. "@param target object to unmount\n"
  1118. "@return true if successful, false if failed\n" )
  1119. {
  1120. if ( target )
  1121. {
  1122. object->unmountObject(target);
  1123. return true;
  1124. }
  1125. return false;
  1126. }
  1127. //-----------------------------------------------------------------------------
  1128. DefineEngineMethod( SceneObject, unmount, void, (),,
  1129. "Unmount us from the currently mounted object if any.\n" )
  1130. {
  1131. object->unmount();
  1132. }
  1133. //-----------------------------------------------------------------------------
  1134. DefineEngineMethod( SceneObject, isMounted, bool, (),,
  1135. "@brief Check if we are mounted to another object.\n\n"
  1136. "@return true if mounted to another object, false if not mounted." )
  1137. {
  1138. return object->isMounted();
  1139. }
  1140. //-----------------------------------------------------------------------------
  1141. DefineEngineMethod( SceneObject, getObjectMount, S32, (),,
  1142. "@brief Get the object we are mounted to.\n\n"
  1143. "@return the SimObjectID of the object we're mounted to, or 0 if not mounted." )
  1144. {
  1145. return object->isMounted()? object->getObjectMount()->getId(): 0;
  1146. }
  1147. //-----------------------------------------------------------------------------
  1148. DefineEngineMethod( SceneObject, getMountedObjectCount, S32, (),,
  1149. "Get the number of objects mounted to us.\n"
  1150. "@return the number of mounted objects." )
  1151. {
  1152. return object->getMountedObjectCount();
  1153. }
  1154. //-----------------------------------------------------------------------------
  1155. DefineEngineMethod( SceneObject, getMountedObject, S32, ( S32 slot ),,
  1156. "Get the object mounted at a particular slot.\n"
  1157. "@param slot mount slot index to query\n"
  1158. "@return ID of the object mounted in the slot, or 0 if no object." )
  1159. {
  1160. SceneObject* mobj = object->getMountedObject( slot );
  1161. return mobj? mobj->getId(): 0;
  1162. }
  1163. //-----------------------------------------------------------------------------
  1164. DefineEngineMethod( SceneObject, getMountedObjectNode, S32, ( S32 slot ),,
  1165. "@brief Get the mount node index of the object mounted at our given slot.\n\n"
  1166. "@param slot mount slot index to query\n"
  1167. "@return index of the mount node used by the object mounted in this slot." )
  1168. {
  1169. return object->getMountedObjectNode( slot );
  1170. }
  1171. //-----------------------------------------------------------------------------
  1172. DefineEngineMethod( SceneObject, getMountNodeObject, S32, ( S32 node ),,
  1173. "@brief Get the object mounted at our given node index.\n\n"
  1174. "@param node mount node index to query\n"
  1175. "@return ID of the first object mounted at the node, or 0 if none found." )
  1176. {
  1177. SceneObject* mobj = object->getMountNodeObject( node );
  1178. return mobj? mobj->getId(): 0;
  1179. }
  1180. //-----------------------------------------------------------------------------
  1181. DefineEngineMethod( SceneObject, getTransform, TransformF, (),,
  1182. "Get the object's transform.\n"
  1183. "@return the current transform of the object\n" )
  1184. {
  1185. return object->getTransform();
  1186. }
  1187. //-----------------------------------------------------------------------------
  1188. DefineEngineMethod( SceneObject, getInverseTransform, TransformF, (),,
  1189. "Get the object's inverse transform.\n"
  1190. "@return the inverse transform of the object\n" )
  1191. {
  1192. return object->getWorldTransform();
  1193. }
  1194. //-----------------------------------------------------------------------------
  1195. DefineEngineMethod( SceneObject, getPosition, Point3F, (),,
  1196. "Get the object's world position.\n"
  1197. "@return the current world position of the object\n" )
  1198. {
  1199. return object->getTransform().getPosition();
  1200. }
  1201. DefineEngineMethod( SceneObject, setPosition, void, (Point3F pos),,
  1202. "Set the object's world position.\n"
  1203. "@param pos the new world position of the object\n" )
  1204. {
  1205. return object->setPosition(pos);
  1206. }
  1207. //-----------------------------------------------------------------------------
  1208. DefineEngineMethod( SceneObject, getEulerRotation, Point3F, (),,
  1209. "Get Euler rotation of this object.\n"
  1210. "@return the orientation of the object in the form of rotations around the "
  1211. "X, Y and Z axes in degrees.\n" )
  1212. {
  1213. Point3F euler = object->getTransform().toEuler();
  1214. // Convert to degrees.
  1215. euler.x = mRadToDeg( euler.x );
  1216. euler.y = mRadToDeg( euler.y );
  1217. euler.z = mRadToDeg( euler.z );
  1218. return euler;
  1219. }
  1220. DefineEngineMethod(SceneObject, setEulerRotation, void, (Point3F inRot), ,
  1221. "set Euler rotation of this object.\n"
  1222. "@set the orientation of the object in the form of rotations around the "
  1223. "X, Y and Z axes in degrees.\n")
  1224. {
  1225. MatrixF curMat = object->getTransform();
  1226. Point3F curPos = curMat.getPosition();
  1227. Point3F curScale = curMat.getScale();
  1228. EulerF inRotRad = inRot * M_PI_F / 180.0;
  1229. curMat.set(inRotRad, curPos);
  1230. curMat.scale(curScale);
  1231. object->setTransform(curMat);
  1232. }
  1233. //-----------------------------------------------------------------------------
  1234. DefineEngineMethod( SceneObject, getForwardVector, VectorF, (),,
  1235. "Get the direction this object is facing.\n"
  1236. "@return a vector indicating the direction this object is facing.\n"
  1237. "@note This is the object's y axis." )
  1238. {
  1239. return object->getTransform().getForwardVector();
  1240. }
  1241. //-----------------------------------------------------------------------------
  1242. DefineEngineMethod( SceneObject, getRightVector, VectorF, (),,
  1243. "Get the right vector of the object.\n"
  1244. "@return a vector indicating the right direction of this object."
  1245. "@note This is the object's x axis." )
  1246. {
  1247. return object->getTransform().getRightVector();
  1248. }
  1249. //-----------------------------------------------------------------------------
  1250. DefineEngineMethod( SceneObject, getUpVector, VectorF, (),,
  1251. "Get the up vector of the object.\n"
  1252. "@return a vector indicating the up direction of this object."
  1253. "@note This is the object's z axis." )
  1254. {
  1255. return object->getTransform().getUpVector();
  1256. }
  1257. //-----------------------------------------------------------------------------
  1258. DefineEngineMethod( SceneObject, setTransform, void, ( TransformF txfm ),,
  1259. "Set the object's transform (orientation and position)."
  1260. "@param txfm object transform to set" )
  1261. {
  1262. // PATHSHAPE
  1263. object->PerformUpdatesForChildren(txfm.getMatrix());
  1264. // PATHSHAPE END
  1265. if ( !txfm.hasRotation() )
  1266. object->setPosition( txfm.getPosition() );
  1267. else
  1268. object->setTransform( txfm.getMatrix() );
  1269. }
  1270. //-----------------------------------------------------------------------------
  1271. DefineEngineMethod( SceneObject, getScale, Point3F, (),,
  1272. "Get the object's scale.\n"
  1273. "@return object scale as a Point3F" )
  1274. {
  1275. return object->getScale();
  1276. }
  1277. //-----------------------------------------------------------------------------
  1278. DefineEngineMethod( SceneObject, setScale, void, ( Point3F scale ),,
  1279. "Set the object's scale.\n"
  1280. "@param scale object scale to set\n" )
  1281. {
  1282. object->setScale( scale );
  1283. }
  1284. //-----------------------------------------------------------------------------
  1285. DefineEngineMethod( SceneObject, getWorldBox, Box3F, (),,
  1286. "Get the object's world bounding box.\n"
  1287. "@return six fields, two Point3Fs, containing the min and max points of the "
  1288. "worldbox." )
  1289. {
  1290. return object->getWorldBox();
  1291. }
  1292. //-----------------------------------------------------------------------------
  1293. DefineEngineMethod( SceneObject, getWorldBoxCenter, Point3F, (),,
  1294. "Get the center of the object's world bounding box.\n"
  1295. "@return the center of the world bounding box for this object." )
  1296. {
  1297. Point3F center;
  1298. object->getWorldBox().getCenter( &center );
  1299. return center;
  1300. }
  1301. //-----------------------------------------------------------------------------
  1302. DefineEngineMethod( SceneObject, getObjectBox, Box3F, (),,
  1303. "Get the object's bounding box (relative to the object's origin).\n"
  1304. "@return six fields, two Point3Fs, containing the min and max points of the "
  1305. "objectbox." )
  1306. {
  1307. return object->getObjBox();
  1308. }
  1309. //-----------------------------------------------------------------------------
  1310. DefineEngineMethod( SceneObject, isGlobalBounds, bool, (),,
  1311. "Check if this object has a global bounds set.\n"
  1312. "If global bounds are set to be true, then the object is assumed to have an "
  1313. "infinitely large bounding box for collision and rendering purposes.\n"
  1314. "@return true if the object has a global bounds." )
  1315. {
  1316. return object->isGlobalBounds();
  1317. }
  1318. DefineEngineMethod(SceneObject, setForwardVector, void, (VectorF newForward, VectorF upVector), (VectorF(0, 0, 0), VectorF(0, 0, 1)),
  1319. "Sets the forward vector of a scene object, making it face Y+ along the new vector.\n"
  1320. "@param The new forward vector to set.\n"
  1321. "@param (Optional) The up vector to use to help orient the rotation.")
  1322. {
  1323. object->setForwardVector(newForward, upVector);
  1324. }
  1325. // PATHSHAPE
  1326. // Move RenderTransform by set amount
  1327. // no longer used
  1328. void SceneObject::moveRender(const Point3F &delta)
  1329. {
  1330. Point3F pos;
  1331. const MatrixF& tmat = getRenderTransform();
  1332. tmat.getColumn(3,&pos);
  1333. AngAxisF aa(tmat);
  1334. pos += delta;
  1335. MatrixF mat;
  1336. aa.setMatrix(&mat);
  1337. mat.setColumn(3,pos);
  1338. setRenderTransform(mat);
  1339. }
  1340. void SceneObject::PerformUpdatesForChildren(MatrixF mat){
  1341. for (U32 i=0; i < getNumChildren(); i++) {
  1342. SceneObject *o = getChild(i);
  1343. o->updateChildTransform(); //update the position of the child object
  1344. }
  1345. }
  1346. // This function will move the players based on how much it's
  1347. // parent have moved
  1348. void SceneObject::updateChildTransform(){
  1349. if (getParent() != NULL){
  1350. MatrixF one;
  1351. MatrixF two;
  1352. MatrixF three;
  1353. MatrixF four;
  1354. MatrixF mat;
  1355. one= getTransform();
  1356. two = getParent()->getTransform();
  1357. one.affineInverse();
  1358. four.mul(two,one);
  1359. mat.mul(getParent()->mLastXform,getTransform());
  1360. setTransform(mat);
  1361. }
  1362. }
  1363. // This function will move the rendered image based on how much it's
  1364. // parent have moved since the processtick.
  1365. // For some reason the player object must be updated via it's GetRenderTransform seen below,
  1366. // Other objects seem to require getTransform() only
  1367. void SceneObject::updateRenderChangesByParent(){
  1368. if (getParent() != NULL){
  1369. MatrixF renderXform = getParent()->getRenderTransform();
  1370. MatrixF xform = getParent()->getTransform();
  1371. xform.affineInverse();
  1372. MatrixF offset;
  1373. offset.mul(renderXform, xform);
  1374. MatrixF mat;
  1375. //add the "offset" caused by the parents change, and add it to it's own
  1376. // This is needed by objects that update their own render transform thru interpolate tick
  1377. // Mostly for stationary objects.
  1378. if (getClassName() == StringTable->insert("Player"))
  1379. mat.mul(offset,getRenderTransform());
  1380. else
  1381. mat.mul(offset,getTransform());
  1382. setRenderTransform(mat);
  1383. }
  1384. }
  1385. //Ramen - Move Transform by set amount
  1386. //written by Anthony Lovell
  1387. void SceneObject::move(F32 x, F32 y, F32 z)
  1388. {
  1389. Point3F delta;
  1390. delta.x = x;
  1391. delta.y = y;
  1392. delta.z = z;
  1393. move(delta);
  1394. }
  1395. // move by a specified delta in root coordinate space
  1396. void SceneObject::move(const Point3F &delta)
  1397. {
  1398. Point3F pos;
  1399. const MatrixF& tmat = getTransform();
  1400. tmat.getColumn(3,&pos);
  1401. AngAxisF aa(tmat);
  1402. pos += delta;
  1403. MatrixF mat;
  1404. aa.setMatrix(&mat);
  1405. mat.setColumn(3,pos);
  1406. setTransform(mat);
  1407. }
  1408. //written by Anthony Lovell ----------------------------------------------------------
  1409. U32
  1410. SceneObject::getNumChildren() const
  1411. {
  1412. U32 num = 0;
  1413. for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling)
  1414. num++;
  1415. return num;
  1416. }
  1417. //written by Anthony Lovell ----------------------------------------------------------
  1418. SceneObject *
  1419. SceneObject::getChild(U32 index) const
  1420. {
  1421. SceneObject *cur = mGraph.firstChild;
  1422. for (U32 i = 0;
  1423. cur && i < index;
  1424. i++)
  1425. cur = cur->mGraph.nextSibling;
  1426. return cur;
  1427. }
  1428. void SceneObject::UpdateXformChange(const MatrixF &mat){
  1429. // This function gets the difference between the Transform and current Render transform
  1430. // Used for Interpolation matching with the child objects who rely on this data.
  1431. MatrixF oldxform = getTransform();
  1432. oldxform.affineInverse();
  1433. mLastXform.mul(mat,oldxform);
  1434. }
  1435. //----------------------------------------------------------
  1436. bool
  1437. SceneObject::attachChildAt(SceneObject *subObject, MatrixF atThisOffset, S32 node)
  1438. {
  1439. AssertFatal(subObject, "attaching a null subObject");
  1440. AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
  1441. bool b = subObject->attachToParent(this, &atThisOffset, node);
  1442. if (!b)
  1443. return false;
  1444. return true;
  1445. }
  1446. //----------------------------------------------------------
  1447. bool
  1448. SceneObject::attachChildAt(SceneObject *subObject, Point3F atThisPosition)
  1449. {
  1450. AssertFatal(subObject, "attaching a null subObject");
  1451. AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
  1452. bool b = subObject->attachToParent(this);
  1453. if (!b)
  1454. return false;
  1455. subObject->mGraph.objToParent.setColumn(3, atThisPosition);
  1456. // calcTransformFromLocalTransform();
  1457. return true;
  1458. }
  1459. //----------------------------------------------------------
  1460. bool
  1461. SceneObject::attachChild(SceneObject *child)
  1462. {
  1463. AssertFatal(child, "attaching a null subObject");
  1464. AssertFatal(!isChildOf(child), "cyclic attachChild()");
  1465. return child->attachToParent(this);
  1466. }
  1467. //----------------------------------------------------------
  1468. /// returns a count of children plus their children, recursively
  1469. U32
  1470. SceneObject::getNumProgeny() const
  1471. {
  1472. U32 num = 0;
  1473. for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling) {
  1474. num += 1 + cur->getNumProgeny();
  1475. }
  1476. return num;
  1477. }
  1478. DefineEngineMethod(SceneObject, getNumChildren, S32, (),, "returns number of direct child objects")
  1479. {
  1480. return object->getNumChildren();
  1481. }
  1482. DefineEngineMethod(SceneObject, getNumProgeny, S32, (),, "returns number of recursively-nested child objects")
  1483. {
  1484. return object->getNumProgeny();
  1485. }
  1486. DefineEngineMethod(SceneObject, getChild, S32, (S32 _index), (0), "getChild(S32 index) -- returns child SceneObject at given index")
  1487. {
  1488. SceneObject *s = object->getChild(_index);
  1489. return s ? s->getId() : 0;
  1490. }
  1491. DefineEngineMethod(SceneObject, attachChildAt, bool, (SceneObject* _subObject, MatrixF _offset, S32 _node), (nullAsType<SceneObject*>(), MatrixF::Identity, 0), "(SceneObject subObject, MatrixF offset, S32 offset)"
  1492. "Mount object to this one with the specified offset expressed in our coordinate space.")
  1493. {
  1494. if (_subObject != nullptr)
  1495. {
  1496. return object->attachChildAt(_subObject, _offset, _node);
  1497. }
  1498. else
  1499. {
  1500. Con::errorf("Couldn't addObject()!");
  1501. return false;
  1502. }
  1503. }
  1504. DefineEngineMethod(SceneObject, attachToParent, bool, (const char*_sceneObject), ,"attachToParent(SceneObject)"
  1505. "specify a null or non-null parent")
  1506. {
  1507. SceneObject * t;
  1508. if(Sim::findObject(_sceneObject, t))
  1509. {
  1510. return object->attachToParent(t);
  1511. }
  1512. else
  1513. {
  1514. if ((!String::compare("0", _sceneObject))|| (!String::compare("", _sceneObject)))
  1515. return object->attachToParent(NULL);
  1516. else
  1517. {
  1518. Con::errorf("Couldn't setParent()!");
  1519. return false;
  1520. }
  1521. }
  1522. }
  1523. DefineEngineMethod(SceneObject, getParent, S32, (),, "returns ID of parent SceneObject")
  1524. {
  1525. SceneObject *p = object->getParent();
  1526. return p ? p->getId() : -1;
  1527. }
  1528. DefineEngineMethod(SceneObject, attachChild, bool, (const char*_subObject),, "(SceneObject subObject)"
  1529. "attach an object to this one, preserving its present transform.")
  1530. {
  1531. SceneObject * t;
  1532. MatrixF m;
  1533. if(Sim::findObject(_subObject, t))
  1534. return object->attachChild(t);
  1535. Con::errorf("Couldn't addObject()!");
  1536. return false;
  1537. }
  1538. bool SceneObject::isChildOf(SceneObject *so)
  1539. {
  1540. SceneObject *p = mGraph.parent;
  1541. if (p) {
  1542. if (p == so)
  1543. return true;
  1544. else
  1545. return p->isChildOf(so);
  1546. } else
  1547. return false;
  1548. }
  1549. bool SceneObject::attachToParent(SceneObject *newParent, MatrixF *atThisOffset/* = NULL */, S32 node )
  1550. {
  1551. SceneObject *oldParent = mGraph.parent;
  1552. if (oldParent == newParent)
  1553. return true;
  1554. // cycles in the scene hierarchy are forbidden!
  1555. // that is: a SceneObject cannot be a child of its progeny
  1556. if (newParent && newParent->isChildOf(this))
  1557. return false;
  1558. mGraph.parent = newParent;
  1559. if (oldParent) {
  1560. clearNotify(oldParent);
  1561. // remove this SceneObject from the list of children of oldParent
  1562. SceneObject *cur = oldParent->mGraph.firstChild;
  1563. if (cur == this) { // if we are the first child, this is easy
  1564. oldParent->mGraph.firstChild = mGraph.nextSibling;
  1565. } else {
  1566. while (cur->mGraph.nextSibling != this) {
  1567. cur = cur->mGraph.nextSibling;
  1568. // ASSERT cur != NULL;
  1569. }
  1570. cur->mGraph.nextSibling = mGraph.nextSibling;
  1571. }
  1572. oldParent->onLostChild(this);
  1573. }
  1574. if (newParent) {
  1575. deleteNotify(newParent); // if we are deleted, inform our parent
  1576. // add this SceneObject to the list of children of oldParent
  1577. mGraph.nextSibling = newParent->mGraph.firstChild;
  1578. newParent->mGraph.firstChild = this;
  1579. mGraph.parent = newParent;
  1580. newParent->onNewChild(this);
  1581. if (atThisOffset)
  1582. mGraph.objToParent = *atThisOffset;
  1583. } else {
  1584. mGraph.parent = NULL;
  1585. mGraph.nextSibling = NULL;
  1586. mGraph.objToParent = mObjToWorld;
  1587. }
  1588. onLostParent(oldParent);
  1589. onNewParent(newParent);
  1590. setMaskBits(MountedMask);
  1591. return true;
  1592. }
  1593. DefineEngineMethod(SceneObject, detachChild, bool, (const char*_subObject),, "SceneObject subObject")
  1594. {
  1595. SceneObject * t;
  1596. if(Sim::findObject(_subObject, t)) {
  1597. return t->attachToParent(NULL);
  1598. } else
  1599. return false;
  1600. }
  1601. IMPLEMENT_CALLBACK(SceneObject, onNewParent, void, (SceneObject *newParent), (newParent), "");
  1602. IMPLEMENT_CALLBACK(SceneObject, onLostParent, void, (SceneObject *oldParent), (oldParent), "");
  1603. IMPLEMENT_CALLBACK(SceneObject, onNewChild, void, (SceneObject *newKid), (newKid), "");
  1604. IMPLEMENT_CALLBACK(SceneObject, onLostChild, void, (SceneObject *lostKid), (lostKid), "");
  1605. void SceneObject::onNewParent(SceneObject *newParent) { if (isServerObject()) onNewParent_callback(newParent); }
  1606. void SceneObject::onLostParent(SceneObject *oldParent) { if (isServerObject()) onLostParent_callback(oldParent); }
  1607. void SceneObject::onNewChild(SceneObject *newKid) { if (isServerObject()) onNewChild_callback(newKid); }
  1608. void SceneObject::onLostChild(SceneObject *lostKid) { if (isServerObject()) onLostChild_callback(lostKid); }