|
|
@@ -0,0 +1,167 @@
|
|
|
+//
|
|
|
+// Copyright (c) 2008-2014 the Urho3D project.
|
|
|
+//
|
|
|
+// 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.
|
|
|
+//
|
|
|
+
|
|
|
+#include "Precompiled.h"
|
|
|
+#include "Log.h"
|
|
|
+#include "LogicComponent.h"
|
|
|
+#include "PhysicsEvents.h"
|
|
|
+#include "PhysicsWorld.h"
|
|
|
+#include "Scene.h"
|
|
|
+#include "SceneEvents.h"
|
|
|
+
|
|
|
+namespace Urho3D
|
|
|
+{
|
|
|
+
|
|
|
+LogicComponent::LogicComponent(Context* context) :
|
|
|
+ Component(context),
|
|
|
+ updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
|
|
|
+ delayedStartCalled_(false)
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+LogicComponent::~LogicComponent()
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::OnSetEnabled()
|
|
|
+{
|
|
|
+ UpdateEventSubscription();
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::SetUpdateEventMask(unsigned mask)
|
|
|
+{
|
|
|
+ if (updateEventMask_ != mask)
|
|
|
+ {
|
|
|
+ updateEventMask_ = mask;
|
|
|
+ UpdateEventSubscription();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::OnNodeSet(Node* node)
|
|
|
+{
|
|
|
+ if (node)
|
|
|
+ {
|
|
|
+ // We have been attached to a node. Set initial update event subscription state
|
|
|
+ UpdateEventSubscription();
|
|
|
+ // Then execute the start function
|
|
|
+ Start();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // We are being detached from a node: execute stop function and prepare for destruction
|
|
|
+ Stop();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::UpdateEventSubscription()
|
|
|
+{
|
|
|
+ // If scene node is not assigned yet, no need to update subscription
|
|
|
+ if (!node_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ Scene* scene = GetScene();
|
|
|
+ if (!scene)
|
|
|
+ {
|
|
|
+ LOGWARNING("Node is detached from scene, can not subscribe to update events");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool enabled = IsEnabledEffective();
|
|
|
+
|
|
|
+ if (enabled)
|
|
|
+ {
|
|
|
+ if (updateEventMask_ & USE_UPDATE)
|
|
|
+ SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
|
|
|
+ if (updateEventMask_ & USE_POSTUPDATE)
|
|
|
+ SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
|
|
|
+
|
|
|
+ if (updateEventMask_ & (USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE))
|
|
|
+ {
|
|
|
+ PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
|
|
|
+ if (world)
|
|
|
+ {
|
|
|
+ if (updateEventMask_ & USE_FIXEDUPDATE)
|
|
|
+ SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
|
|
|
+ if (updateEventMask_ & USE_FIXEDPOSTUPDATE)
|
|
|
+ SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
|
|
|
+ }
|
|
|
+ else
|
|
|
+ LOGERROR("No physics world, can not subscribe to fixed update events");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ UnsubscribeFromEvent(scene, E_SCENEUPDATE);
|
|
|
+ UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
|
|
|
+
|
|
|
+ PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
|
|
|
+ if (world)
|
|
|
+ {
|
|
|
+ UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
|
|
|
+ UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace SceneUpdate;
|
|
|
+
|
|
|
+ // Execute delayed start before first update
|
|
|
+ if (!delayedStartCalled_)
|
|
|
+ {
|
|
|
+ DelayedStart();
|
|
|
+ delayedStartCalled_ = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ Update(eventData[P_TIMESTEP].GetFloat());
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace ScenePostUpdate;
|
|
|
+
|
|
|
+ PostUpdate(eventData[P_TIMESTEP].GetFloat());
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace PhysicsPreStep;
|
|
|
+
|
|
|
+ // Execute delayed start before first update
|
|
|
+ if (!delayedStartCalled_)
|
|
|
+ {
|
|
|
+ DelayedStart();
|
|
|
+ delayedStartCalled_ = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ FixedUpdate(eventData[P_TIMESTEP].GetFloat());
|
|
|
+}
|
|
|
+
|
|
|
+void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace PhysicsPostStep;
|
|
|
+
|
|
|
+ FixedUpdate(eventData[P_TIMESTEP].GetFloat());
|
|
|
+}
|
|
|
+
|
|
|
+}
|