LogicComponent.cpp 6.2 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../IO/Log.h"
  23. #include "../Scene/LogicComponent.h"
  24. #ifdef URHO3D_PHYSICS
  25. #include "../Physics/PhysicsEvents.h"
  26. #include "../Physics/PhysicsWorld.h"
  27. #endif
  28. #include "../Scene/Scene.h"
  29. #include "../Scene/SceneEvents.h"
  30. namespace Urho3D
  31. {
  32. LogicComponent::LogicComponent(Context* context) :
  33. Component(context),
  34. updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
  35. currentEventMask_(0),
  36. delayedStartCalled_(false)
  37. {
  38. }
  39. LogicComponent::~LogicComponent()
  40. {
  41. }
  42. void LogicComponent::OnSetEnabled()
  43. {
  44. UpdateEventSubscription();
  45. }
  46. void LogicComponent::Update(float timeStep)
  47. {
  48. }
  49. void LogicComponent::PostUpdate(float timeStep)
  50. {
  51. }
  52. void LogicComponent::FixedUpdate(float timeStep)
  53. {
  54. }
  55. void LogicComponent::FixedPostUpdate(float timeStep)
  56. {
  57. }
  58. void LogicComponent::SetUpdateEventMask(unsigned char mask)
  59. {
  60. if (updateEventMask_ != mask)
  61. {
  62. updateEventMask_ = mask;
  63. UpdateEventSubscription();
  64. }
  65. }
  66. void LogicComponent::OnNodeSet(Node* node)
  67. {
  68. if (node)
  69. {
  70. // We have been attached to a node. Set initial update event subscription state
  71. UpdateEventSubscription();
  72. // Then execute the user-defined start function
  73. Start();
  74. }
  75. else
  76. {
  77. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  78. Stop();
  79. }
  80. }
  81. void LogicComponent::UpdateEventSubscription()
  82. {
  83. // If scene node is not assigned yet, no need to update subscription
  84. if (!node_)
  85. return;
  86. Scene* scene = GetScene();
  87. if (!scene)
  88. {
  89. LOGWARNING("Node is detached from scene, can not subscribe to update events");
  90. return;
  91. }
  92. bool enabled = IsEnabledEffective();
  93. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  94. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  95. {
  96. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
  97. currentEventMask_ |= USE_UPDATE;
  98. }
  99. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  100. {
  101. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  102. currentEventMask_ &= ~USE_UPDATE;
  103. }
  104. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  105. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  106. {
  107. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
  108. currentEventMask_ |= USE_POSTUPDATE;
  109. }
  110. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  111. {
  112. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  113. currentEventMask_ &= ~USE_POSTUPDATE;
  114. }
  115. #ifdef URHO3D_PHYSICS
  116. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  117. if (!world)
  118. return;
  119. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  120. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  121. {
  122. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
  123. currentEventMask_ |= USE_FIXEDUPDATE;
  124. }
  125. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  126. {
  127. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  128. currentEventMask_ &= ~USE_FIXEDUPDATE;
  129. }
  130. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  131. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  132. {
  133. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
  134. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  135. }
  136. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  137. {
  138. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  139. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  140. }
  141. #endif
  142. }
  143. void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  144. {
  145. using namespace SceneUpdate;
  146. // Execute user-defined delayed start function before first update
  147. if (!delayedStartCalled_)
  148. {
  149. DelayedStart();
  150. delayedStartCalled_ = true;
  151. // If did not need actual update events, unsubscribe now
  152. if (!(updateEventMask_ & USE_UPDATE))
  153. {
  154. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  155. currentEventMask_ &= ~USE_UPDATE;
  156. return;
  157. }
  158. }
  159. // Then execute user-defined update function
  160. Update(eventData[P_TIMESTEP].GetFloat());
  161. }
  162. void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  163. {
  164. using namespace ScenePostUpdate;
  165. // Execute user-defined post-update function
  166. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  167. }
  168. #ifdef URHO3D_PHYSICS
  169. void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  170. {
  171. using namespace PhysicsPreStep;
  172. // Execute user-defined fixed update function
  173. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  174. }
  175. void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  176. {
  177. using namespace PhysicsPostStep;
  178. // Execute user-defined fixed post-update function
  179. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  180. }
  181. #endif
  182. }