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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "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);
- }
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