VSceneObjectGroup.cpp 3.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104
  1. //-----------------------------------------------------------------------------
  2. // Verve
  3. // Copyright (C) 2014 - Violent Tulip
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #include "Verve/Extension/SceneObject/VSceneObjectGroup.h"
  24. #include "Verve/Core/VController.h"
  25. #include "console/consoleTypes.h"
  26. //-----------------------------------------------------------------------------
  27. IMPLEMENT_CONOBJECT( VSceneObjectGroup );
  28. //-----------------------------------------------------------------------------
  29. VSceneObjectGroup::VSceneObjectGroup( void ) :
  30. mDataReference( String::EmptyString ),
  31. mSceneObject( NULL )
  32. {
  33. setLabel( "SceneObjectGroup" );
  34. };
  35. void VSceneObjectGroup::initPersistFields( void )
  36. {
  37. Parent::initPersistFields();
  38. addField( "Reference", TypeRealString, Offset( mDataReference, VSceneObjectGroup ), "The name of the data field referencing the targeted object." );
  39. }
  40. //-----------------------------------------------------------------------------
  41. //
  42. // Reference Methods.
  43. //
  44. //-----------------------------------------------------------------------------
  45. //-----------------------------------------------------------------------------
  46. //
  47. // VSceneObjectGroup::getObject();
  48. //
  49. // Returns the group's object reference.
  50. //
  51. //-----------------------------------------------------------------------------
  52. VTorque::SceneObjectType *VSceneObjectGroup::getSceneObject( void )
  53. {
  54. #ifndef VT_EDITOR
  55. // Already Referenced?
  56. if ( mSceneObject )
  57. {
  58. // Return Object.
  59. return mSceneObject;
  60. }
  61. #endif
  62. VController *controller = getController();
  63. if ( !controller )
  64. {
  65. // No Controller!
  66. return NULL;
  67. }
  68. String fieldValue;
  69. if ( controller->getDataValue( mDataReference, fieldValue ) )
  70. {
  71. // Store Object.
  72. mSceneObject = dynamic_cast<VTorque::SceneObjectType*>( Sim::findObject( fieldValue ) );
  73. }
  74. // Return.
  75. return mSceneObject;
  76. }
  77. #ifdef VT_EDITOR
  78. //-----------------------------------------------------------------------------
  79. //
  80. // Debug Methods.
  81. //
  82. //-----------------------------------------------------------------------------
  83. DefineEngineMethod( VSceneObjectGroup, getSceneObject, S32, (),, "( void ) - Get the object this group references.\n"
  84. "@return Returns the SimObjectID for the object." )
  85. {
  86. // Fetch Object.
  87. VTorque::SceneObjectType *objReference = object->getSceneObject();
  88. // Return.
  89. return ( objReference ) ? objReference->getId() : 0;
  90. }
  91. #endif