// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "Component.h" #include "Context.h" #include "Node.h" #include "XMLElement.h" OBJECTTYPESTATIC(Component); Component::Component(Context* context) : Serializable(context), id_(0), node_(0) { } Component::~Component() { } bool Component::Save(Serializer& dest) { // Write type and ID if (!dest.WriteShortStringHash(GetType())) return false; if (!dest.WriteUInt(id_)) return false; // Write attributes return Serializable::Save(dest); } bool Component::SaveXML(XMLElement& dest) { // Write type and ID if (!dest.SetString("type", GetTypeName())) return false; if (!dest.SetInt("id", id_)) return false; // Write attributes return Serializable::SaveXML(dest); } void Component::Remove() { if (node_) node_->RemoveComponent(this); } const Matrix3x4& Component::GetWorldTransform() const { return node_ ? node_->GetWorldTransform() : Matrix3x4::IDENTITY; } void Component::SetID(unsigned id) { id_ = id; } void Component::SetNode(Node* node) { node_ = node; OnNodeSet(node_); } Component* Component::GetComponent(ShortStringHash type) const { return node_ ? node_->GetComponent(type) : 0; } void Component::GetComponents(PODVector& dest, ShortStringHash type) const { if (node_) node_->GetComponents(dest, type); else dest.Clear(); }