Node.cpp 46 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Precompiled.h"
  23. #include "Component.h"
  24. #include "Context.h"
  25. #include "Log.h"
  26. #include "MemoryBuffer.h"
  27. #include "ObjectAnimation.h"
  28. #include "Profiler.h"
  29. #include "ReplicationState.h"
  30. #include "Scene.h"
  31. #include "SceneEvents.h"
  32. #include "SmoothedTransform.h"
  33. #include "UnknownComponent.h"
  34. #include "XMLFile.h"
  35. #include "DebugNew.h"
  36. namespace Urho3D
  37. {
  38. Node::Node(Context* context) :
  39. Animatable(context),
  40. networkUpdate_(false),
  41. worldTransform_(Matrix3x4::IDENTITY),
  42. dirty_(false),
  43. enabled_(true),
  44. parent_(0),
  45. scene_(0),
  46. id_(0),
  47. position_(Vector3::ZERO),
  48. rotation_(Quaternion::IDENTITY),
  49. scale_(Vector3::ONE),
  50. worldRotation_(Quaternion::IDENTITY),
  51. owner_(0)
  52. {
  53. }
  54. Node::~Node()
  55. {
  56. RemoveAllChildren();
  57. RemoveAllComponents();
  58. // Remove from the scene
  59. if (scene_)
  60. scene_->NodeRemoved(this);
  61. }
  62. void Node::RegisterObject(Context* context)
  63. {
  64. context->RegisterFactory<Node>();
  65. ACCESSOR_ATTRIBUTE(Node, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  66. REF_ACCESSOR_ATTRIBUTE(Node, VAR_STRING, "Name", GetName, SetName, String, String::EMPTY, AM_DEFAULT);
  67. REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Position", GetPosition, SetPosition, Vector3, Vector3::ZERO, AM_FILE);
  68. REF_ACCESSOR_ATTRIBUTE(Node, VAR_QUATERNION, "Rotation", GetRotation, SetRotation, Quaternion, Quaternion::IDENTITY, AM_FILE);
  69. REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Scale", GetScale, SetScale, Vector3, Vector3::ONE, AM_DEFAULT);
  70. ATTRIBUTE(Node, VAR_VARIANTMAP, "Variables", vars_, Variant::emptyVariantMap, AM_FILE); // Network replication of vars uses custom data
  71. REF_ACCESSOR_ATTRIBUTE(Node, VAR_VECTOR3, "Network Position", GetNetPositionAttr, SetNetPositionAttr, Vector3, Vector3::ZERO, AM_NET | AM_LATESTDATA | AM_NOEDIT);
  72. REF_ACCESSOR_ATTRIBUTE(Node, VAR_BUFFER, "Network Rotation", GetNetRotationAttr, SetNetRotationAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_LATESTDATA | AM_NOEDIT);
  73. REF_ACCESSOR_ATTRIBUTE(Node, VAR_BUFFER, "Network Parent Node", GetNetParentAttr, SetNetParentAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
  74. }
  75. bool Node::Load(Deserializer& source, bool setInstanceDefault)
  76. {
  77. SceneResolver resolver;
  78. // Read own ID. Will not be applied, only stored for resolving possible references
  79. unsigned nodeID = source.ReadInt();
  80. resolver.AddNode(nodeID, this);
  81. // Read attributes, components and child nodes
  82. bool success = Load(source, resolver);
  83. if (success)
  84. {
  85. resolver.Resolve();
  86. ApplyAttributes();
  87. }
  88. return success;
  89. }
  90. bool Node::Save(Serializer& dest) const
  91. {
  92. // Write node ID
  93. if (!dest.WriteUInt(id_))
  94. return false;
  95. // Write attributes
  96. if (!Animatable::Save(dest))
  97. return false;
  98. // Write components
  99. dest.WriteVLE(GetNumPersistentComponents());
  100. for (unsigned i = 0; i < components_.Size(); ++i)
  101. {
  102. Component* component = components_[i];
  103. if (component->IsTemporary())
  104. continue;
  105. // Create a separate buffer to be able to skip failing components during deserialization
  106. VectorBuffer compBuffer;
  107. if (!component->Save(compBuffer))
  108. return false;
  109. dest.WriteVLE(compBuffer.GetSize());
  110. dest.Write(compBuffer.GetData(), compBuffer.GetSize());
  111. }
  112. // Write child nodes
  113. dest.WriteVLE(GetNumPersistentChildren());
  114. for (unsigned i = 0; i < children_.Size(); ++i)
  115. {
  116. Node* node = children_[i];
  117. if (node->IsTemporary())
  118. continue;
  119. if (!node->Save(dest))
  120. return false;
  121. }
  122. return true;
  123. }
  124. bool Node::LoadXML(const XMLElement& source, bool setInstanceDefault)
  125. {
  126. SceneResolver resolver;
  127. // Read own ID. Will not be applied, only stored for resolving possible references
  128. unsigned nodeID = source.GetInt("id");
  129. resolver.AddNode(nodeID, this);
  130. // Read attributes, components and child nodes
  131. bool success = LoadXML(source, resolver);
  132. if (success)
  133. {
  134. resolver.Resolve();
  135. ApplyAttributes();
  136. }
  137. return success;
  138. }
  139. bool Node::SaveXML(XMLElement& dest) const
  140. {
  141. // Write node ID
  142. if (!dest.SetInt("id", id_))
  143. return false;
  144. // Write attributes
  145. if (!Animatable::SaveXML(dest))
  146. return false;
  147. // Write components
  148. for (unsigned i = 0; i < components_.Size(); ++i)
  149. {
  150. Component* component = components_[i];
  151. if (component->IsTemporary())
  152. continue;
  153. XMLElement compElem = dest.CreateChild("component");
  154. if (!component->SaveXML(compElem))
  155. return false;
  156. }
  157. // Write child nodes
  158. for (unsigned i = 0; i < children_.Size(); ++i)
  159. {
  160. Node* node = children_[i];
  161. if (node->IsTemporary())
  162. continue;
  163. XMLElement childElem = dest.CreateChild("node");
  164. if (!node->SaveXML(childElem))
  165. return false;
  166. }
  167. return true;
  168. }
  169. void Node::ApplyAttributes()
  170. {
  171. for (unsigned i = 0; i < components_.Size(); ++i)
  172. components_[i]->ApplyAttributes();
  173. for (unsigned i = 0; i < children_.Size(); ++i)
  174. children_[i]->ApplyAttributes();
  175. }
  176. void Node::MarkNetworkUpdate()
  177. {
  178. if (!networkUpdate_ && scene_ && id_ < FIRST_LOCAL_ID)
  179. {
  180. scene_->MarkNetworkUpdate(this);
  181. networkUpdate_ = true;
  182. }
  183. }
  184. void Node::AddReplicationState(NodeReplicationState* state)
  185. {
  186. if (!networkState_)
  187. AllocateNetworkState();
  188. networkState_->replicationStates_.Push(state);
  189. }
  190. bool Node::SaveXML(Serializer& dest) const
  191. {
  192. SharedPtr<XMLFile> xml(new XMLFile(context_));
  193. XMLElement rootElem = xml->CreateRoot("node");
  194. if (!SaveXML(rootElem))
  195. return false;
  196. return xml->Save(dest);
  197. }
  198. void Node::SetName(const String& name)
  199. {
  200. if (name != name_)
  201. {
  202. name_ = name;
  203. nameHash_ = name_;
  204. MarkNetworkUpdate();
  205. // Send change event
  206. if (scene_)
  207. {
  208. using namespace NodeNameChanged;
  209. VariantMap& eventData = GetEventDataMap();
  210. eventData[P_SCENE] = scene_;
  211. eventData[P_NODE] = this;
  212. scene_->SendEvent(E_NODENAMECHANGED, eventData);
  213. }
  214. }
  215. }
  216. void Node::SetPosition(const Vector3& position)
  217. {
  218. position_ = position;
  219. MarkDirty();
  220. MarkNetworkUpdate();
  221. }
  222. void Node::SetRotation(const Quaternion& rotation)
  223. {
  224. rotation_ = rotation;
  225. MarkDirty();
  226. MarkNetworkUpdate();
  227. }
  228. void Node::SetDirection(const Vector3& direction)
  229. {
  230. SetRotation(Quaternion(Vector3::FORWARD, direction));
  231. }
  232. void Node::SetScale(float scale)
  233. {
  234. SetScale(Vector3(scale, scale, scale));
  235. }
  236. void Node::SetScale(const Vector3& scale)
  237. {
  238. scale_ = scale.Abs();
  239. MarkDirty();
  240. MarkNetworkUpdate();
  241. }
  242. void Node::SetTransform(const Vector3& position, const Quaternion& rotation)
  243. {
  244. position_ = position;
  245. rotation_ = rotation;
  246. MarkDirty();
  247. MarkNetworkUpdate();
  248. }
  249. void Node::SetTransform(const Vector3& position, const Quaternion& rotation, float scale)
  250. {
  251. SetTransform(position, rotation, Vector3(scale, scale, scale));
  252. }
  253. void Node::SetTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale)
  254. {
  255. position_ = position;
  256. rotation_ = rotation;
  257. scale_ = scale;
  258. MarkDirty();
  259. MarkNetworkUpdate();
  260. }
  261. void Node::SetWorldPosition(const Vector3& position)
  262. {
  263. SetPosition((parent_ == scene_ || !parent_) ? position : parent_->GetWorldTransform().Inverse() * position);
  264. }
  265. void Node::SetWorldRotation(const Quaternion& rotation)
  266. {
  267. SetRotation((parent_ == scene_ || !parent_) ? rotation : parent_->GetWorldRotation().Inverse() * rotation);
  268. }
  269. void Node::SetWorldDirection(const Vector3& direction)
  270. {
  271. Vector3 localDirection = (parent_ == scene_ || !parent_) ? direction : parent_->GetWorldRotation().Inverse() * direction;
  272. SetRotation(Quaternion(Vector3::FORWARD, localDirection));
  273. }
  274. void Node::SetWorldScale(float scale)
  275. {
  276. SetWorldScale(Vector3(scale, scale, scale));
  277. }
  278. void Node::SetWorldScale(const Vector3& scale)
  279. {
  280. SetScale((parent_ == scene_ || !parent_) ? scale : scale / parent_->GetWorldScale());
  281. }
  282. void Node::SetWorldTransform(const Vector3& position, const Quaternion& rotation)
  283. {
  284. SetWorldPosition(position);
  285. SetWorldRotation(rotation);
  286. }
  287. void Node::SetWorldTransform(const Vector3& position, const Quaternion& rotation, float scale)
  288. {
  289. SetWorldPosition(position);
  290. SetWorldRotation(rotation);
  291. SetWorldScale(scale);
  292. }
  293. void Node::SetWorldTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale)
  294. {
  295. SetWorldPosition(position);
  296. SetWorldRotation(rotation);
  297. SetWorldScale(scale);
  298. }
  299. void Node::Translate(const Vector3& delta, TransformSpace space)
  300. {
  301. switch (space)
  302. {
  303. case TS_LOCAL:
  304. // Note: local space translation disregards local scale for scale-independent movement speed
  305. position_ += rotation_ * delta;
  306. break;
  307. case TS_PARENT:
  308. position_ += delta;
  309. break;
  310. case TS_WORLD:
  311. position_ += (parent_ == scene_ || !parent_) ? delta : parent_->GetWorldTransform().Inverse() * Vector4(delta, 0.0f);
  312. break;
  313. }
  314. MarkDirty();
  315. MarkNetworkUpdate();
  316. }
  317. void Node::Rotate(const Quaternion& delta, TransformSpace space)
  318. {
  319. switch (space)
  320. {
  321. case TS_LOCAL:
  322. rotation_ = (rotation_ * delta).Normalized();
  323. break;
  324. case TS_PARENT:
  325. rotation_ = (delta * rotation_).Normalized();
  326. break;
  327. case TS_WORLD:
  328. if (parent_ == scene_ || !parent_)
  329. rotation_ = (delta * rotation_).Normalized();
  330. else
  331. {
  332. Quaternion worldRotation = GetWorldRotation();
  333. rotation_ = rotation_ * worldRotation.Inverse() * delta * worldRotation;
  334. }
  335. break;
  336. }
  337. MarkDirty();
  338. MarkNetworkUpdate();
  339. }
  340. void Node::RotateAround(const Vector3& point, const Quaternion& delta, TransformSpace space)
  341. {
  342. Vector3 parentSpacePoint;
  343. Quaternion oldRotation = rotation_;
  344. switch (space)
  345. {
  346. case TS_LOCAL:
  347. parentSpacePoint = GetTransform() * point;
  348. rotation_ = (rotation_ * delta).Normalized();
  349. break;
  350. case TS_PARENT:
  351. parentSpacePoint = point;
  352. rotation_ = (delta * rotation_).Normalized();
  353. break;
  354. case TS_WORLD:
  355. if (parent_ == scene_ || !parent_)
  356. {
  357. parentSpacePoint = point;
  358. rotation_ = (delta * rotation_).Normalized();
  359. }
  360. else
  361. {
  362. parentSpacePoint = parent_->GetWorldTransform().Inverse() * point;
  363. Quaternion worldRotation = GetWorldRotation();
  364. rotation_ = rotation_ * worldRotation.Inverse() * delta * worldRotation;
  365. }
  366. break;
  367. }
  368. Vector3 oldRelativePos = oldRotation.Inverse() * (position_ - parentSpacePoint);
  369. position_ = rotation_ * oldRelativePos + parentSpacePoint;
  370. MarkDirty();
  371. MarkNetworkUpdate();
  372. }
  373. void Node::Yaw(float angle, TransformSpace space)
  374. {
  375. Rotate(Quaternion(angle, Vector3::UP), space);
  376. }
  377. void Node::Pitch(float angle, TransformSpace space)
  378. {
  379. Rotate(Quaternion(angle, Vector3::RIGHT), space);
  380. }
  381. void Node::Roll(float angle, TransformSpace space)
  382. {
  383. Rotate(Quaternion(angle, Vector3::FORWARD), space);
  384. }
  385. bool Node::LookAt(const Vector3& target, const Vector3& up, TransformSpace space)
  386. {
  387. Vector3 worldSpaceTarget;
  388. switch (space)
  389. {
  390. case TS_LOCAL:
  391. worldSpaceTarget = GetWorldTransform() * target;
  392. break;
  393. case TS_PARENT:
  394. worldSpaceTarget = (parent_ == scene_ || !parent_) ? target : parent_->GetWorldTransform() * target;
  395. break;
  396. case TS_WORLD:
  397. worldSpaceTarget = target;
  398. break;
  399. }
  400. Vector3 lookDir = target - GetWorldPosition();
  401. // Check if target is very close, in that case can not reliably calculate lookat direction
  402. if (lookDir.Equals(Vector3::ZERO))
  403. return false;
  404. Quaternion newRotation;
  405. // Do nothing if setting look rotation failed
  406. if (!newRotation.FromLookRotation(lookDir, up))
  407. return false;
  408. SetWorldRotation(newRotation);
  409. return true;
  410. }
  411. void Node::Scale(float scale)
  412. {
  413. Scale(Vector3(scale, scale, scale));
  414. }
  415. void Node::Scale(const Vector3& scale)
  416. {
  417. scale_ *= scale;
  418. MarkDirty();
  419. MarkNetworkUpdate();
  420. }
  421. void Node::SetEnabled(bool enable)
  422. {
  423. SetEnabled(enable, false);
  424. }
  425. void Node::SetEnabled(bool enable, bool recursive)
  426. {
  427. // The enabled state of the whole scene can not be changed. SetUpdateEnabled() is used instead to start/stop updates.
  428. if (GetType() == Scene::GetTypeStatic())
  429. {
  430. LOGERROR("Can not change enabled state of the Scene");
  431. return;
  432. }
  433. if (enable != enabled_)
  434. {
  435. enabled_ = enable;
  436. MarkNetworkUpdate();
  437. // Notify listener components of the state change
  438. for (Vector<WeakPtr<Component> >::Iterator i = listeners_.Begin(); i != listeners_.End();)
  439. {
  440. if (*i)
  441. {
  442. (*i)->OnNodeSetEnabled(this);
  443. ++i;
  444. }
  445. // If listener has expired, erase from list
  446. else
  447. i = listeners_.Erase(i);
  448. }
  449. // Send change event
  450. if (scene_)
  451. {
  452. using namespace NodeEnabledChanged;
  453. VariantMap& eventData = GetEventDataMap();
  454. eventData[P_SCENE] = scene_;
  455. eventData[P_NODE] = this;
  456. scene_->SendEvent(E_NODEENABLEDCHANGED, eventData);
  457. }
  458. for (Vector<SharedPtr<Component> >::Iterator i = components_.Begin(); i != components_.End(); ++i)
  459. {
  460. (*i)->OnSetEnabled();
  461. // Send change event for the component
  462. if (scene_)
  463. {
  464. using namespace ComponentEnabledChanged;
  465. VariantMap& eventData = GetEventDataMap();
  466. eventData[P_SCENE] = scene_;
  467. eventData[P_NODE] = this;
  468. eventData[P_COMPONENT] = (*i);
  469. scene_->SendEvent(E_COMPONENTENABLEDCHANGED, eventData);
  470. }
  471. }
  472. }
  473. if (recursive)
  474. {
  475. for (Vector<SharedPtr<Node> >::Iterator i = children_.Begin(); i != children_.End(); ++i)
  476. (*i)->SetEnabled(enable, recursive);
  477. }
  478. }
  479. void Node::SetOwner(Connection* owner)
  480. {
  481. owner_ = owner;
  482. }
  483. void Node::MarkDirty()
  484. {
  485. if (dirty_)
  486. return;
  487. dirty_ = true;
  488. // Notify listener components first, then mark child nodes
  489. for (Vector<WeakPtr<Component> >::Iterator i = listeners_.Begin(); i != listeners_.End();)
  490. {
  491. if (*i)
  492. {
  493. (*i)->OnMarkedDirty(this);
  494. ++i;
  495. }
  496. // If listener has expired, erase from list
  497. else
  498. i = listeners_.Erase(i);
  499. }
  500. for (Vector<SharedPtr<Node> >::Iterator i = children_.Begin(); i != children_.End(); ++i)
  501. (*i)->MarkDirty();
  502. }
  503. Node* Node::CreateChild(const String& name, CreateMode mode, unsigned id)
  504. {
  505. Node* newNode = CreateChild(id, mode);
  506. newNode->SetName(name);
  507. return newNode;
  508. }
  509. void Node::AddChild(Node* node, unsigned index)
  510. {
  511. // Check for illegal or redundant parent assignment
  512. if (!node || node == this || node->parent_ == this)
  513. return;
  514. // Check for possible cyclic parent assignment
  515. Node* parent = parent_;
  516. while (parent)
  517. {
  518. if (parent == node)
  519. return;
  520. parent = parent->parent_;
  521. }
  522. // Add first, then remove from old parent, to ensure the node does not get deleted
  523. children_.Insert(index, SharedPtr<Node>(node));
  524. node->Remove();
  525. // Add to the scene if not added yet
  526. if (scene_ && node->GetScene() != scene_)
  527. scene_->NodeAdded(node);
  528. node->parent_ = this;
  529. node->MarkDirty();
  530. node->MarkNetworkUpdate();
  531. // Send change event
  532. if (scene_)
  533. {
  534. using namespace NodeAdded;
  535. VariantMap& eventData = GetEventDataMap();
  536. eventData[P_SCENE] = scene_;
  537. eventData[P_PARENT] = this;
  538. eventData[P_NODE] = node;
  539. scene_->SendEvent(E_NODEADDED, eventData);
  540. }
  541. }
  542. void Node::RemoveChild(Node* node)
  543. {
  544. if (!node)
  545. return;
  546. for (Vector<SharedPtr<Node> >::Iterator i = children_.Begin(); i != children_.End(); ++i)
  547. {
  548. if (*i == node)
  549. {
  550. RemoveChild(i);
  551. return;
  552. }
  553. }
  554. }
  555. void Node::RemoveAllChildren()
  556. {
  557. RemoveChildren(true, true, true);
  558. }
  559. void Node::RemoveChildren(bool removeReplicated, bool removeLocal, bool recursive)
  560. {
  561. unsigned numRemoved = 0;
  562. for (unsigned i = children_.Size() - 1; i < children_.Size(); --i)
  563. {
  564. bool remove = false;
  565. Node* childNode = children_[i];
  566. if (recursive)
  567. childNode->RemoveChildren(removeReplicated, removeLocal, true);
  568. if (childNode->GetID() < FIRST_LOCAL_ID && removeReplicated)
  569. remove = true;
  570. else if (childNode->GetID() >= FIRST_LOCAL_ID && removeLocal)
  571. remove = true;
  572. if (remove)
  573. {
  574. RemoveChild(children_.Begin() + i);
  575. ++numRemoved;
  576. }
  577. }
  578. // Mark node dirty in all replication states
  579. if (numRemoved)
  580. MarkReplicationDirty();
  581. }
  582. Component* Node::CreateComponent(ShortStringHash type, CreateMode mode, unsigned id)
  583. {
  584. // Check that creation succeeds and that the object in fact is a component
  585. SharedPtr<Component> newComponent = DynamicCast<Component>(context_->CreateObject(type));
  586. if (!newComponent)
  587. {
  588. LOGERROR("Could not create unknown component type " + type.ToString());
  589. return 0;
  590. }
  591. AddComponent(newComponent, id, mode);
  592. return newComponent;
  593. }
  594. Component* Node::GetOrCreateComponent(ShortStringHash type, CreateMode mode, unsigned id)
  595. {
  596. Component* oldComponent = GetComponent(type);
  597. if (oldComponent)
  598. return oldComponent;
  599. else
  600. return CreateComponent(type, mode, id);
  601. }
  602. void Node::RemoveComponent(Component* component)
  603. {
  604. for (Vector<SharedPtr<Component> >::Iterator i = components_.Begin(); i != components_.End(); ++i)
  605. {
  606. if (*i == component)
  607. {
  608. RemoveComponent(i);
  609. // Mark node dirty in all replication states
  610. MarkReplicationDirty();
  611. return;
  612. }
  613. }
  614. }
  615. void Node::RemoveComponent(ShortStringHash type)
  616. {
  617. for (Vector<SharedPtr<Component> >::Iterator i = components_.Begin(); i != components_.End(); ++i)
  618. {
  619. if ((*i)->GetType() == type)
  620. {
  621. RemoveComponent(i);
  622. // Mark node dirty in all replication states
  623. MarkReplicationDirty();
  624. return;
  625. }
  626. }
  627. }
  628. void Node::RemoveAllComponents()
  629. {
  630. RemoveComponents(true, true);
  631. }
  632. void Node::RemoveComponents(bool removeReplicated, bool removeLocal)
  633. {
  634. unsigned numRemoved = 0;
  635. for (unsigned i = components_.Size() - 1; i < components_.Size(); --i)
  636. {
  637. bool remove = false;
  638. Component* component = components_[i];
  639. if (component->GetID() < FIRST_LOCAL_ID && removeReplicated)
  640. remove = true;
  641. else if (component->GetID() >= FIRST_LOCAL_ID && removeLocal)
  642. remove = true;
  643. if (remove)
  644. {
  645. RemoveComponent(components_.Begin() + i);
  646. ++numRemoved;
  647. }
  648. }
  649. // Mark node dirty in all replication states
  650. if (numRemoved)
  651. MarkReplicationDirty();
  652. }
  653. Node* Node::Clone(CreateMode mode)
  654. {
  655. // The scene itself can not be cloned
  656. if (this == scene_ || !parent_)
  657. {
  658. LOGERROR("Can not clone node without a parent");
  659. return 0;
  660. }
  661. PROFILE(CloneNode);
  662. SceneResolver resolver;
  663. Node* clone = CloneRecursive(parent_, resolver, mode);
  664. resolver.Resolve();
  665. clone->ApplyAttributes();
  666. return clone;
  667. }
  668. void Node::Remove()
  669. {
  670. if (parent_)
  671. parent_->RemoveChild(this);
  672. }
  673. void Node::SetParent(Node* parent)
  674. {
  675. if (parent)
  676. {
  677. Matrix3x4 oldWorldTransform = GetWorldTransform();
  678. parent->AddChild(this);
  679. if (parent != scene_)
  680. {
  681. Matrix3x4 newTransform = parent->GetWorldTransform().Inverse() * oldWorldTransform;
  682. SetTransform(newTransform.Translation(), newTransform.Rotation(), newTransform.Scale());
  683. }
  684. else
  685. {
  686. // The root node is assumed to have identity transform, so can disregard it
  687. SetTransform(oldWorldTransform.Translation(), oldWorldTransform.Rotation(), oldWorldTransform.Scale());
  688. }
  689. }
  690. }
  691. void Node::SetVar(ShortStringHash key, const Variant& value)
  692. {
  693. vars_[key] = value;
  694. MarkNetworkUpdate();
  695. }
  696. void Node::AddListener(Component* component)
  697. {
  698. if (!component)
  699. return;
  700. // Check for not adding twice
  701. for (Vector<WeakPtr<Component> >::Iterator i = listeners_.Begin(); i != listeners_.End(); ++i)
  702. {
  703. if (*i == component)
  704. return;
  705. }
  706. listeners_.Push(WeakPtr<Component>(component));
  707. // If the node is currently dirty, notify immediately
  708. if (dirty_)
  709. component->OnMarkedDirty(this);
  710. }
  711. void Node::RemoveListener(Component* component)
  712. {
  713. for (Vector<WeakPtr<Component> >::Iterator i = listeners_.Begin(); i != listeners_.End(); ++i)
  714. {
  715. if (*i == component)
  716. {
  717. listeners_.Erase(i);
  718. return;
  719. }
  720. }
  721. }
  722. Vector3 Node::LocalToWorld(const Vector3& position) const
  723. {
  724. return GetWorldTransform() * position;
  725. }
  726. Vector3 Node::LocalToWorld(const Vector4& vector) const
  727. {
  728. return GetWorldTransform() * vector;
  729. }
  730. Vector2 Node::LocalToWorld(const Vector2& vector) const
  731. {
  732. Vector3 result = LocalToWorld(Vector3(vector));
  733. return Vector2(result.x_, result.y_);
  734. }
  735. Vector3 Node::WorldToLocal(const Vector3& position) const
  736. {
  737. return GetWorldTransform().Inverse() * position;
  738. }
  739. Vector3 Node::WorldToLocal(const Vector4& vector) const
  740. {
  741. return GetWorldTransform().Inverse() * vector;
  742. }
  743. Vector2 Node::WorldToLocal(const Vector2& vector) const
  744. {
  745. Vector3 result = WorldToLocal(Vector3(vector));
  746. return Vector2(result.x_, result.y_);
  747. }
  748. unsigned Node::GetNumChildren(bool recursive) const
  749. {
  750. if (!recursive)
  751. return children_.Size();
  752. else
  753. {
  754. unsigned allChildren = children_.Size();
  755. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  756. allChildren += (*i)->GetNumChildren(true);
  757. return allChildren;
  758. }
  759. }
  760. void Node::GetChildren(PODVector<Node*>& dest, bool recursive) const
  761. {
  762. dest.Clear();
  763. if (!recursive)
  764. {
  765. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  766. dest.Push(*i);
  767. }
  768. else
  769. GetChildrenRecursive(dest);
  770. }
  771. void Node::GetChildrenWithComponent(PODVector<Node*>& dest, ShortStringHash type, bool recursive) const
  772. {
  773. dest.Clear();
  774. if (!recursive)
  775. {
  776. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  777. {
  778. if ((*i)->HasComponent(type))
  779. dest.Push(*i);
  780. }
  781. }
  782. else
  783. GetChildrenWithComponentRecursive(dest, type);
  784. }
  785. Node* Node::GetChild(unsigned index) const
  786. {
  787. return index < children_.Size() ? children_[index].Get() : 0;
  788. }
  789. Node* Node::GetChild(const String& name, bool recursive) const
  790. {
  791. return GetChild(StringHash(name), recursive);
  792. }
  793. Node* Node::GetChild(const char* name, bool recursive) const
  794. {
  795. return GetChild(StringHash(name), recursive);
  796. }
  797. Node* Node::GetChild(StringHash nameHash, bool recursive) const
  798. {
  799. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  800. {
  801. if ((*i)->GetNameHash() == nameHash)
  802. return *i;
  803. if (recursive)
  804. {
  805. Node* node = (*i)->GetChild(nameHash, true);
  806. if (node)
  807. return node;
  808. }
  809. }
  810. return 0;
  811. }
  812. unsigned Node::GetNumNetworkComponents() const
  813. {
  814. unsigned num = 0;
  815. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  816. {
  817. if ((*i)->GetID() < FIRST_LOCAL_ID)
  818. ++num;
  819. }
  820. return num;
  821. }
  822. void Node::GetComponents(PODVector<Component*>& dest, ShortStringHash type, bool recursive) const
  823. {
  824. dest.Clear();
  825. if (!recursive)
  826. {
  827. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  828. {
  829. if ((*i)->GetType() == type)
  830. dest.Push(*i);
  831. }
  832. }
  833. else
  834. GetComponentsRecursive(dest, type);
  835. }
  836. bool Node::HasComponent(ShortStringHash type) const
  837. {
  838. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  839. {
  840. if ((*i)->GetType() == type)
  841. return true;
  842. }
  843. return false;
  844. }
  845. const Variant& Node::GetVar(ShortStringHash key) const
  846. {
  847. VariantMap::ConstIterator i = vars_.Find(key);
  848. return i != vars_.End() ? i->second_ : Variant::EMPTY;
  849. }
  850. Component* Node::GetComponent(ShortStringHash type) const
  851. {
  852. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  853. {
  854. if ((*i)->GetType() == type)
  855. return *i;
  856. }
  857. return 0;
  858. }
  859. void Node::SetID(unsigned id)
  860. {
  861. id_ = id;
  862. }
  863. void Node::SetScene(Scene* scene)
  864. {
  865. scene_ = scene;
  866. }
  867. void Node::ResetScene()
  868. {
  869. SetID(0);
  870. SetScene(0);
  871. SetOwner(0);
  872. }
  873. void Node::SetNetPositionAttr(const Vector3& value)
  874. {
  875. SmoothedTransform* transform = GetComponent<SmoothedTransform>();
  876. if (transform)
  877. transform->SetTargetPosition(value);
  878. else
  879. SetPosition(value);
  880. }
  881. void Node::SetNetRotationAttr(const PODVector<unsigned char>& value)
  882. {
  883. MemoryBuffer buf(value);
  884. SmoothedTransform* transform = GetComponent<SmoothedTransform>();
  885. if (transform)
  886. transform->SetTargetRotation(buf.ReadPackedQuaternion());
  887. else
  888. SetRotation(buf.ReadPackedQuaternion());
  889. }
  890. void Node::SetNetParentAttr(const PODVector<unsigned char>& value)
  891. {
  892. Scene* scene = GetScene();
  893. if (!scene)
  894. return;
  895. MemoryBuffer buf(value);
  896. // If nothing in the buffer, parent is the root node
  897. if (buf.IsEof())
  898. {
  899. scene->AddChild(this);
  900. return;
  901. }
  902. unsigned baseNodeID = buf.ReadNetID();
  903. Node* baseNode = scene->GetNode(baseNodeID);
  904. if (!baseNode)
  905. {
  906. LOGWARNING("Failed to find parent node " + String(baseNodeID));
  907. return;
  908. }
  909. // If buffer contains just an ID, the parent is replicated and we are done
  910. if (buf.IsEof())
  911. baseNode->AddChild(this);
  912. else
  913. {
  914. // Else the parent is local and we must find it recursively by name hash
  915. StringHash nameHash = buf.ReadStringHash();
  916. Node* parentNode = baseNode->GetChild(nameHash, true);
  917. if (!parentNode)
  918. LOGWARNING("Failed to find parent node with name hash " + nameHash.ToString());
  919. else
  920. parentNode->AddChild(this);
  921. }
  922. }
  923. const Vector3& Node::GetNetPositionAttr() const
  924. {
  925. return position_;
  926. }
  927. const PODVector<unsigned char>& Node::GetNetRotationAttr() const
  928. {
  929. attrBuffer_.Clear();
  930. attrBuffer_.WritePackedQuaternion(rotation_);
  931. return attrBuffer_.GetBuffer();
  932. }
  933. const PODVector<unsigned char>& Node::GetNetParentAttr() const
  934. {
  935. attrBuffer_.Clear();
  936. Scene* scene = GetScene();
  937. if (scene && parent_ && parent_ != scene)
  938. {
  939. // If parent is replicated, can write the ID directly
  940. unsigned parentID = parent_->GetID();
  941. if (parentID < FIRST_LOCAL_ID)
  942. attrBuffer_.WriteNetID(parentID);
  943. else
  944. {
  945. // Parent is local: traverse hierarchy to find a non-local base node
  946. // This iteration always stops due to the scene (root) being non-local
  947. Node* current = parent_;
  948. while (current->GetID() >= FIRST_LOCAL_ID)
  949. current = current->GetParent();
  950. // Then write the base node ID and the parent's name hash
  951. attrBuffer_.WriteNetID(current->GetID());
  952. attrBuffer_.WriteStringHash(parent_->GetNameHash());
  953. }
  954. }
  955. return attrBuffer_.GetBuffer();
  956. }
  957. bool Node::Load(Deserializer& source, SceneResolver& resolver, bool readChildren, bool rewriteIDs, CreateMode mode)
  958. {
  959. // Remove all children and components first in case this is not a fresh load
  960. RemoveAllChildren();
  961. RemoveAllComponents();
  962. // ID has been read at the parent level
  963. if (!Animatable::Load(source))
  964. return false;
  965. unsigned numComponents = source.ReadVLE();
  966. for (unsigned i = 0; i < numComponents; ++i)
  967. {
  968. VectorBuffer compBuffer(source, source.ReadVLE());
  969. ShortStringHash compType = compBuffer.ReadShortStringHash();
  970. unsigned compID = compBuffer.ReadUInt();
  971. Component* newComponent = SafeCreateComponent(String::EMPTY, compType,
  972. (mode == REPLICATED && compID < FIRST_LOCAL_ID) ? REPLICATED : LOCAL, rewriteIDs ? 0 : compID);
  973. if (newComponent)
  974. {
  975. resolver.AddComponent(compID, newComponent);
  976. // Do not abort if component fails to load, as the component buffer is nested and we can skip to the next
  977. newComponent->Load(compBuffer);
  978. }
  979. }
  980. if (!readChildren)
  981. return true;
  982. unsigned numChildren = source.ReadVLE();
  983. for (unsigned i = 0; i < numChildren; ++i)
  984. {
  985. unsigned nodeID = source.ReadUInt();
  986. Node* newNode = CreateChild(rewriteIDs ? 0 : nodeID, (mode == REPLICATED && nodeID < FIRST_LOCAL_ID) ? REPLICATED :
  987. LOCAL);
  988. resolver.AddNode(nodeID, newNode);
  989. if (!newNode->Load(source, resolver, readChildren, rewriteIDs, mode))
  990. return false;
  991. }
  992. return true;
  993. }
  994. bool Node::LoadXML(const XMLElement& source, SceneResolver& resolver, bool readChildren, bool rewriteIDs, CreateMode mode)
  995. {
  996. // Remove all children and components first in case this is not a fresh load
  997. RemoveAllChildren();
  998. RemoveAllComponents();
  999. if (!Animatable::LoadXML(source))
  1000. return false;
  1001. XMLElement compElem = source.GetChild("component");
  1002. while (compElem)
  1003. {
  1004. String typeName = compElem.GetAttribute("type");
  1005. unsigned compID = compElem.GetInt("id");
  1006. Component* newComponent = SafeCreateComponent(typeName, ShortStringHash(typeName),
  1007. (mode == REPLICATED && compID < FIRST_LOCAL_ID) ? REPLICATED : LOCAL, rewriteIDs ? 0 : compID);
  1008. if (newComponent)
  1009. {
  1010. resolver.AddComponent(compID, newComponent);
  1011. if (!newComponent->LoadXML(compElem))
  1012. return false;
  1013. }
  1014. compElem = compElem.GetNext("component");
  1015. }
  1016. if (!readChildren)
  1017. return true;
  1018. XMLElement childElem = source.GetChild("node");
  1019. while (childElem)
  1020. {
  1021. unsigned nodeID = childElem.GetInt("id");
  1022. Node* newNode = CreateChild(rewriteIDs ? 0 : nodeID, (mode == REPLICATED && nodeID < FIRST_LOCAL_ID) ? REPLICATED :
  1023. LOCAL);
  1024. resolver.AddNode(nodeID, newNode);
  1025. if (!newNode->LoadXML(childElem, resolver, readChildren, rewriteIDs, mode))
  1026. return false;
  1027. childElem = childElem.GetNext("node");
  1028. }
  1029. return true;
  1030. }
  1031. void Node::PrepareNetworkUpdate()
  1032. {
  1033. // Update dependency nodes list first
  1034. dependencyNodes_.Clear();
  1035. // Add the parent node, but if it is local, traverse to the first non-local node
  1036. if (parent_ && parent_ != scene_)
  1037. {
  1038. Node* current = parent_;
  1039. while (current->id_ >= FIRST_LOCAL_ID)
  1040. current = current->parent_;
  1041. if (current && current != scene_)
  1042. dependencyNodes_.Push(current);
  1043. }
  1044. // Let the components add their dependencies
  1045. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  1046. {
  1047. Component* component = *i;
  1048. if (component->GetID() < FIRST_LOCAL_ID)
  1049. component->GetDependencyNodes(dependencyNodes_);
  1050. }
  1051. // Then check for node attribute changes
  1052. if (!networkState_)
  1053. AllocateNetworkState();
  1054. const Vector<AttributeInfo>* attributes = networkState_->attributes_;
  1055. unsigned numAttributes = attributes->Size();
  1056. if (networkState_->currentValues_.Size() != numAttributes)
  1057. {
  1058. networkState_->currentValues_.Resize(numAttributes);
  1059. networkState_->previousValues_.Resize(numAttributes);
  1060. // Copy the default attribute values to the previous state as a starting point
  1061. for (unsigned i = 0; i < numAttributes; ++i)
  1062. networkState_->previousValues_[i] = attributes->At(i).defaultValue_;
  1063. }
  1064. // Check for attribute changes
  1065. for (unsigned i = 0; i < numAttributes; ++i)
  1066. {
  1067. const AttributeInfo& attr = attributes->At(i);
  1068. if (animationEnabled_ && IsAnimatedNetworkAttribute(attr))
  1069. continue;
  1070. OnGetAttribute(attr, networkState_->currentValues_[i]);
  1071. if (networkState_->currentValues_[i] != networkState_->previousValues_[i])
  1072. {
  1073. networkState_->previousValues_[i] = networkState_->currentValues_[i];
  1074. // Mark the attribute dirty in all replication states that are tracking this node
  1075. for (PODVector<ReplicationState*>::Iterator j = networkState_->replicationStates_.Begin(); j !=
  1076. networkState_->replicationStates_.End();
  1077. ++j)
  1078. {
  1079. NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*j);
  1080. nodeState->dirtyAttributes_.Set(i);
  1081. // Add node to the dirty set if not added yet
  1082. if (!nodeState->markedDirty_)
  1083. {
  1084. nodeState->markedDirty_ = true;
  1085. nodeState->sceneState_->dirtyNodes_.Insert(id_);
  1086. }
  1087. }
  1088. }
  1089. }
  1090. // Finally check for user var changes
  1091. for (VariantMap::ConstIterator i = vars_.Begin(); i != vars_.End(); ++i)
  1092. {
  1093. VariantMap::ConstIterator j = networkState_->previousVars_.Find(i->first_);
  1094. if (j == networkState_->previousVars_.End() || j->second_ != i->second_)
  1095. {
  1096. networkState_->previousVars_[i->first_] = i->second_;
  1097. // Mark the var dirty in all replication states that are tracking this node
  1098. for (PODVector<ReplicationState*>::Iterator j = networkState_->replicationStates_.Begin(); j !=
  1099. networkState_->replicationStates_.End(); ++j)
  1100. {
  1101. NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*j);
  1102. nodeState->dirtyVars_.Insert(i->first_);
  1103. if (!nodeState->markedDirty_)
  1104. {
  1105. nodeState->markedDirty_ = true;
  1106. nodeState->sceneState_->dirtyNodes_.Insert(id_);
  1107. }
  1108. }
  1109. }
  1110. }
  1111. networkUpdate_ = false;
  1112. }
  1113. void Node::CleanupConnection(Connection* connection)
  1114. {
  1115. if (owner_ == connection)
  1116. owner_ = 0;
  1117. if (networkState_)
  1118. {
  1119. for (unsigned i = networkState_->replicationStates_.Size() - 1; i < networkState_->replicationStates_.Size(); --i)
  1120. {
  1121. if (networkState_->replicationStates_[i]->connection_ == connection)
  1122. networkState_->replicationStates_.Erase(i);
  1123. }
  1124. }
  1125. }
  1126. void Node::MarkReplicationDirty()
  1127. {
  1128. if (networkState_)
  1129. {
  1130. for (PODVector<ReplicationState*>::Iterator j = networkState_->replicationStates_.Begin(); j !=
  1131. networkState_->replicationStates_.End(); ++j)
  1132. {
  1133. NodeReplicationState* nodeState = static_cast<NodeReplicationState*>(*j);
  1134. if (!nodeState->markedDirty_)
  1135. {
  1136. nodeState->markedDirty_ = true;
  1137. nodeState->sceneState_->dirtyNodes_.Insert(id_);
  1138. }
  1139. }
  1140. }
  1141. }
  1142. Node* Node::CreateChild(unsigned id, CreateMode mode)
  1143. {
  1144. SharedPtr<Node> newNode(new Node(context_));
  1145. // If zero ID specified, or the ID is already taken, let the scene assign
  1146. if (scene_)
  1147. {
  1148. if (!id || scene_->GetNode(id))
  1149. id = scene_->GetFreeNodeID(mode);
  1150. newNode->SetID(id);
  1151. }
  1152. else
  1153. newNode->SetID(id);
  1154. AddChild(newNode);
  1155. return newNode;
  1156. }
  1157. void Node::AddComponent(Component* component, unsigned id, CreateMode mode)
  1158. {
  1159. if (!component)
  1160. return;
  1161. components_.Push(SharedPtr<Component>(component));
  1162. // If zero ID specified, or the ID is already taken, let the scene assign
  1163. if (scene_)
  1164. {
  1165. if (!id || scene_->GetComponent(id))
  1166. id = scene_->GetFreeComponentID(mode);
  1167. component->SetID(id);
  1168. scene_->ComponentAdded(component);
  1169. }
  1170. else
  1171. component->SetID(id);
  1172. component->SetNode(this);
  1173. component->OnMarkedDirty(this);
  1174. // Check attributes of the new component on next network update, and mark node dirty in all replication states
  1175. component->MarkNetworkUpdate();
  1176. MarkNetworkUpdate();
  1177. MarkReplicationDirty();
  1178. // Send change event
  1179. if (scene_)
  1180. {
  1181. using namespace ComponentAdded;
  1182. VariantMap& eventData = GetEventDataMap();
  1183. eventData[P_SCENE] = scene_;
  1184. eventData[P_NODE] = this;
  1185. eventData[P_COMPONENT] = component;
  1186. scene_->SendEvent(E_COMPONENTADDED, eventData);
  1187. }
  1188. }
  1189. unsigned Node::GetNumPersistentChildren() const
  1190. {
  1191. unsigned ret = 0;
  1192. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  1193. {
  1194. if (!(*i)->IsTemporary())
  1195. ++ret;
  1196. }
  1197. return ret;
  1198. }
  1199. unsigned Node::GetNumPersistentComponents() const
  1200. {
  1201. unsigned ret = 0;
  1202. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  1203. {
  1204. if (!(*i)->IsTemporary())
  1205. ++ret;
  1206. }
  1207. return ret;
  1208. }
  1209. void Node::OnAttributeAnimationAdded()
  1210. {
  1211. if (attributeAnimationInfos_.Size() == 1)
  1212. SubscribeToEvent(GetScene(), E_ATTRIBUTEANIMATIONUPDATE, HANDLER(Node, HandleAttributeAnimationUpdate));
  1213. }
  1214. void Node::OnAttributeAnimationRemoved()
  1215. {
  1216. if (attributeAnimationInfos_.Empty())
  1217. UnsubscribeFromEvent(GetScene(), E_ATTRIBUTEANIMATIONUPDATE);
  1218. }
  1219. Component* Node::SafeCreateComponent(const String& typeName, ShortStringHash type, CreateMode mode, unsigned id)
  1220. {
  1221. // First check if factory for type exists
  1222. if (!context_->GetTypeName(type).Empty())
  1223. return CreateComponent(type, mode, id);
  1224. else
  1225. {
  1226. LOGWARNING("Component type " + type.ToString() + " not known, creating UnknownComponent as placeholder");
  1227. // Else create as UnknownComponent
  1228. SharedPtr<UnknownComponent> newComponent(new UnknownComponent(context_));
  1229. if (typeName.Empty() || typeName.StartsWith("Unknown", false))
  1230. newComponent->SetType(type);
  1231. else
  1232. newComponent->SetTypeName(typeName);
  1233. AddComponent(newComponent, id, mode);
  1234. return newComponent;
  1235. }
  1236. }
  1237. void Node::UpdateWorldTransform() const
  1238. {
  1239. Matrix3x4 transform = GetTransform();
  1240. // Assume the root node (scene) has identity transform
  1241. if (parent_ == scene_ || !parent_)
  1242. {
  1243. worldTransform_ = transform;
  1244. worldRotation_ = rotation_;
  1245. }
  1246. else
  1247. {
  1248. worldTransform_ = parent_->GetWorldTransform() * transform;
  1249. worldRotation_ = parent_->GetWorldRotation() * rotation_;
  1250. }
  1251. dirty_ = false;
  1252. }
  1253. void Node::RemoveChild(Vector<SharedPtr<Node> >::Iterator i)
  1254. {
  1255. // Send change event. Do not send when already being destroyed
  1256. if (Refs() > 0 && scene_)
  1257. {
  1258. using namespace NodeRemoved;
  1259. VariantMap& eventData = GetEventDataMap();
  1260. eventData[P_SCENE] = scene_;
  1261. eventData[P_PARENT] = this;
  1262. eventData[P_NODE] = (*i).Get();
  1263. scene_->SendEvent(E_NODEREMOVED, eventData);
  1264. }
  1265. (*i)->parent_ = 0;
  1266. (*i)->MarkDirty();
  1267. (*i)->MarkNetworkUpdate();
  1268. children_.Erase(i);
  1269. }
  1270. void Node::GetChildrenRecursive(PODVector<Node*>& dest) const
  1271. {
  1272. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  1273. {
  1274. Node* node = *i;
  1275. dest.Push(node);
  1276. if (!node->children_.Empty())
  1277. node->GetChildrenRecursive(dest);
  1278. }
  1279. }
  1280. void Node::GetChildrenWithComponentRecursive(PODVector<Node*>& dest, ShortStringHash type) const
  1281. {
  1282. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  1283. {
  1284. Node* node = *i;
  1285. if (node->HasComponent(type))
  1286. dest.Push(node);
  1287. if (!node->children_.Empty())
  1288. node->GetChildrenWithComponentRecursive(dest, type);
  1289. }
  1290. }
  1291. void Node::GetComponentsRecursive(PODVector<Component*>& dest, ShortStringHash type) const
  1292. {
  1293. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  1294. {
  1295. if ((*i)->GetType() == type)
  1296. dest.Push(*i);
  1297. }
  1298. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  1299. (*i)->GetComponentsRecursive(dest, type);
  1300. }
  1301. Node* Node::CloneRecursive(Node* parent, SceneResolver& resolver, CreateMode mode)
  1302. {
  1303. // Create clone node
  1304. Node* cloneNode = parent->CreateChild(0, (mode == REPLICATED && id_ < FIRST_LOCAL_ID) ? REPLICATED : LOCAL);
  1305. resolver.AddNode(id_, cloneNode);
  1306. // Copy attributes
  1307. const Vector<AttributeInfo>* attributes = GetAttributes();
  1308. for (unsigned j = 0; j < attributes->Size(); ++j)
  1309. {
  1310. const AttributeInfo& attr = attributes->At(j);
  1311. // Do not copy network-only attributes, as they may have unintended side effects
  1312. if (attr.mode_ & AM_FILE)
  1313. cloneNode->SetAttribute(j, GetAttribute(j));
  1314. }
  1315. // Clone components
  1316. for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
  1317. {
  1318. Component* component = *i;
  1319. Component* cloneComponent = cloneNode->SafeCreateComponent(component->GetTypeName(), component->GetType(),
  1320. (mode == REPLICATED && component->GetID() < FIRST_LOCAL_ID) ? REPLICATED : LOCAL, 0);
  1321. if (!cloneComponent)
  1322. {
  1323. LOGERROR("Could not clone component " + component->GetTypeName());
  1324. continue;
  1325. }
  1326. resolver.AddComponent(component->GetID(), cloneComponent);
  1327. const Vector<AttributeInfo>* compAttributes = component->GetAttributes();
  1328. if (compAttributes)
  1329. {
  1330. for (unsigned j = 0; j < compAttributes->Size(); ++j)
  1331. {
  1332. const AttributeInfo& attr = compAttributes->At(j);
  1333. if (attr.mode_ & AM_FILE)
  1334. cloneComponent->SetAttribute(j, component->GetAttribute(j));
  1335. }
  1336. }
  1337. }
  1338. // Clone child nodes recursively
  1339. for (Vector<SharedPtr<Node> >::ConstIterator i = children_.Begin(); i != children_.End(); ++i)
  1340. {
  1341. Node* node = *i;
  1342. node->CloneRecursive(cloneNode, resolver, mode);
  1343. }
  1344. return cloneNode;
  1345. }
  1346. void Node::RemoveComponent(Vector<SharedPtr<Component> >::Iterator i)
  1347. {
  1348. WeakPtr<Component> componentWeak(*i);
  1349. // Send node change event. Do not send when already being destroyed
  1350. if (Refs() > 0 && scene_)
  1351. {
  1352. using namespace ComponentRemoved;
  1353. VariantMap& eventData = GetEventDataMap();
  1354. eventData[P_SCENE] = scene_;
  1355. eventData[P_NODE] = this;
  1356. eventData[P_COMPONENT] = (*i).Get();
  1357. scene_->SendEvent(E_COMPONENTREMOVED, eventData);
  1358. }
  1359. RemoveListener(*i);
  1360. if (scene_)
  1361. scene_->ComponentRemoved(*i);
  1362. components_.Erase(i);
  1363. // If the component is still referenced elsewhere, reset its node pointer now
  1364. if (componentWeak)
  1365. componentWeak->SetNode(0);
  1366. }
  1367. void Node::HandleAttributeAnimationUpdate(StringHash eventType, VariantMap& eventData)
  1368. {
  1369. using namespace AttributeAnimationUpdate;
  1370. UpdateAttributeAnimations(eventData[P_TIMESTEP].GetFloat());
  1371. }
  1372. }