sceneObject.cpp 59 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. IRangeValidator soMountRange(-1, SceneObject::NumMountPoints);
  495. void SceneObject::initPersistFields()
  496. {
  497. docsURL;
  498. //Disabled temporarily
  499. /*addGroup("GameObject");
  500. addField("GameObject", TypeGameObjectAssetPtr, Offset(mGameObjectAsset, SceneObject), "The asset Id used for the game object this entity is based on.");
  501. addField("dirtyGameObject", TypeBool, Offset(mDirtyGameObject, SceneObject), "If this entity is a GameObject, it flags if this instance delinates from the template.",
  502. AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
  503. endGroup("GameObject");*/
  504. addGroup( "Transform" );
  505. addProtectedField( "position", TypeMatrixPosition, Offset( mObjToWorld, SceneObject ),
  506. &_setFieldPosition, &defaultProtectedGetFn,
  507. "Object world position." );
  508. addProtectedField( "rotation", TypeMatrixRotation, Offset( mObjToWorld, SceneObject ),
  509. &_setFieldRotation, &defaultProtectedGetFn,
  510. "Object world orientation." );
  511. addProtectedField( "scale", TypePoint3F, Offset( mObjScale, SceneObject ),
  512. &_setFieldScale, &defaultProtectedGetFn,
  513. "Object world scale." );
  514. endGroup( "Transform" );
  515. addGroup( "Editing" );
  516. addProtectedField( "isRenderEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
  517. &_setRenderEnabled, &_getRenderEnabled,
  518. "Controls client-side rendering of the object.\n"
  519. "@see isRenderable()\n" );
  520. addProtectedField( "isSelectionEnabled", TypeBool, Offset( mObjectFlags, SceneObject ),
  521. &_setSelectionEnabled, &_getSelectionEnabled,
  522. "Determines if the object may be selected from wihin the Tools.\n"
  523. "@see isSelectable()\n" );
  524. endGroup( "Editing" );
  525. addGroup( "Mounting" );
  526. addProtectedField( "mountPID", TypePID, Offset( mMountPID, SceneObject ), &_setMountPID, &defaultProtectedGetFn,
  527. "@brief PersistentID of object we are mounted to.\n\n"
  528. "Unlike the SimObjectID that is determined at run time, the PersistentID of an object is saved with the level/mission and "
  529. "may be used to form a link between objects." );
  530. addFieldV( "mountNode", TypeRangedS32, Offset( mMount.node, SceneObject ),&soMountRange, "Node we are mounted to." );
  531. addField( "mountPos", TypeMatrixPosition, Offset( mMount.xfm, SceneObject ), "Position we are mounted at ( object space of our mount object )." );
  532. addField( "mountRot", TypeMatrixRotation, Offset( mMount.xfm, SceneObject ), "Rotation we are mounted at ( object space of our mount object )." );
  533. endGroup( "Mounting" );
  534. Parent::initPersistFields();
  535. }
  536. bool SceneObject::_setGameObject(void* object, const char* index, const char* data)
  537. {
  538. // Sanity!
  539. AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
  540. return true; //rbI->setMeshAsset(data);
  541. }
  542. //-----------------------------------------------------------------------------
  543. bool SceneObject::_setFieldPosition( void *object, const char *index, const char *data )
  544. {
  545. SceneObject* so = static_cast<SceneObject*>( object );
  546. if ( so )
  547. {
  548. MatrixF txfm( so->getTransform() );
  549. Con::setData( TypeMatrixPosition, &txfm, 0, 1, &data );
  550. so->setTransform( txfm );
  551. }
  552. return false;
  553. }
  554. //-----------------------------------------------------------------------------
  555. bool SceneObject::_setFieldRotation( void *object, const char *index, const char *data )
  556. {
  557. SceneObject* so = static_cast<SceneObject*>( object );
  558. if ( so )
  559. {
  560. MatrixF txfm( so->getTransform() );
  561. Con::setData( TypeMatrixRotation, &txfm, 0, 1, &data );
  562. so->setTransform( txfm );
  563. }
  564. return false;
  565. }
  566. //-----------------------------------------------------------------------------
  567. bool SceneObject::_setFieldScale( void *object, const char *index, const char *data )
  568. {
  569. SceneObject* so = static_cast<SceneObject*>( object );
  570. if ( so )
  571. {
  572. Point3F scale;
  573. Con::setData( TypePoint3F, &scale, 0, 1, &data );
  574. so->setScale( scale );
  575. }
  576. return false;
  577. }
  578. //-----------------------------------------------------------------------------
  579. bool SceneObject::writeField( StringTableEntry fieldName, const char* value )
  580. {
  581. if( !Parent::writeField( fieldName, value ) )
  582. return false;
  583. static StringTableEntry sIsRenderEnabled = StringTable->insert( "isRenderEnabled" );
  584. static StringTableEntry sIsSelectionEnabled = StringTable->insert( "isSelectionEnabled" );
  585. static StringTableEntry sMountNode = StringTable->insert( "mountNode" );
  586. static StringTableEntry sMountPos = StringTable->insert( "mountPos" );
  587. static StringTableEntry sMountRot = StringTable->insert( "mountRot" );
  588. // Don't write flag fields if they are at their default values.
  589. if( fieldName == sIsRenderEnabled && dAtob( value ) )
  590. return false;
  591. else if( fieldName == sIsSelectionEnabled && dAtob( value ) )
  592. return false;
  593. else if ( mMountPID == NULL && ( fieldName == sMountNode ||
  594. fieldName == sMountPos ||
  595. fieldName == sMountRot ) )
  596. {
  597. return false;
  598. }
  599. return true;
  600. }
  601. //-----------------------------------------------------------------------------
  602. static void scopeCallback( SceneObject* obj, void* conPtr )
  603. {
  604. NetConnection* ptr = reinterpret_cast< NetConnection* >( conPtr );
  605. if( obj->isScopeable() )
  606. ptr->objectInScope(obj);
  607. }
  608. void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
  609. {
  610. SceneManager* sceneManager = getSceneManager();
  611. GameConnection* conn = dynamic_cast<GameConnection*> (connection);
  612. if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
  613. if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
  614. query->visibleDistance = sceneManager->getVisibleDistance();
  615. // Object itself is in scope.
  616. if( this->isScopeable() )
  617. connection->objectInScope( this );
  618. // If we're mounted to something, that object is in scope too.
  619. if( isMounted() )
  620. connection->objectInScope( mMount.object );
  621. // If we're added to a scene graph, let the graph do the scene scoping.
  622. // Otherwise just put everything in the server container in scope.
  623. if( getSceneManager() )
  624. getSceneManager()->scopeScene( query, connection );
  625. else
  626. gServerContainer.findObjects( 0xFFFFFFFF, scopeCallback, connection );
  627. }
  628. //-----------------------------------------------------------------------------
  629. bool SceneObject::isRenderEnabled() const
  630. {
  631. #ifdef TORQUE_TOOLS
  632. if (gEditingMission)
  633. {
  634. AbstractClassRep *classRep = getClassRep();
  635. return (mObjectFlags.test(RenderEnabledFlag) && classRep->isRenderEnabled());
  636. }
  637. #endif
  638. return (mObjectFlags.test(RenderEnabledFlag));
  639. }
  640. //-----------------------------------------------------------------------------
  641. void SceneObject::setRenderEnabled( bool value )
  642. {
  643. if( value )
  644. mObjectFlags.set( RenderEnabledFlag );
  645. else
  646. mObjectFlags.clear( RenderEnabledFlag );
  647. setMaskBits( FlagMask );
  648. }
  649. //-----------------------------------------------------------------------------
  650. const char* SceneObject::_getRenderEnabled( void* object, const char* data )
  651. {
  652. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  653. if( obj->mObjectFlags.test( RenderEnabledFlag ) )
  654. return "1";
  655. else
  656. return "0";
  657. }
  658. //-----------------------------------------------------------------------------
  659. bool SceneObject::_setRenderEnabled( void *object, const char *index, const char *data )
  660. {
  661. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  662. obj->setRenderEnabled( dAtob( data ) );
  663. return false;
  664. }
  665. //-----------------------------------------------------------------------------
  666. bool SceneObject::isSelectionEnabled() const
  667. {
  668. AbstractClassRep *classRep = getClassRep();
  669. return ( mObjectFlags.test( SelectionEnabledFlag ) && classRep->isSelectionEnabled() );
  670. }
  671. //-----------------------------------------------------------------------------
  672. void SceneObject::setSelectionEnabled( bool value )
  673. {
  674. if( value )
  675. mObjectFlags.set( SelectionEnabledFlag );
  676. else
  677. mObjectFlags.clear( SelectionEnabledFlag );
  678. // Not synchronized on network so don't set dirty bit.
  679. }
  680. //-----------------------------------------------------------------------------
  681. const char* SceneObject::_getSelectionEnabled( void* object, const char* data )
  682. {
  683. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  684. if( obj->mObjectFlags.test( SelectionEnabledFlag ) )
  685. return "true";
  686. else
  687. return "false";
  688. }
  689. //-----------------------------------------------------------------------------
  690. bool SceneObject::_setSelectionEnabled( void *object, const char *index, const char *data )
  691. {
  692. SceneObject* obj = reinterpret_cast< SceneObject* >( object );
  693. obj->setSelectionEnabled( dAtob( data ) );
  694. return false;
  695. }
  696. //--------------------------------------------------------------------------
  697. U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
  698. {
  699. U32 retMask = Parent::packUpdate( conn, mask, stream );
  700. if ( stream->writeFlag( mask & FlagMask ) )
  701. stream->writeRangedU32( (U32)mObjectFlags, 0, getObjectFlagMax() );
  702. retMask = 0; //retry mask
  703. if (stream->writeFlag(mask & MountedMask))
  704. {
  705. // Check to see if we need to write an object ID
  706. if (stream->writeFlag(mGraph.parent))
  707. {
  708. S32 t = conn->getGhostIndex(mGraph.parent);
  709. // Check to see if we can actually ghost this...
  710. if (stream->writeFlag(t != -1))
  711. {
  712. // Can, write it.
  713. stream->writeRangedU32(U32(t), 0, NetConnection::MaxGhostCount);
  714. stream->writeAffineTransform(mGraph.objToParent);
  715. //Con::errorf("%d: sent mounted on %d", getId(), mGraph.parent->getId());
  716. }
  717. else
  718. {
  719. // Cant, try again later
  720. retMask |= MountedMask;
  721. }
  722. }
  723. else if (stream->writeFlag(mMount.object))
  724. {
  725. S32 gIndex = conn->getGhostIndex(mMount.object);
  726. if (stream->writeFlag(gIndex != -1))
  727. {
  728. stream->writeInt(gIndex, NetConnection::GhostIdBitSize);
  729. if (stream->writeFlag(mMount.node != -1))
  730. stream->writeInt(mMount.node, NumMountPointBits);
  731. mathWrite(*stream, mMount.xfm);
  732. }
  733. else
  734. // Will have to try again later
  735. retMask |= MountedMask;
  736. }
  737. }
  738. else if (stream->writeFlag(getParent() != NULL)) //parent xform sync
  739. {
  740. stream->writeAffineTransform(mGraph.objToParent);
  741. }
  742. return retMask;
  743. }
  744. //-----------------------------------------------------------------------------
  745. void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
  746. {
  747. Parent::unpackUpdate( conn, stream );
  748. // FlagMask
  749. if ( stream->readFlag() )
  750. mObjectFlags = stream->readRangedU32( 0, getObjectFlagMax() );
  751. if (stream->readFlag())// MountedMask
  752. {
  753. // Check to see if we need to read an object ID
  754. if (stream->readFlag())
  755. {
  756. // Check to see if we can actually ghost this...
  757. if (stream->readFlag())
  758. {
  759. GameBase* newParent = static_cast<GameBase*>(conn->resolveGhost(stream->readRangedU32(0, NetConnection::MaxGhostCount)));
  760. MatrixF m;
  761. stream->readAffineTransform(&m);
  762. if (getParent() != newParent)
  763. {
  764. clearProcessAfter();
  765. processAfter(newParent);
  766. }
  767. attachToParent(newParent, &m);
  768. }
  769. }
  770. else
  771. {
  772. attachToParent(NULL);
  773. if (stream->readFlag()) //mounted to an object
  774. {
  775. if (stream->readFlag()) //object was ghosted
  776. {
  777. S32 gIndex = stream->readInt(NetConnection::GhostIdBitSize);
  778. SceneObject* obj = dynamic_cast<SceneObject*>(conn->resolveGhost(gIndex));
  779. S32 node = -1;
  780. if (stream->readFlag()) // node != -1
  781. node = stream->readInt(NumMountPointBits);
  782. MatrixF xfm;
  783. mathRead(*stream, &xfm);
  784. if (!obj)
  785. {
  786. conn->setLastError("Invalid packet from server.");
  787. return;
  788. }
  789. obj->mountObject(this, node, xfm);
  790. }
  791. }
  792. else
  793. unmount();
  794. }
  795. }
  796. else if (stream->readFlag()) //parent xform sync
  797. {
  798. MatrixF m;
  799. stream->readAffineTransform(&m);
  800. mGraph.objToParent = m;
  801. }
  802. }
  803. //-----------------------------------------------------------------------------
  804. void SceneObject::_updateZoningState()
  805. {
  806. if( mZoneRefDirty )
  807. {
  808. SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
  809. if( manager )
  810. manager->updateObject( const_cast< SceneObject* >( this ) );
  811. else
  812. mZoneRefDirty = false;
  813. }
  814. }
  815. //-----------------------------------------------------------------------------
  816. U32 SceneObject::getCurrZone( const U32 index )
  817. {
  818. SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
  819. _updateZoningState();
  820. // Not the most efficient way to do this, walking the list,
  821. // but it's an uncommon call...
  822. U32 numZones = 0;
  823. U32* zones = NULL;
  824. zones = manager->getZoneIDS(this, numZones);
  825. return index < numZones ? zones[index] : 0;
  826. }
  827. //-----------------------------------------------------------------------------
  828. Point3F SceneObject::getPosition() const
  829. {
  830. Point3F pos;
  831. mObjToWorld.getColumn(3, &pos);
  832. return pos;
  833. }
  834. //-----------------------------------------------------------------------------
  835. Point3F SceneObject::getRenderPosition() const
  836. {
  837. Point3F pos;
  838. mRenderObjToWorld.getColumn(3, &pos);
  839. return pos;
  840. }
  841. //-----------------------------------------------------------------------------
  842. void SceneObject::setPosition(const Point3F &pos)
  843. {
  844. AssertFatal( !mIsNaN( pos ), "SceneObject::setPosition() - The position is NaN!" );
  845. MatrixF xform = mObjToWorld;
  846. xform.setColumn(3, pos);
  847. setTransform(xform);
  848. }
  849. //-----------------------------------------------------------------------------
  850. F32 SceneObject::distanceTo(const Point3F &pnt) const
  851. {
  852. return mWorldBox.getDistanceToPoint( pnt );
  853. }
  854. //-----------------------------------------------------------------------------
  855. void SceneObject::processAfter( ProcessObject *obj )
  856. {
  857. AssertFatal( dynamic_cast<SceneObject*>( obj ), "SceneObject::processAfter - Got non-SceneObject!" );
  858. mAfterObject = (SceneObject*)obj;
  859. if ( mAfterObject->mAfterObject == this )
  860. mAfterObject->mAfterObject = NULL;
  861. getProcessList()->markDirty();
  862. }
  863. //-----------------------------------------------------------------------------
  864. void SceneObject::clearProcessAfter()
  865. {
  866. mAfterObject = NULL;
  867. }
  868. //-----------------------------------------------------------------------------
  869. void SceneObject::setProcessTick( bool t )
  870. {
  871. if ( t == mProcessTick )
  872. return;
  873. if ( mProcessTick )
  874. {
  875. if ( !getMountedObjectCount() )
  876. plUnlink(); // Only unlink if there is nothing mounted to us
  877. mProcessTick = false;
  878. }
  879. else
  880. {
  881. // Just to be sure...
  882. plUnlink();
  883. getProcessList()->addObject( this );
  884. mProcessTick = true;
  885. }
  886. }
  887. //-----------------------------------------------------------------------------
  888. ProcessList* SceneObject::getProcessList() const
  889. {
  890. if ( isClientObject() )
  891. return ClientProcessList::get();
  892. else
  893. return ServerProcessList::get();
  894. }
  895. //-------------------------------------------------------------------------
  896. bool SceneObject::isMounted()
  897. {
  898. resolveMountPID();
  899. return mMount.object != NULL;
  900. }
  901. //-----------------------------------------------------------------------------
  902. S32 SceneObject::getMountedObjectCount()
  903. {
  904. S32 count = 0;
  905. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  906. count++;
  907. return count;
  908. }
  909. //-----------------------------------------------------------------------------
  910. SceneObject* SceneObject::getMountedObject(S32 idx)
  911. {
  912. if (idx >= 0) {
  913. S32 count = 0;
  914. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  915. if (count++ == idx)
  916. return itr;
  917. }
  918. return NULL;
  919. }
  920. //-----------------------------------------------------------------------------
  921. S32 SceneObject::getMountedObjectNode(S32 idx)
  922. {
  923. if (idx >= 0) {
  924. S32 count = 0;
  925. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  926. if (count++ == idx)
  927. return itr->mMount.node;
  928. }
  929. return -1;
  930. }
  931. //-----------------------------------------------------------------------------
  932. SceneObject* SceneObject::getMountNodeObject(S32 node)
  933. {
  934. for (SceneObject* itr = mMount.list; itr; itr = itr->mMount.link)
  935. if (itr->mMount.node == node)
  936. return itr;
  937. return NULL;
  938. }
  939. //-----------------------------------------------------------------------------
  940. bool SceneObject::_setMountPID( void* object, const char* index, const char* data )
  941. {
  942. SceneObject* so = static_cast<SceneObject*>( object );
  943. if ( so )
  944. {
  945. // Unmount old object (PID reference is released even if it had been resolved yet)
  946. if ( so->mMountPID )
  947. {
  948. so->mMountPID->decRefCount();
  949. so->mMountPID = NULL;
  950. }
  951. so->unmount();
  952. // Get the new PID (new object will be mounted on demand)
  953. Con::setData( TypePID, &so->mMountPID, 0, 1, &data );
  954. if ( so->mMountPID )
  955. so->mMountPID->incRefCount(); // Prevent PID from being deleted out from under us!
  956. }
  957. return false;
  958. }
  959. void SceneObject::resolveMountPID()
  960. {
  961. if ( mMountPID )
  962. {
  963. SceneObject *obj = dynamic_cast< SceneObject* >( mMountPID->getObject() );
  964. if ( obj != mMount.object)
  965. obj->mountObject( this, mMount.node, mMount.xfm );
  966. }
  967. }
  968. //-----------------------------------------------------------------------------
  969. void SceneObject::mountObject( SceneObject *obj, S32 node, const MatrixF &xfm )
  970. {
  971. if ( obj->mMount.object == this )
  972. {
  973. // Already mounted to this
  974. // So update our node and xfm which may have changed.
  975. obj->mMount.node = node;
  976. obj->mMount.xfm = xfm;
  977. }
  978. else
  979. {
  980. if ( obj->mMount.object )
  981. obj->unmount();
  982. obj->mMount.object = this;
  983. obj->mMount.node = node;
  984. obj->mMount.link = mMount.list;
  985. obj->mMount.xfm = xfm;
  986. mMount.list = obj;
  987. // Assign PIDs to both objects
  988. if ( isServerObject() )
  989. {
  990. obj->getOrCreatePersistentId();
  991. if ( !obj->mMountPID )
  992. {
  993. obj->mMountPID = getOrCreatePersistentId();
  994. obj->mMountPID->incRefCount();
  995. }
  996. }
  997. obj->onMount( this, node );
  998. }
  999. }
  1000. //-----------------------------------------------------------------------------
  1001. void SceneObject::unmountObject( SceneObject *obj )
  1002. {
  1003. if ( obj->mMount.object == this )
  1004. {
  1005. // Find and unlink the object
  1006. for ( SceneObject **ptr = &mMount.list; *ptr; ptr = &(*ptr)->mMount.link )
  1007. {
  1008. if ( *ptr == obj )
  1009. {
  1010. *ptr = obj->mMount.link;
  1011. break;
  1012. }
  1013. }
  1014. obj->mMount.object = NULL;
  1015. obj->mMount.link = NULL;
  1016. if( obj->mMountPID != NULL ) // Only on server.
  1017. {
  1018. obj->mMountPID->decRefCount();
  1019. obj->mMountPID = NULL;
  1020. }
  1021. obj->onUnmount( this, obj->mMount.node );
  1022. }
  1023. }
  1024. //-----------------------------------------------------------------------------
  1025. void SceneObject::unmount()
  1026. {
  1027. if (mMount.object)
  1028. mMount.object->unmountObject(this);
  1029. }
  1030. //-----------------------------------------------------------------------------
  1031. void SceneObject::onMount( SceneObject *obj, S32 node )
  1032. {
  1033. deleteNotify( obj );
  1034. if ( !isGhost() )
  1035. {
  1036. setMaskBits( MountedMask );
  1037. //onMount_callback( node );
  1038. }
  1039. }
  1040. //-----------------------------------------------------------------------------
  1041. void SceneObject::onUnmount( SceneObject *obj, S32 node )
  1042. {
  1043. clearNotify(obj);
  1044. if ( !isGhost() )
  1045. {
  1046. setMaskBits( MountedMask );
  1047. //onUnmount_callback( node );
  1048. }
  1049. }
  1050. //-----------------------------------------------------------------------------
  1051. void SceneObject::getMountTransform( S32 index, const MatrixF &xfm, MatrixF *outMat )
  1052. {
  1053. MatrixF mountTransform( xfm );
  1054. const Point3F &scale = getScale();
  1055. Point3F position = mountTransform.getPosition();
  1056. position.convolve( scale );
  1057. mountTransform.setPosition( position );
  1058. outMat->mul( mObjToWorld, mountTransform );
  1059. }
  1060. //-----------------------------------------------------------------------------
  1061. void SceneObject::getRenderMountTransform( F32 delta, S32 index, const MatrixF &xfm, MatrixF *outMat )
  1062. {
  1063. MatrixF mountTransform( xfm );
  1064. const Point3F &scale = getScale();
  1065. Point3F position = mountTransform.getPosition();
  1066. position.convolve( scale );
  1067. mountTransform.setPosition( position );
  1068. outMat->mul( mRenderObjToWorld, mountTransform );
  1069. }
  1070. //=============================================================================
  1071. // Console API.
  1072. //=============================================================================
  1073. // MARK: ---- Console API ----
  1074. //-----------------------------------------------------------------------------
  1075. DefineEngineMethod( SceneObject, getType, S32, (),,
  1076. "Return the type mask for this object.\n"
  1077. "@return The numeric type mask for the object." )
  1078. {
  1079. return object->getTypeMask();
  1080. }
  1081. //-----------------------------------------------------------------------------
  1082. DefineEngineMethod( SceneObject, mountObject, bool,
  1083. ( SceneObject* objB, S32 slot, TransformF txfm ), ( TransformF::Identity ),
  1084. "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
  1085. "@param objB Object to mount onto us\n"
  1086. "@param slot Mount slot ID\n"
  1087. "@param txfm (optional) mount offset transform\n"
  1088. "@return true if successful, false if failed (objB is not valid)" )
  1089. {
  1090. if ( objB )
  1091. {
  1092. object->mountObject( objB, slot, txfm.getMatrix() );
  1093. return true;
  1094. }
  1095. return false;
  1096. }
  1097. //-----------------------------------------------------------------------------
  1098. DefineEngineMethod( SceneObject, unmountObject, bool, ( SceneObject* target ),,
  1099. "@brief Unmount an object from ourselves.\n\n"
  1100. "@param target object to unmount\n"
  1101. "@return true if successful, false if failed\n" )
  1102. {
  1103. if ( target )
  1104. {
  1105. object->unmountObject(target);
  1106. return true;
  1107. }
  1108. return false;
  1109. }
  1110. //-----------------------------------------------------------------------------
  1111. DefineEngineMethod( SceneObject, unmount, void, (),,
  1112. "Unmount us from the currently mounted object if any.\n" )
  1113. {
  1114. object->unmount();
  1115. }
  1116. //-----------------------------------------------------------------------------
  1117. DefineEngineMethod( SceneObject, isMounted, bool, (),,
  1118. "@brief Check if we are mounted to another object.\n\n"
  1119. "@return true if mounted to another object, false if not mounted." )
  1120. {
  1121. return object->isMounted();
  1122. }
  1123. //-----------------------------------------------------------------------------
  1124. DefineEngineMethod( SceneObject, getObjectMount, S32, (),,
  1125. "@brief Get the object we are mounted to.\n\n"
  1126. "@return the SimObjectID of the object we're mounted to, or 0 if not mounted." )
  1127. {
  1128. return object->isMounted()? object->getObjectMount()->getId(): 0;
  1129. }
  1130. //-----------------------------------------------------------------------------
  1131. DefineEngineMethod( SceneObject, getMountedObjectCount, S32, (),,
  1132. "Get the number of objects mounted to us.\n"
  1133. "@return the number of mounted objects." )
  1134. {
  1135. return object->getMountedObjectCount();
  1136. }
  1137. //-----------------------------------------------------------------------------
  1138. DefineEngineMethod( SceneObject, getMountedObject, S32, ( S32 slot ),,
  1139. "Get the object mounted at a particular slot.\n"
  1140. "@param slot mount slot index to query\n"
  1141. "@return ID of the object mounted in the slot, or 0 if no object." )
  1142. {
  1143. SceneObject* mobj = object->getMountedObject( slot );
  1144. return mobj? mobj->getId(): 0;
  1145. }
  1146. //-----------------------------------------------------------------------------
  1147. DefineEngineMethod( SceneObject, getMountedObjectNode, S32, ( S32 slot ),,
  1148. "@brief Get the mount node index of the object mounted at our given slot.\n\n"
  1149. "@param slot mount slot index to query\n"
  1150. "@return index of the mount node used by the object mounted in this slot." )
  1151. {
  1152. return object->getMountedObjectNode( slot );
  1153. }
  1154. //-----------------------------------------------------------------------------
  1155. DefineEngineMethod( SceneObject, getMountNodeObject, S32, ( S32 node ),,
  1156. "@brief Get the object mounted at our given node index.\n\n"
  1157. "@param node mount node index to query\n"
  1158. "@return ID of the first object mounted at the node, or 0 if none found." )
  1159. {
  1160. SceneObject* mobj = object->getMountNodeObject( node );
  1161. return mobj? mobj->getId(): 0;
  1162. }
  1163. //-----------------------------------------------------------------------------
  1164. DefineEngineMethod( SceneObject, getTransform, TransformF, (),,
  1165. "Get the object's transform.\n"
  1166. "@return the current transform of the object\n" )
  1167. {
  1168. return object->getTransform();
  1169. }
  1170. //-----------------------------------------------------------------------------
  1171. DefineEngineMethod( SceneObject, getInverseTransform, TransformF, (),,
  1172. "Get the object's inverse transform.\n"
  1173. "@return the inverse transform of the object\n" )
  1174. {
  1175. return object->getWorldTransform();
  1176. }
  1177. //-----------------------------------------------------------------------------
  1178. DefineEngineMethod( SceneObject, getPosition, Point3F, (),,
  1179. "Get the object's world position.\n"
  1180. "@return the current world position of the object\n" )
  1181. {
  1182. return object->getTransform().getPosition();
  1183. }
  1184. DefineEngineMethod( SceneObject, setPosition, void, (Point3F pos),,
  1185. "Set the object's world position.\n"
  1186. "@param pos the new world position of the object\n" )
  1187. {
  1188. return object->setPosition(pos);
  1189. }
  1190. //-----------------------------------------------------------------------------
  1191. DefineEngineMethod( SceneObject, getEulerRotation, Point3F, (),,
  1192. "Get Euler rotation of this object.\n"
  1193. "@return the orientation of the object in the form of rotations around the "
  1194. "X, Y and Z axes in degrees.\n" )
  1195. {
  1196. Point3F euler = object->getTransform().toEuler();
  1197. // Convert to degrees.
  1198. euler.x = mRadToDeg( euler.x );
  1199. euler.y = mRadToDeg( euler.y );
  1200. euler.z = mRadToDeg( euler.z );
  1201. return euler;
  1202. }
  1203. DefineEngineMethod(SceneObject, setEulerRotation, void, (Point3F inRot), ,
  1204. "set Euler rotation of this object.\n"
  1205. "@set the orientation of the object in the form of rotations around the "
  1206. "X, Y and Z axes in degrees.\n")
  1207. {
  1208. MatrixF curMat = object->getTransform();
  1209. Point3F curPos = curMat.getPosition();
  1210. Point3F curScale = curMat.getScale();
  1211. EulerF inRotRad = inRot * M_PI_F / 180.0;
  1212. curMat.set(inRotRad, curPos);
  1213. curMat.scale(curScale);
  1214. object->setTransform(curMat);
  1215. }
  1216. //-----------------------------------------------------------------------------
  1217. DefineEngineMethod( SceneObject, getForwardVector, VectorF, (),,
  1218. "Get the direction this object is facing.\n"
  1219. "@return a vector indicating the direction this object is facing.\n"
  1220. "@note This is the object's y axis." )
  1221. {
  1222. return object->getTransform().getForwardVector();
  1223. }
  1224. //-----------------------------------------------------------------------------
  1225. DefineEngineMethod( SceneObject, getRightVector, VectorF, (),,
  1226. "Get the right vector of the object.\n"
  1227. "@return a vector indicating the right direction of this object."
  1228. "@note This is the object's x axis." )
  1229. {
  1230. return object->getTransform().getRightVector();
  1231. }
  1232. //-----------------------------------------------------------------------------
  1233. DefineEngineMethod( SceneObject, getUpVector, VectorF, (),,
  1234. "Get the up vector of the object.\n"
  1235. "@return a vector indicating the up direction of this object."
  1236. "@note This is the object's z axis." )
  1237. {
  1238. return object->getTransform().getUpVector();
  1239. }
  1240. //-----------------------------------------------------------------------------
  1241. DefineEngineMethod( SceneObject, setTransform, void, ( TransformF txfm ),,
  1242. "Set the object's transform (orientation and position)."
  1243. "@param txfm object transform to set" )
  1244. {
  1245. // PATHSHAPE
  1246. object->PerformUpdatesForChildren(txfm.getMatrix());
  1247. // PATHSHAPE END
  1248. if ( !txfm.hasRotation() )
  1249. object->setPosition( txfm.getPosition() );
  1250. else
  1251. object->setTransform( txfm.getMatrix() );
  1252. }
  1253. //-----------------------------------------------------------------------------
  1254. DefineEngineMethod( SceneObject, getScale, Point3F, (),,
  1255. "Get the object's scale.\n"
  1256. "@return object scale as a Point3F" )
  1257. {
  1258. return object->getScale();
  1259. }
  1260. //-----------------------------------------------------------------------------
  1261. DefineEngineMethod( SceneObject, setScale, void, ( Point3F scale ),,
  1262. "Set the object's scale.\n"
  1263. "@param scale object scale to set\n" )
  1264. {
  1265. object->setScale( scale );
  1266. }
  1267. //-----------------------------------------------------------------------------
  1268. DefineEngineMethod( SceneObject, getWorldBox, Box3F, (),,
  1269. "Get the object's world bounding box.\n"
  1270. "@return six fields, two Point3Fs, containing the min and max points of the "
  1271. "worldbox." )
  1272. {
  1273. return object->getWorldBox();
  1274. }
  1275. //-----------------------------------------------------------------------------
  1276. DefineEngineMethod( SceneObject, getWorldBoxCenter, Point3F, (),,
  1277. "Get the center of the object's world bounding box.\n"
  1278. "@return the center of the world bounding box for this object." )
  1279. {
  1280. Point3F center;
  1281. object->getWorldBox().getCenter( &center );
  1282. return center;
  1283. }
  1284. //-----------------------------------------------------------------------------
  1285. DefineEngineMethod( SceneObject, getObjectBox, Box3F, (),,
  1286. "Get the object's bounding box (relative to the object's origin).\n"
  1287. "@return six fields, two Point3Fs, containing the min and max points of the "
  1288. "objectbox." )
  1289. {
  1290. return object->getObjBox();
  1291. }
  1292. //-----------------------------------------------------------------------------
  1293. DefineEngineMethod( SceneObject, isGlobalBounds, bool, (),,
  1294. "Check if this object has a global bounds set.\n"
  1295. "If global bounds are set to be true, then the object is assumed to have an "
  1296. "infinitely large bounding box for collision and rendering purposes.\n"
  1297. "@return true if the object has a global bounds." )
  1298. {
  1299. return object->isGlobalBounds();
  1300. }
  1301. DefineEngineMethod(SceneObject, setForwardVector, void, (VectorF newForward, VectorF upVector), (VectorF(0, 0, 0), VectorF(0, 0, 1)),
  1302. "Sets the forward vector of a scene object, making it face Y+ along the new vector.\n"
  1303. "@param The new forward vector to set.\n"
  1304. "@param (Optional) The up vector to use to help orient the rotation.")
  1305. {
  1306. object->setForwardVector(newForward, upVector);
  1307. }
  1308. // PATHSHAPE
  1309. // Move RenderTransform by set amount
  1310. // no longer used
  1311. void SceneObject::moveRender(const Point3F &delta)
  1312. {
  1313. Point3F pos;
  1314. const MatrixF& tmat = getRenderTransform();
  1315. tmat.getColumn(3,&pos);
  1316. AngAxisF aa(tmat);
  1317. pos += delta;
  1318. MatrixF mat;
  1319. aa.setMatrix(&mat);
  1320. mat.setColumn(3,pos);
  1321. setRenderTransform(mat);
  1322. }
  1323. void SceneObject::PerformUpdatesForChildren(MatrixF mat){
  1324. for (U32 i=0; i < getNumChildren(); i++) {
  1325. SceneObject *o = getChild(i);
  1326. o->updateChildTransform(); //update the position of the child object
  1327. }
  1328. }
  1329. // This function will move the players based on how much it's
  1330. // parent have moved
  1331. void SceneObject::updateChildTransform(){
  1332. if (getParent() != NULL){
  1333. MatrixF one;
  1334. MatrixF two;
  1335. MatrixF three;
  1336. MatrixF four;
  1337. MatrixF mat;
  1338. one= getTransform();
  1339. two = getParent()->getTransform();
  1340. one.affineInverse();
  1341. four.mul(two,one);
  1342. mat.mul(getParent()->mLastXform,getTransform());
  1343. setTransform(mat);
  1344. }
  1345. }
  1346. // This function will move the rendered image based on how much it's
  1347. // parent have moved since the processtick.
  1348. // For some reason the player object must be updated via it's GetRenderTransform seen below,
  1349. // Other objects seem to require getTransform() only
  1350. void SceneObject::updateRenderChangesByParent(){
  1351. if (getParent() != NULL){
  1352. MatrixF renderXform = getParent()->getRenderTransform();
  1353. MatrixF xform = getParent()->getTransform();
  1354. xform.affineInverse();
  1355. MatrixF offset;
  1356. offset.mul(renderXform, xform);
  1357. MatrixF mat;
  1358. //add the "offset" caused by the parents change, and add it to it's own
  1359. // This is needed by objects that update their own render transform thru interpolate tick
  1360. // Mostly for stationary objects.
  1361. mat.mul(offset,getRenderTransform());
  1362. setRenderTransform(mat);
  1363. }
  1364. }
  1365. //Ramen - Move Transform by set amount
  1366. //written by Anthony Lovell
  1367. void SceneObject::move(F32 x, F32 y, F32 z)
  1368. {
  1369. Point3F delta;
  1370. delta.x = x;
  1371. delta.y = y;
  1372. delta.z = z;
  1373. move(delta);
  1374. }
  1375. // move by a specified delta in root coordinate space
  1376. void SceneObject::move(const Point3F &delta)
  1377. {
  1378. Point3F pos;
  1379. const MatrixF& tmat = getTransform();
  1380. tmat.getColumn(3,&pos);
  1381. AngAxisF aa(tmat);
  1382. pos += delta;
  1383. MatrixF mat;
  1384. aa.setMatrix(&mat);
  1385. mat.setColumn(3,pos);
  1386. setTransform(mat);
  1387. }
  1388. //written by Anthony Lovell ----------------------------------------------------------
  1389. U32
  1390. SceneObject::getNumChildren() const
  1391. {
  1392. U32 num = 0;
  1393. for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling)
  1394. num++;
  1395. return num;
  1396. }
  1397. //written by Anthony Lovell ----------------------------------------------------------
  1398. SceneObject *
  1399. SceneObject::getChild(U32 index) const
  1400. {
  1401. SceneObject *cur = mGraph.firstChild;
  1402. for (U32 i = 0;
  1403. cur && i < index;
  1404. i++)
  1405. cur = cur->mGraph.nextSibling;
  1406. return cur;
  1407. }
  1408. void SceneObject::UpdateXformChange(const MatrixF &mat){
  1409. // This function gets the difference between the Transform and current Render transform
  1410. // Used for Interpolation matching with the child objects who rely on this data.
  1411. MatrixF oldxform = getTransform();
  1412. oldxform.affineInverse();
  1413. mLastXform.mul(mat,oldxform);
  1414. }
  1415. //----------------------------------------------------------
  1416. bool
  1417. SceneObject::attachChildAt(SceneObject *subObject, MatrixF atThisOffset, S32 node)
  1418. {
  1419. AssertFatal(subObject, "attaching a null subObject");
  1420. AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
  1421. bool b = subObject->attachToParent(this, &atThisOffset, node);
  1422. if (!b)
  1423. return false;
  1424. return true;
  1425. }
  1426. //----------------------------------------------------------
  1427. bool
  1428. SceneObject::attachChildAt(SceneObject *subObject, Point3F atThisPosition)
  1429. {
  1430. AssertFatal(subObject, "attaching a null subObject");
  1431. AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
  1432. bool b = subObject->attachToParent(this);
  1433. if (!b)
  1434. return false;
  1435. subObject->mGraph.objToParent.setColumn(3, atThisPosition);
  1436. // calcTransformFromLocalTransform();
  1437. return true;
  1438. }
  1439. //----------------------------------------------------------
  1440. bool
  1441. SceneObject::attachChild(SceneObject *child)
  1442. {
  1443. AssertFatal(child, "attaching a null subObject");
  1444. AssertFatal(!isChildOf(child), "cyclic attachChild()");
  1445. return child->attachToParent(this);
  1446. }
  1447. //----------------------------------------------------------
  1448. /// returns a count of children plus their children, recursively
  1449. U32
  1450. SceneObject::getNumProgeny() const
  1451. {
  1452. U32 num = 0;
  1453. for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling) {
  1454. num += 1 + cur->getNumProgeny();
  1455. }
  1456. return num;
  1457. }
  1458. DefineEngineMethod(SceneObject, getNumChildren, S32, (),, "returns number of direct child objects")
  1459. {
  1460. return object->getNumChildren();
  1461. }
  1462. DefineEngineMethod(SceneObject, getNumProgeny, S32, (),, "returns number of recursively-nested child objects")
  1463. {
  1464. return object->getNumProgeny();
  1465. }
  1466. DefineEngineMethod(SceneObject, getChild, S32, (S32 _index), (0), "getChild(S32 index) -- returns child SceneObject at given index")
  1467. {
  1468. SceneObject *s = object->getChild(_index);
  1469. return s ? s->getId() : 0;
  1470. }
  1471. DefineEngineMethod(SceneObject, attachChildAt, bool, (SceneObject* _subObject, MatrixF _offset, S32 _node), (nullAsType<SceneObject*>(), MatrixF::Identity, 0), "(SceneObject subObject, MatrixF offset, S32 offset)"
  1472. "Mount object to this one with the specified offset expressed in our coordinate space.")
  1473. {
  1474. if (_subObject != nullptr)
  1475. {
  1476. return object->attachChildAt(_subObject, _offset, _node);
  1477. }
  1478. else
  1479. {
  1480. Con::errorf("Couldn't addObject()!");
  1481. return false;
  1482. }
  1483. }
  1484. DefineEngineMethod(SceneObject, attachToParent, bool, (const char*_sceneObject), ,"attachToParent(SceneObject)"
  1485. "specify a null or non-null parent")
  1486. {
  1487. SceneObject * t;
  1488. if(Sim::findObject(_sceneObject, t))
  1489. {
  1490. return object->attachToParent(t);
  1491. }
  1492. else
  1493. {
  1494. if ((!String::compare("0", _sceneObject))|| (!String::compare("", _sceneObject)))
  1495. return object->attachToParent(NULL);
  1496. else
  1497. {
  1498. Con::errorf("Couldn't setParent()!");
  1499. return false;
  1500. }
  1501. }
  1502. }
  1503. DefineEngineMethod(SceneObject, getParent, S32, (),, "returns ID of parent SceneObject")
  1504. {
  1505. SceneObject *p = object->getParent();
  1506. return p ? p->getId() : -1;
  1507. }
  1508. DefineEngineMethod(SceneObject, attachChild, bool, (const char*_subObject),, "(SceneObject subObject)"
  1509. "attach an object to this one, preserving its present transform.")
  1510. {
  1511. SceneObject * t;
  1512. MatrixF m;
  1513. if(Sim::findObject(_subObject, t))
  1514. return object->attachChild(t);
  1515. Con::errorf("Couldn't addObject()!");
  1516. return false;
  1517. }
  1518. bool SceneObject::isChildOf(SceneObject *so)
  1519. {
  1520. SceneObject *p = mGraph.parent;
  1521. if (p) {
  1522. if (p == so)
  1523. return true;
  1524. else
  1525. return p->isChildOf(so);
  1526. } else
  1527. return false;
  1528. }
  1529. bool SceneObject::attachToParent(SceneObject *newParent, MatrixF *atThisOffset/* = NULL */, S32 node )
  1530. {
  1531. SceneObject *oldParent = mGraph.parent;
  1532. if (oldParent == newParent)
  1533. return true;
  1534. // cycles in the scene hierarchy are forbidden!
  1535. // that is: a SceneObject cannot be a child of its progeny
  1536. if (newParent && newParent->isChildOf(this))
  1537. return false;
  1538. mGraph.parent = newParent;
  1539. if (oldParent) {
  1540. clearNotify(oldParent);
  1541. // remove this SceneObject from the list of children of oldParent
  1542. SceneObject *cur = oldParent->mGraph.firstChild;
  1543. if (cur == this) { // if we are the first child, this is easy
  1544. oldParent->mGraph.firstChild = mGraph.nextSibling;
  1545. } else {
  1546. while (cur->mGraph.nextSibling != this) {
  1547. cur = cur->mGraph.nextSibling;
  1548. // ASSERT cur != NULL;
  1549. }
  1550. cur->mGraph.nextSibling = mGraph.nextSibling;
  1551. }
  1552. oldParent->onLostChild(this);
  1553. }
  1554. if (newParent) {
  1555. deleteNotify(newParent); // if we are deleted, inform our parent
  1556. // add this SceneObject to the list of children of oldParent
  1557. mGraph.nextSibling = newParent->mGraph.firstChild;
  1558. newParent->mGraph.firstChild = this;
  1559. mGraph.parent = newParent;
  1560. newParent->onNewChild(this);
  1561. if (atThisOffset)
  1562. mGraph.objToParent = *atThisOffset;
  1563. } else {
  1564. mGraph.parent = NULL;
  1565. mGraph.nextSibling = NULL;
  1566. mGraph.objToParent = mObjToWorld;
  1567. }
  1568. onLostParent(oldParent);
  1569. onNewParent(newParent);
  1570. setMaskBits(MountedMask);
  1571. return true;
  1572. }
  1573. DefineEngineMethod(SceneObject, detachChild, bool, (const char*_subObject),, "SceneObject subObject")
  1574. {
  1575. SceneObject * t;
  1576. if(Sim::findObject(_subObject, t)) {
  1577. return t->attachToParent(NULL);
  1578. } else
  1579. return false;
  1580. }
  1581. IMPLEMENT_CALLBACK(SceneObject, onNewParent, void, (SceneObject *newParent), (newParent), "");
  1582. IMPLEMENT_CALLBACK(SceneObject, onLostParent, void, (SceneObject *oldParent), (oldParent), "");
  1583. IMPLEMENT_CALLBACK(SceneObject, onNewChild, void, (SceneObject *newKid), (newKid), "");
  1584. IMPLEMENT_CALLBACK(SceneObject, onLostChild, void, (SceneObject *lostKid), (lostKid), "");
  1585. void SceneObject::onNewParent(SceneObject *newParent) { if (isServerObject()) onNewParent_callback(newParent); }
  1586. void SceneObject::onLostParent(SceneObject *oldParent) { if (isServerObject()) onLostParent_callback(oldParent); }
  1587. void SceneObject::onNewChild(SceneObject *newKid) { if (isServerObject()) onNewChild_callback(newKid); }
  1588. void SceneObject::onLostChild(SceneObject *lostKid) { if (isServerObject()) onLostChild_callback(lostKid); }
  1589. IMPLEMENT_CALLBACK(SceneObject, onSaving, void, (const char* fileName), (fileName),
  1590. "@brief Called when a saving is occuring to allow objects to special-handle prepwork for saving if required.\n\n"
  1591. "@param fileName The level file being saved\n");