// // Urho3D Engine // Copyright (c) 2008-2012 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. // #pragma once #include "Matrix3x4.h" #include "Serializable.h" class Node; /// Base class for components. Components can be created to scene nodes. class Component : public Serializable { OBJECT(Component); friend class Node; friend class Scene; public: /// Construct. Component(Context* context); /// Destruct. virtual ~Component(); /// Save as binary data. Return true if successful. virtual bool Save(Serializer& dest); /// Save as XML data. Return true if successful. virtual bool SaveXML(XMLElement& dest); /// Return the depended on nodes to order network updates. virtual void GetDependencyNodes(PODVector& dest) {}; /// Remove from the scene node. If no other shared pointer references exist, causes immediate deletion. void Remove(); /// Return ID. unsigned GetID() const { return id_; } /// Get scene node. Node* GetNode() const { return node_; } /// Return parent node's transform matrix in world space. const Matrix3x4& GetWorldTransform() const; /// Return parent node's position in world space. Vector3 GetWorldPosition() const { return GetWorldTransform().Translation(); } /// Return parent node's rotation in world space. Quaternion GetWorldRotation() const { return GetWorldTransform().Rotation(); } /// Return parent node's scale in world space. Vector3 GetWorldScale() const { return GetWorldTransform().Scale(); } /// Return components in the same scene node by type. void GetComponents(PODVector& dest, ShortStringHash type) const; /// Return component in the same scene node by type. If there are several, returns the first. Component* GetComponent(ShortStringHash type) const; /// Template version of returning a component in the same scene node by type. template T* GetComponent() const; /// Template version of returning components in the same scene node by type. template void GetComponents(PODVector& dest) const; protected: /// Handle scene node being assigned at creation. virtual void OnNodeSet(Node* node) {}; /// Handle scene node transform dirtied. virtual void OnMarkedDirty(Node* node) {}; /// %Set ID. Called by Scene. void SetID(unsigned id); /// %Set scene node. Called by Node when creating the component. void SetNode(Node* node); /// Unique ID within the scene. unsigned id_; /// Scene node. Node* node_; }; template T* Component::GetComponent() const { return static_cast(GetComponent(T::GetTypeStatic())); } template void Component::GetComponents(PODVector& dest) const { GetComponents(reinterpret_cast&>(dest), T::GetTypeStatic()); }