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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Precompiled.h"
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+#include "Context.h"
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+#include "ForEach.h"
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+#include "Log.h"
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+#include "Node.h"
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+#include "Scene.h"
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+#include "SceneEvents.h"
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+#include "SplinePath.h"
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+
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+namespace Urho3D
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+{
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+
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+extern const char* interpolationModeNames[];
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+extern const char* LOGIC_CATEGORY;
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+
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+SplinePath::SplinePath(Context* context) :
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+ Component(context),
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+ speed_(1.f),
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+ elapsedTime_(0.f),
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+ length_(0.f),
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+ traveled_(0.f),
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+ spline_(BEZIER_CURVE)
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+{
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+ SubscribeToEvent(E_SCENEPOSTUPDATE, HANDLER(SplinePath, PointsUpdated));
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+}
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+
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+SplinePath::~SplinePath()
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+{
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+ UnsubscribeFromAllEvents();
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+}
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+
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+void SplinePath::RegisterObject(Context* context)
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+{
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+ context->RegisterFactory<SplinePath>(LOGIC_CATEGORY);
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+
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+ ATTRIBUTE(SplinePath, VAR_FLOAT, "Speed", speed_, 1.f, AM_FILE);
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+ ENUM_ACCESSOR_ATTRIBUTE(SplinePath, "Interpolation Mode", GetInterpolationMode, SetInterpolationMode, InterpolationMode, interpolationModeNames, BEZIER_CURVE, AM_FILE);
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+ ATTRIBUTE(SplinePath, VAR_FLOAT, "Traveled", traveled_, 0.f, AM_FILE | AM_NOEDIT);
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+ ATTRIBUTE(SplinePath, VAR_FLOAT, "Elapsed Time", elapsedTime_, 0.f, AM_FILE | AM_NOEDIT);
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+}
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+
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+void SplinePath::ApplyAttributes()
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+{
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+ SubscribeToEvent(node_->GetScene(), E_NODEADDED, HANDLER(SplinePath, PointAdded));
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+ SubscribeToEvent(node_->GetScene(), E_NODEREMOVED, HANDLER(SplinePath, PointRemoved));
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+
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+ foreach(SharedPtr<Node> child, node_->GetChildren())
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+ child->AddListener(this);
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+
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+ UpdatePoints();
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+ CalculateLength();
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+}
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+
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+void SplinePath::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
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+{
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+ if (debug && node_ && IsEnabledEffective())
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+ {
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+ if (spline_.GetKnots().Size() > 1)
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+ {
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+ Vector3 a = spline_.GetPoint(0.f);
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+ for (float f = 0.01f; f <= 1.0f; f = f + 0.01f)
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+ {
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+ Vector3 b = spline_.GetPoint(f);
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+ debug->AddLine(a, b, Color::GREEN);
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+ a = b;
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+ }
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+ }
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+
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+ foreach(SharedPtr<Node> node, node_->GetChildren())
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+ debug->AddNode(node);
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+ }
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+}
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+
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+void SplinePath::SetInterpolationMode(InterpolationMode interpolationMode)
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+{
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+ spline_.SetInterpolationMode(interpolationMode);
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+ dirty_ = true;
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+}
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+
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+void SplinePath::SetPosition(float factor)
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+{
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+ float t = factor;
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+
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+ if (t < 0.f)
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+ t = 0.0f;
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+ else if (t > 1.0f)
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+ t = 1.0f;
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+
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+ traveled_ = t;
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+}
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+
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+Vector3 SplinePath::GetPosition() const
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+{
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+ return GetPoint(traveled_);
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+}
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+
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+Vector3 SplinePath::GetPoint(float factor) const
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+{
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+ return spline_.GetPoint(factor);
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+}
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+
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+void SplinePath::Move(float timeStep)
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+{
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+ if (traveled_ >= 1.0f || length_ <= 0.0f)
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+ return;
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+
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+ elapsedTime_ += timeStep;
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+
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+ // Calculate where we should be on the spline based on length, speed and time. If that is less than the set traveled_ don't move till caught up.
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+ float distanceCovered = elapsedTime_ * speed_;
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+ traveled_ = distanceCovered / length_;
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+
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+ GetPoint(traveled_);
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+}
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+
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+void SplinePath::Reset()
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+{
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+ traveled_ = 0.f;
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+ elapsedTime_ = 0.f;
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+}
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+
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+void SplinePath::OnMarkedDirty(Node* node)
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+{
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+ if (node)
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+ dirty_ = true;
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+}
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+
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+void SplinePath::OnNodeSetEnabled(Node* node)
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+{
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+ if (node)
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+ dirty_ = true;
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+}
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+
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+void SplinePath::CalculateLength()
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+{
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+ if (spline_.GetKnots().Size() <= 0)
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+ return;
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+
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+ length_ = 0.f;
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+
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+ Vector3 a = spline_.GetKnot(0);
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+ for (float f = 0.000f; f <= 1.000f; f += 0.001f)
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+ {
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+ Vector3 b = spline_.GetPoint(f);
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+ length_ += Abs((a - b).Length());
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+ a = b;
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+ }
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+}
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+
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+void SplinePath::PointAdded(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace NodeAdded;
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+
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+ Node* parent = static_cast<Node*>(eventData[P_PARENT].GetPtr());
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+ Node* child = static_cast<Node*>(eventData[P_NODE].GetPtr());
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+
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+ if (child != NULL && parent != NULL && parent == node_)
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+ {
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+ child->AddListener(this);
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+ dirty_ = true;
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+ }
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+}
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+
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+void SplinePath::PointRemoved(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace NodeRemoved;
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+
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+ Node* parent = static_cast<Node*>(eventData[P_PARENT].GetPtr());
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+
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+ if (parent != NULL && parent == node_)
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+ dirty_ = true;
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+}
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+
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+void SplinePath::PointsUpdated(StringHash eventType, VariantMap& eventData)
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+{
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+ if (dirty_)
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+ {
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+ UpdatePoints();
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+ CalculateLength();
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+
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+ dirty_ = false;
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+ }
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+}
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+
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+void SplinePath::UpdatePoints()
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+{
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+ spline_.Clear();
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+
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+ foreach(SharedPtr<Node> node, node_->GetChildren())
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+ {
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+ if (node->IsEnabled())
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+ spline_.AddKnot(node->GetWorldPosition());
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+ }
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+}
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+
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+}
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