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- -- Copyright (c) 2012-2024 Daniele Bartolini et al.
- -- SPDX-License-Identifier: MIT
- require "core/lua/class"
- UnitUtils = UnitUtils or {}
- function UnitUtils.freeze(world, unit_id)
- local pw = World.physics_world(world)
- local actor = PhysicsWorld.actor_instance(pw, unit_id)
- if (actor ~= nil) then
- PhysicsWorld.actor_set_kinematic(pw, actor, true)
- end
- end
- UnitBox = class(UnitBox)
- function UnitBox:init(world, id, unit_id, prefab)
- self._world = world
- self._rw = World.render_world(world)
- self._id = id
- self._unit_id = unit_id
- self._prefab = prefab
- self._sg = World.scene_graph(world)
- self._selected = false
- UnitUtils.freeze(world, unit_id)
- end
- function UnitBox:id()
- return self._id
- end
- function UnitBox:prefab()
- return self._prefab
- end
- function UnitBox:unit_id()
- return self._unit_id
- end
- function UnitBox:destroy()
- World.destroy_unit(self._world, self._unit_id)
- end
- function UnitBox:local_position()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.local_position(self._sg, tr) or Vector3.zero()
- end
- function UnitBox:local_rotation()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.local_rotation(self._sg, tr) or Quaternion.identity()
- end
- function UnitBox:local_scale()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.local_scale(self._sg, tr) or Vector3(1, 1, 1)
- end
- function UnitBox:local_pose()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.local_pose(self._sg, tr) or Matrix4x4.identity()
- end
- function UnitBox:world_position()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.world_position(self._sg, tr) or Vector3.zero()
- end
- function UnitBox:world_rotation()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.world_rotation(self._sg, tr) or Quaternion.identity()
- end
- function UnitBox:world_scale()
- return Vector3(1, 1, 1)
- end
- function UnitBox:world_pose()
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- return tr and SceneGraph.world_pose(self._sg, tr) or Matrix4x4.identity()
- end
- function UnitBox:set_local_position(pos)
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- if tr then SceneGraph.set_local_position(self._sg, tr, pos) end
- end
- function UnitBox:set_local_rotation(rot)
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- if tr then SceneGraph.set_local_rotation(self._sg, tr, rot) end
- end
- function UnitBox:set_local_scale(scale)
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- if tr then SceneGraph.set_local_scale(self._sg, tr, scale) end
- end
- function UnitBox:set_local_pose(pose)
- local tr = SceneGraph.instance(self._sg, self._unit_id)
- if tr then SceneGraph.set_local_pose(self._sg, tr, pose) end
- end
- function UnitBox:on_selected(selected)
- self._selected = selected
- RenderWorld.selection(self._rw, self._unit_id, selected);
- end
- -- Returns the Oriented Bounding-Box of the unit.
- function UnitBox:obb()
- local mesh = RenderWorld.mesh_instance(self._rw, self._unit_id)
- if mesh then
- return RenderWorld.mesh_obb(self._rw, mesh)
- end
- local sprite = RenderWorld.sprite_instance(self._rw, self._unit_id)
- if sprite then
- return RenderWorld.sprite_obb(self._rw, sprite)
- end
- return Matrix4x4.identity(), Vector3(1, 1, 1)
- end
- function UnitBox:raycast(pos, dir)
- local mesh = RenderWorld.mesh_instance(self._rw, self._unit_id)
- if mesh then
- return RenderWorld.mesh_cast_ray(self._rw, mesh, pos, dir)
- end
- local sprite = RenderWorld.sprite_instance(self._rw, self._unit_id)
- if sprite then
- return RenderWorld.sprite_cast_ray(self._rw, sprite, pos, dir)
- end
- return -1.0
- end
- function UnitBox:draw()
- if self._selected then
- local light = RenderWorld.light_instance(self._rw, self._unit_id)
- if light then
- RenderWorld.light_debug_draw(self._rw, light, LevelEditor._lines)
- end
- end
- end
- function UnitBox:set_light(type, range, intensity, angle, color)
- local light = RenderWorld.light_instance(self._rw, self._unit_id)
- RenderWorld.light_set_type(self._rw, light, type)
- RenderWorld.light_set_color(self._rw, light, color)
- RenderWorld.light_set_range(self._rw, light, range)
- RenderWorld.light_set_intensity(self._rw, light, intensity)
- RenderWorld.light_set_spot_angle(self._rw, light, angle)
- end
- function UnitBox:set_mesh(mesh_resource, geometry, material, visible)
- local mesh = RenderWorld.mesh_instance(self._rw, self._unit_id)
- RenderWorld.mesh_set_geometry(self._rw, mesh, mesh_resource, geometry)
- RenderWorld.mesh_set_material(self._rw, mesh, material)
- RenderWorld.mesh_set_visible(self._rw, mesh, visible)
- end
- function UnitBox:set_sprite(sprite_resource_name, material, layer, depth, visible)
- local sprite = RenderWorld.sprite_instance(self._rw, self._unit_id)
- RenderWorld.sprite_set_sprite(self._rw, sprite, sprite_resource_name)
- RenderWorld.sprite_set_material(self._rw, sprite, material)
- RenderWorld.sprite_set_layer(self._rw, sprite, layer)
- RenderWorld.sprite_set_depth(self._rw, sprite, depth)
- RenderWorld.sprite_set_visible(self._rw, sprite, visible)
- end
- function UnitBox:set_camera(projection, fov, near_range, far_range)
- local camera = World.camera_instance(self._world, self._unit_id)
- World.camera_set_projection_type(self._world, camera, projection)
- World.camera_set_fov(self._world, camera, fov)
- World.camera_set_near_clip_distance(self._world, camera, near_range)
- World.camera_set_far_clip_distance(self._world, camera, far_range)
- end
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