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Unit.cpp 5.7 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "Unit.h"
  24. #include "IdTable.h"
  25. #include "World.h"
  26. #include "Allocator.h"
  27. #include "StringUtils.h"
  28. namespace crown
  29. {
  30. typedef Id CameraId;
  31. Unit::Unit()
  32. : m_creator(NULL)
  33. , m_resource(NULL)
  34. , m_component_list(default_allocator(), 8) // test value
  35. {
  36. }
  37. //-----------------------------------------------------------------------------
  38. void Unit::create(World& creator, const Vec3& pos, const Quat& rot)
  39. {
  40. m_creator = &creator;
  41. m_root_node = m_scene_graph.create_node(-1, pos, rot);
  42. int32_t camera_node = m_scene_graph.create_node(m_root_node, Vec3::ZERO, Quat::IDENTITY);
  43. CameraId camera = m_creator->create_camera(camera_node);
  44. m_camera = m_creator->lookup_camera(camera);
  45. }
  46. //-----------------------------------------------------------------------------
  47. void Unit::destroy()
  48. {
  49. }
  50. //-----------------------------------------------------------------------------
  51. void Unit::load(UnitResource* ur)
  52. {
  53. m_resource = ur;
  54. }
  55. //-----------------------------------------------------------------------------
  56. void Unit::unload()
  57. {
  58. }
  59. //-----------------------------------------------------------------------------
  60. void Unit::reload(UnitResource* new_ur)
  61. {
  62. (void)new_ur;
  63. }
  64. //-----------------------------------------------------------------------------
  65. Vec3 Unit::local_position(int32_t node) const
  66. {
  67. return m_scene_graph.local_position(node);
  68. }
  69. //-----------------------------------------------------------------------------
  70. Quat Unit::local_rotation(int32_t node) const
  71. {
  72. return m_scene_graph.local_rotation(node);
  73. }
  74. //-----------------------------------------------------------------------------
  75. Mat4 Unit::local_pose(int32_t node) const
  76. {
  77. return m_scene_graph.local_pose(node);
  78. }
  79. //-----------------------------------------------------------------------------
  80. Vec3 Unit::world_position(int32_t node) const
  81. {
  82. return m_scene_graph.world_position(node);
  83. }
  84. //-----------------------------------------------------------------------------
  85. Quat Unit::world_rotation(int32_t node) const
  86. {
  87. return m_scene_graph.world_rotation(node);
  88. }
  89. //-----------------------------------------------------------------------------
  90. Mat4 Unit::world_pose(int32_t node) const
  91. {
  92. return m_scene_graph.world_pose(node);
  93. }
  94. //-----------------------------------------------------------------------------
  95. void Unit::set_local_position(const Vec3& pos, int32_t node)
  96. {
  97. m_scene_graph.set_local_position(node, pos);
  98. }
  99. //-----------------------------------------------------------------------------
  100. void Unit::set_local_rotation(const Quat& rot, int32_t node)
  101. {
  102. m_scene_graph.set_local_rotation(node, rot);
  103. }
  104. //-----------------------------------------------------------------------------
  105. void Unit::set_local_pose(const Mat4& pose, int32_t node)
  106. {
  107. m_scene_graph.set_local_pose(node, pose);
  108. }
  109. //-----------------------------------------------------------------------------
  110. Camera* Unit::camera(const char* /*name*/)
  111. {
  112. return m_camera;
  113. }
  114. //-----------------------------------------------------------------------------
  115. bool Unit::next_free_component(uint32_t& index)
  116. {
  117. uint32_t i;
  118. for (i = 0; i < m_component_list.size(); i++)
  119. {
  120. // id == 0 means free slot
  121. if (m_component_list[i].id == 0)
  122. {
  123. index = i;
  124. return true;
  125. }
  126. }
  127. return false;
  128. }
  129. //-----------------------------------------------------------------------------
  130. void Unit::add_component(const char* name, uint32_t type, ComponentId component)
  131. {
  132. CE_ASSERT_NOT_NULL(name);
  133. uint32_t key = hash::murmur2_32(name, string::strlen(name), 0);
  134. uint32_t free_index;
  135. if (next_free_component(free_index))
  136. {
  137. m_component_list[free_index].id.key = key;
  138. m_component_list[free_index].type = (ComponentType::Enum)type;
  139. m_component_list[free_index].component = component;
  140. }
  141. Component comp;
  142. comp.id.key = key;
  143. comp.type = (ComponentType::Enum)type;
  144. comp.component = component;
  145. m_component_list.push_back(comp);
  146. }
  147. //-----------------------------------------------------------------------------
  148. void Unit::remove_component(const char* name)
  149. {
  150. uint32_t hashed_name = hash::murmur2_32(name, string::strlen(name), 0);
  151. for (uint32_t i = 0; i < m_component_list.size(); i++)
  152. {
  153. if (m_component_list[i].id == hashed_name)
  154. {
  155. m_component_list[i].id = 0;
  156. return;
  157. }
  158. }
  159. CE_FATAL("Component not found!");
  160. }
  161. //-----------------------------------------------------------------------------
  162. Component* Unit::get_component(const char* name)
  163. {
  164. uint32_t hashed_name = hash::murmur2_32(name, string::strlen(name), 0);
  165. for (uint32_t i = 0; i < m_component_list.size(); i++)
  166. {
  167. if (m_component_list[i].id == hashed_name)
  168. {
  169. return &m_component_list[i];
  170. }
  171. }
  172. CE_FATAL("Component not found!");
  173. }
  174. } // namespace crown