//----------------------------------------------------------------------------- // 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 "console/engineAPI.h" #include "T3D/components/render/meshcomponent.h" #include "scene/sceneObject.h" #include "math/mTransform.h" DefineEngineMethod(MeshComponent, getShapeBounds, Box3F, (), , "@brief Get the cobject we're in contact with.\n\n" "The controlling client is the one that will send moves to us to act on.\n" "@return the ID of the controlling GameConnection, or 0 if this object is not " "controlled by any client.\n" "@see GameConnection\n") { return object->getShapeBounds(); } DefineEngineMethod(MeshComponent, mountObject, bool, (SceneObject* objB, String node, TransformF txfm), (MatrixF::Identity), "@brief Mount objB to this object at the desired slot with optional transform.\n\n" "@param objB Object to mount onto us\n" "@param slot Mount slot ID\n" "@param txfm (optional) mount offset transform\n" "@return true if successful, false if failed (objB is not valid)") { if (objB) { //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity object->mountObjectToNode(objB, node, /*MatrixF::Identity*/txfm.getMatrix()); return true; } return false; } DefineEngineMethod(MeshComponent, getNodeTransform, TransformF, (S32 node), (-1), "@brief Mount objB to this object at the desired slot with optional transform.\n\n" "@param objB Object to mount onto us\n" "@param slot Mount slot ID\n" "@param txfm (optional) mount offset transform\n" "@return true if successful, false if failed (objB is not valid)") { if (node != -1) { //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); MatrixF mat = object->getNodeTransform(node); return mat; } return TransformF::Identity; } DefineEngineMethod(MeshComponent, getNodeEulerRot, EulerF, (S32 node, bool radToDeg), (-1, true), "@brief Mount objB to this object at the desired slot with optional transform.\n\n" "@param objB Object to mount onto us\n" "@param slot Mount slot ID\n" "@param txfm (optional) mount offset transform\n" "@return true if successful, false if failed (objB is not valid)") { if (node != -1) { //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); MatrixF mat = object->getNodeTransform(node); EulerF eul = mat.toEuler(); if (radToDeg) eul = EulerF(mRadToDeg(eul.x), mRadToDeg(eul.y), mRadToDeg(eul.z)); return eul; } return EulerF(0, 0, 0); } DefineEngineMethod(MeshComponent, getNodePosition, Point3F, (S32 node), (-1), "@brief Mount objB to this object at the desired slot with optional transform.\n\n" "@param objB Object to mount onto us\n" "@param slot Mount slot ID\n" "@param txfm (optional) mount offset transform\n" "@return true if successful, false if failed (objB is not valid)") { if (node != -1) { //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); MatrixF mat = object->getNodeTransform(node); return mat.getPosition(); } return Point3F(0, 0, 0); } DefineEngineMethod(MeshComponent, getNodeByName, S32, (String nodeName), , "@brief Mount objB to this object at the desired slot with optional transform.\n\n" "@param objB Object to mount onto us\n" "@param slot Mount slot ID\n" "@param txfm (optional) mount offset transform\n" "@return true if successful, false if failed (objB is not valid)") { if (!nodeName.isEmpty()) { //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() ); S32 node = object->getNodeByName(nodeName); return node; } return -1; } DefineEngineMethod(MeshComponent, changeMaterial, void, (U32 slot, const char* newMat), (0, ""), "@brief Change one of the materials on the shape.\n\n") { object->changeMaterial(slot, newMat); }