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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- 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.
- */
- #pragma once
- #include "Vector3.h"
- #include "Quaternion.h"
- #include "Matrix4x4.h"
- #include "Hash.h"
- #include "IdTable.h"
- #include "SceneGraph.h"
- #include "StringUtils.h"
- namespace crown
- {
- typedef Id ComponentId;
- typedef Id UnitId;
- //-----------------------------------------------------------------------------
- struct ComponentType
- {
- enum Enum
- {
- UNKNOWN,
- CAMERA,
- MESH,
- SOUND
- };
- };
- //-----------------------------------------------------------------------------
- struct Component
- {
- Id32 id;
- ComponentType::Enum type;
- ComponentId component;
- };
- struct ComponentList
- {
- ComponentList()
- : m_components(default_allocator())
- {
- }
- //-----------------------------------------------------------------------------
- bool next_free_component(uint32_t& index)
- {
- uint32_t i;
- for (i = 0; i < m_components.size(); i++)
- {
- // id == 0 means free slot
- if (m_components[i].id == 0)
- {
- index = i;
- return true;
- }
- }
- return false;
- }
- //-----------------------------------------------------------------------------
- void add_component(const char* name, uint32_t type, ComponentId component)
- {
- CE_ASSERT_NOT_NULL(name);
- uint32_t key = hash::murmur2_32(name, string::strlen(name), 0);
- uint32_t free_index;
- if (next_free_component(free_index))
- {
- m_components[free_index].id.key = key;
- m_components[free_index].type = (ComponentType::Enum)type;
- m_components[free_index].component = component;
- }
- Component comp;
- comp.id.key = key;
- comp.type = (ComponentType::Enum)type;
- comp.component = component;
- m_components.push_back(comp);
- }
- //-----------------------------------------------------------------------------
- void remove_component(const char* name)
- {
- uint32_t hashed_name = hash::murmur2_32(name, string::strlen(name), 0);
- for (uint32_t i = 0; i < m_components.size(); i++)
- {
- if (m_components[i].id == hashed_name)
- {
- m_components[i].id = 0;
- return;
- }
- }
- CE_FATAL("Component not found!");
- }
- //-----------------------------------------------------------------------------
- Component* get_component(const char* name)
- {
- uint32_t hashed_name = hash::murmur2_32(name, string::strlen(name), 0);
- for (uint32_t i = 0; i < m_components.size(); i++)
- {
- if (m_components[i].id == hashed_name)
- {
- return &m_components[i];
- }
- }
- CE_FATAL("Component not found!");
- }
- public:
- List<Component> m_components;
- };
- //-----------------------------------------------------------------------------
- struct UnitResource
- {
- };
- class Camera;
- class Mesh;
- class World;
- struct Unit
- {
- Unit();
- void create(World& creator, SceneGraph& graph, ComponentList& components, UnitId id, const Vector3& pos, const Quaternion& rot);
- void destroy();
- void load(UnitResource* ur);
- void unload();
- void reload(UnitResource* new_ur);
- Vector3 local_position(int32_t node = 0) const;
- Quaternion local_rotation(int32_t node = 0) const;
- Matrix4x4 local_pose(int32_t node = 0) const;
- Vector3 world_position(int32_t node = 0) const;
- Quaternion world_rotation(int32_t node = 0) const;
- Matrix4x4 world_pose(int32_t node = 0) const;
- void set_local_position(const Vector3& pos, int32_t node = 0);
- void set_local_rotation(const Quaternion& rot, int32_t node = 0);
- void set_local_pose(const Matrix4x4& pose, int32_t node = 0);
- Camera* camera(const char* name);
- Mesh* mesh(const char* name);
- private:
- bool next_free_component(uint32_t& index);
- public:
- World* m_creator;
- UnitResource* m_resource;
- UnitId m_id;
- int32_t m_root_node;
- SceneGraph* m_scene_graph;
- ComponentList* m_component;
- };
- } // namespace crown
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