//----------------------------------------------------------------------------- // 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 "T3DSceneClient.h" //--------------------------------------------------- // T3DSceneClient //--------------------------------------------------- void T3DSceneClient::setSceneGroupName(const char * name) { _sceneGroupName = StringTable->insert(name); if (getOwner() != NULL) { if (_sceneGroup != NULL) _sceneGroup->RemoveClientObject(this); _sceneGroup = NULL; ValueWrapperInterface * iface = getInterface >("sceneComponent", _sceneGroupName); if (iface != NULL) { _sceneGroup = iface->get(); _sceneGroup->AddSceneClient(this); } } } bool T3DSceneClient::onComponentRegister(SimComponent * owner) { if (!Parent::onComponentRegister(owner)) return false; // lookup scene group and add ourself setSceneGroupName(_sceneGroupName); if (_sceneGroupName != NULL && dStricmp(_sceneGroupName, "none") && _sceneGroup == NULL) // tried to add ourself to a scene group but failed, fail to add component return false; return true; } void T3DSceneClient::registerInterfaces(SimComponent * owner) { Parent::registerInterfaces(owner); registerCachedInterface("sceneClient", NULL, this, new ValueWrapperInterface()); } //--------------------------------------------------- // T3DSceneClient //--------------------------------------------------- Box3F T3DSolidSceneClient::getWorldBox() { MatrixF mat = getTransform(); Box3F box = _objectBox->get(); mat.mul(box); return box; } const MatrixF & T3DSolidSceneClient::getTransform() { if (_transform != NULL) return _transform->getWorldMatrix(); else if (getSceneGroup() != NULL) return getSceneGroup()->getTransform3D()->getWorldMatrix(); else return MatrixF::smIdentity; } void T3DSolidSceneClient::setTransform3D(Transform3D * transform) { if (_transform != NULL) _transform->setDirtyListener(NULL); _transform = transform; _transform->setDirtyListener(this); OnTransformDirty(); } void T3DSolidSceneClient::OnTransformDirty() { // TODO: need a way to skip this...a flag, but we don't want to add a bool just for that // reason we might want to skip it is if we have a renderable that orbits an object but always // stays within object box. Want to be able to use that info to skip object box updates. if (getSceneGroup() != NULL) getSceneGroup()->setDirtyObjectBox(true); }