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- //
- // 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.
- //
- #pragma once
- #include "Matrix3x4.h"
- #include "Serializable.h"
- #include "VectorBuffer.h"
- namespace Urho3D
- {
- class Component;
- class Connection;
- class Scene;
- class SceneResolver;
- struct NodeReplicationState;
- /// Component and child node creation mode for networking.
- enum CreateMode
- {
- REPLICATED = 0,
- LOCAL = 1
- };
- /// %Scene node that may contain components and child nodes.
- class URHO3D_API Node : public Serializable
- {
- OBJECT(Node);
- BASEOBJECT(Node);
-
- friend class Connection;
-
- public:
- /// Construct.
- Node(Context* context);
- /// Destruct. Any child nodes are detached.
- virtual ~Node();
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Handle attribute write access.
- virtual void OnSetAttribute(const AttributeInfo& attr, const Variant& src);
- /// Load from binary data. Return true if successful.
- virtual bool Load(Deserializer& source, bool setInstanceDefault = false);
- /// Load from XML data. Return true if successful.
- virtual bool LoadXML(const XMLElement& source, bool setInstanceDefault = false);
- /// Save as binary data. Return true if successful.
- virtual bool Save(Serializer& dest) const;
- /// Save as XML data. Return true if successful.
- virtual bool SaveXML(XMLElement& dest) const;
- /// Apply attribute changes that can not be applied immediately recursively to child nodes and components.
- virtual void ApplyAttributes();
- /// Return whether should save default-valued attributes into XML. Always save node transforms for readability, even if identity.
- virtual bool SaveDefaultAttributes() const { return true; }
- /// Add a replication state that is tracking this node.
- virtual void AddReplicationState(NodeReplicationState* state);
- /// Save to an XML file. Return true if successful.
- bool SaveXML(Serializer& dest) const;
- /// Set name of the scene node. Names are not required to be unique.
- void SetName(const String& name);
- /// Set position in parent space. If the scene node is on the root level (is child of the scene itself), this is same as world space.
- void SetPosition(const Vector3& position);
- /// Set rotation in parent space.
- void SetRotation(const Quaternion& rotation);
- /// Set forward direction in parent space. Positive Z axis equals identity rotation.
- void SetDirection(const Vector3& direction);
- /// Set uniform scale in parent space.
- void SetScale(float scale);
- /// Set scale in parent space.
- void SetScale(const Vector3& scale);
- /// Set both position and rotation in parent space as an atomic operation. This is faster than setting position and rotation separately.
- void SetTransform(const Vector3& position, const Quaternion& rotation);
- /// Set both position, rotation and uniform scale in parent space as an atomic operation.
- void SetTransform(const Vector3& position, const Quaternion& rotation, float scale);
- /// Set both position, rotation and scale in parent space as an atomic operation.
- void SetTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
- /// Set position in world space.
- void SetWorldPosition(const Vector3& position);
- /// Set rotation in world space.
- void SetWorldRotation(const Quaternion& rotation);
- /// Set forward direction in world space.
- void SetWorldDirection(const Vector3& direction);
- /// Set uniform scale in world space.
- void SetWorldScale(float scale);
- /// Set scale in world space.
- void SetWorldScale(const Vector3& scale);
- /// Set both position and rotation in world space as an atomic operation.
- void SetWorldTransform(const Vector3& position, const Quaternion& rotation);
- /// Set both position, rotation and uniform scale in world space as an atomic operation.
- void SetWorldTransform(const Vector3& position, const Quaternion& rotation, float scale);
- /// Set both position, rotation and scale in world space as an atomic opration.
- void SetWorldTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale);
- /// Move the scene node in parent space, which is the same as world space if the scene node is on the root level.
- void Translate(const Vector3& delta);
- /// Move the scene node in parent space relative to its current rotation.
- void TranslateRelative(const Vector3& delta);
- /// Rotate the scene node in parent space either relative to its current rotation axes, or a fixed axis.
- void Rotate(const Quaternion& delta, bool fixedAxis = false);
- /// Rotate around the X axis.
- void Pitch(float angle, bool fixedAxis = false);
- /// Rotate around the Y axis.
- void Yaw(float angle, bool fixedAxis = false);
- /// Rotate around the Z axis.
- void Roll(float angle, bool fixedAxis = false);
- /// Look at a target world position. Return true if successful, or false if resulted in an illegal rotation, in which case the current rotation remains.
- bool LookAt(const Vector3& target, const Vector3& up = Vector3::UP);
- /// Modify scale in parent space uniformly.
- void Scale(float scale);
- /// Modify scale in parent space.
- void Scale(const Vector3& scale);
- /// Set enabled/disabled state without recursion. Components in a disabled node become effectively disabled regardless of their own enable/disable state.
- void SetEnabled(bool enable);
- /// Set enabled/disabled state with optional recursion.
- void SetEnabled(bool enable, bool recursive);
- /// Set owner connection for networking.
- void SetOwner(Connection* owner);
- /// Mark node and child nodes to need world transform recalculation. Notify listener components.
- void MarkDirty();
- /// Create a child scene node (with specified ID if provided).
- Node* CreateChild(const String& name = String::EMPTY, CreateMode mode = REPLICATED, unsigned id = 0);
- /// Add a child scene node at a specific index. If index is not explicitly specified or is greater than current children size, append the new child at the end.
- void AddChild(Node* node, unsigned index = M_MAX_UNSIGNED);
- /// Remove a child scene node.
- void RemoveChild(Node* node);
- /// Remove all child scene nodes.
- void RemoveAllChildren();
- /// Remove child scene nodes that match criteria.
- void RemoveChildren(bool removeReplicated, bool removeLocal, bool recursive);
- /// Create a component to this node (with specified ID if provided).
- Component* CreateComponent(ShortStringHash type, CreateMode mode = REPLICATED, unsigned id = 0);
- /// Create a component to this node if it does not exist already.
- Component* GetOrCreateComponent(ShortStringHash type, CreateMode mode = REPLICATED, unsigned id = 0);
- /// Remove a component from this node.
- void RemoveComponent(Component* component);
- /// Remove the first component of specific type from this node.
- void RemoveComponent(ShortStringHash type);
- /// Remove all components from this node.
- void RemoveAllComponents();
- /// Remove components that match criteria.
- void RemoveComponents(bool removeReplicated, bool removeLocal);
- /// Clone scene node, components and child nodes. Return the clone.
- Node* Clone(CreateMode mode = REPLICATED);
- /// Remove from the parent node. If no other shared pointer references exist, causes immediate deletion.
- void Remove();
- /// Set parent scene node. Retains the world transform.
- void SetParent(Node* parent);
- /// Set a user variable.
- void SetVar(ShortStringHash key, const Variant& value);
- /// Add listener component that is notified of node being dirtied. Can either be in the same node or another.
- void AddListener(Component* component);
- /// Remove listener component.
- void RemoveListener(Component* component);
- /// Template version of creating a component.
- template <class T> T* CreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
- /// Template version of getting or creating a component.
- template <class T> T* GetOrCreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
- /// Template version of removing a component.
- template <class T> void RemoveComponent();
- /// Return ID.
- unsigned GetID() const { return id_; }
- /// Return name.
- const String& GetName() const { return name_; }
- /// Return name hash.
- StringHash GetNameHash() const { return nameHash_; }
- /// Return parent scene node.
- Node* GetParent() const { return parent_; }
- /// Return scene.
- Scene* GetScene() const { return scene_; }
- /// Return whether is enabled. Disables nodes effectively disable all their components.
- bool IsEnabled() const { return enabled_; }
- /// Return owner connection in networking.
- Connection* GetOwner() const { return owner_; }
- /// Return position in parent space.
- const Vector3& GetPosition() const { return position_; }
- /// Return rotation in parent space.
- const Quaternion& GetRotation() const { return rotation_; }
- /// Return forward direction in parent space. Positive Z axis equals identity rotation.
- Vector3 GetDirection() const { return rotation_ * Vector3::FORWARD; }
- /// Return up direction in parent space. Positive Y axis equals identity rotation.
- Vector3 GetUp() const { return rotation_ * Vector3::UP; }
- /// Return right direction in parent space. Positive X axis equals identity rotation.
- Vector3 GetRight() const { return rotation_ * Vector3::RIGHT; }
- /// Return scale in parent space.
- const Vector3& GetScale() const { return scale_; }
- /// Return parent space transform matrix.
- Matrix3x4 GetTransform() const { return Matrix3x4(position_, rotation_, scale_); }
- /// Return position in world space.
- Vector3 GetWorldPosition() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldTransform_.Translation();
- }
- /// Return rotation in world space.
- Quaternion GetWorldRotation() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldRotation_;
- }
- /// Return direction in world space.
- Vector3 GetWorldDirection() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldRotation_ * Vector3::FORWARD;
- }
- /// Return node's up vector in world space.
- Vector3 GetWorldUp() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldRotation_ * Vector3::UP;
- }
- /// Return node's right vector in world space.
- Vector3 GetWorldRight() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldRotation_ * Vector3::RIGHT;
- }
- /// Return scale in world space.
- Vector3 GetWorldScale() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldTransform_.Scale();
- }
- /// Return world space transform matrix.
- const Matrix3x4& GetWorldTransform() const
- {
- if (dirty_)
- UpdateWorldTransform();
-
- return worldTransform_;
- }
- /// Convert a local space position to world space.
- Vector3 LocalToWorld(const Vector3& position) const;
- /// Convert a local space position or rotation to world space.
- Vector3 LocalToWorld(const Vector4& vector) const;
- /// Convert a world space position to local space.
- Vector3 WorldToLocal(const Vector3& position) const;
- /// Convert a world space position or rotation to local space.
- Vector3 WorldToLocal(const Vector4& vector) const;
- /// Return whether transform has changed and world transform needs recalculation.
- bool IsDirty() const { return dirty_; }
- /// Return number of child scene nodes.
- unsigned GetNumChildren(bool recursive = false) const;
- /// Return immediate child scene nodes.
- const Vector<SharedPtr<Node> >& GetChildren() const { return children_; }
- /// Return child scene nodes, optionally recursive.
- void GetChildren(PODVector<Node*>& dest, bool recursive = false) const;
- /// Return child scene nodes with a specific component.
- void GetChildrenWithComponent(PODVector<Node*>& dest, ShortStringHash type, bool recursive = false) const;
- /// Return child scene node by index.
- Node* GetChild(unsigned index) const;
- /// Return child scene node by name.
- Node* GetChild(const String& name, bool recursive = false) const;
- /// Return child scene node by name.
- Node* GetChild(const char* name, bool recursive = false) const;
- /// Return child scene node by name hash.
- Node* GetChild(StringHash nameHash, bool recursive = false) const;
- /// Return number of components.
- unsigned GetNumComponents() const { return components_.Size(); }
- /// Return number of non-local components.
- unsigned GetNumNetworkComponents() const;
- /// Return all components.
- const Vector<SharedPtr<Component> >& GetComponents() const { return components_; }
- /// Return all components of type. Optionally recursive.
- void GetComponents(PODVector<Component*>& dest, ShortStringHash type, bool recursive = false) const;
- /// Return component by type. If there are several, returns the first.
- Component* GetComponent(ShortStringHash type) const;
- /// Return whether has a specific component.
- bool HasComponent(ShortStringHash type) const;
- /// Return listener components.
- const Vector<WeakPtr<Component> > GetListeners() const { return listeners_; }
- /// Return a user variable.
- const Variant& GetVar(ShortStringHash key) const;
- /// Return all user variables.
- const VariantMap& GetVars() const { return vars_; }
- /// Return first component derived from class.
- template <class T> T* GetDerivedComponent() const;
- /// Return components derived from class.
- template <class T> void GetDerivedComponents(PODVector<T*>& dest) const;
- /// Template version of returning child nodes with a specific component.
- template <class T> void GetChildrenWithComponent(PODVector<Node*>& dest, bool recursive = false) const;
- /// Template version of returning a component by type.
- template <class T> T* GetComponent() const;
- /// Template version of returning all components of type.
- template <class T> void GetComponents(PODVector<T*>& dest, bool recursive = false) const;
- /// Template version of checking whether has a specific component.
- template <class T> bool HasComponent() const;
- /// Set ID. Called by Scene.
- void SetID(unsigned id);
- /// Set scene. Called by Scene.
- void SetScene(Scene* scene);
- /// Reset scene. Called by Scene.
- void ResetScene();
- /// Set network position attribute.
- void SetNetPositionAttr(const Vector3& value);
- /// Set network rotation attribute.
- void SetNetRotationAttr(const PODVector<unsigned char>& value);
- /// Set network parent attribute.
- void SetNetParentAttr(const PODVector<unsigned char>& value);
- /// Return network position attribute.
- const Vector3& GetNetPositionAttr() const;
- /// Return network rotation attribute.
- const PODVector<unsigned char>& GetNetRotationAttr() const;
- /// Return network parent attribute.
- const PODVector<unsigned char>& GetNetParentAttr() const;
- /// Load components and optionally load child nodes.
- bool Load(Deserializer& source, SceneResolver& resolver, bool loadChildren = true, bool rewriteIDs = false, CreateMode mode = REPLICATED);
- /// Load components from XML data and optionally load child nodes.
- bool LoadXML(const XMLElement& source, SceneResolver& resolver, bool loadChildren = true, bool rewriteIDs = false, CreateMode mode = REPLICATED);
- /// Return the depended on nodes to order network updates.
- const PODVector<Node*>& GetDependencyNodes() const { return dependencyNodes_; }
- /// Prepare network update by comparing attributes and marking replication states dirty as necessary.
- void PrepareNetworkUpdate();
- /// Clean up all references to a network connection that is about to be removed.
- void CleanupConnection(Connection* connection);
- /// Mark for attribute check on the next network update.
- void MarkNetworkUpdate();
- /// Mark node dirty in scene replication states.
- void MarkReplicationDirty();
- /// Create a child node with specific ID.
- Node* CreateChild(unsigned id, CreateMode mode);
- /// Add a pre-created component.
- void AddComponent(Component* component, unsigned id, CreateMode mode);
- /// Calculate number of non-temporary child nodes.
- unsigned GetNumPersistentChildren() const;
- /// Calculate number of non-temporary components.
- unsigned GetNumPersistentComponents() const;
-
- protected:
- /// User variables.
- VariantMap vars_;
- private:
- /// Create component, allowing UnknownComponent if actual type is not supported. Leave typeName empty if not known.
- Component* SafeCreateComponent(const String& typeName, ShortStringHash type, CreateMode mode, unsigned id);
- /// Recalculate the world transform.
- void UpdateWorldTransform() const;
- /// Remove child node by iterator.
- void RemoveChild(Vector<SharedPtr<Node> >::Iterator i);
- /// Return child nodes recursively.
- void GetChildrenRecursive(PODVector<Node*>& dest) const;
- /// Return child nodes with a specific component recursively.
- void GetChildrenWithComponentRecursive(PODVector<Node*>& dest, ShortStringHash type) const;
- /// Return specific components recursively.
- void GetComponentsRecursive(PODVector<Component*>& dest, ShortStringHash type) const;
- /// Clone node recursively.
- Node* CloneRecursive(Node* parent, SceneResolver& resolver, CreateMode mode);
- /// Remove a component from this node with the specified iterator.
- void RemoveComponent(Vector<SharedPtr<Component> >::Iterator i);
- /// World-space transform matrix.
- mutable Matrix3x4 worldTransform_;
- /// World transform needs update flag.
- mutable bool dirty_;
- /// Network update queued flag.
- bool networkUpdate_;
- /// Enabled flag.
- bool enabled_;
- /// Parent scene node.
- Node* parent_;
- /// Scene (root node.)
- Scene* scene_;
- /// Unique ID within the scene.
- unsigned id_;
- /// Position.
- Vector3 position_;
- /// Rotation.
- Quaternion rotation_;
- /// Scale.
- Vector3 scale_;
- /// World-space rotation.
- mutable Quaternion worldRotation_;
- /// Components.
- Vector<SharedPtr<Component> > components_;
- /// Child scene nodes.
- Vector<SharedPtr<Node> > children_;
- /// Node listeners.
- Vector<WeakPtr<Component> > listeners_;
- /// Nodes this node depends on for network updates.
- PODVector<Node*> dependencyNodes_;
- /// Network owner connection.
- Connection* owner_;
- /// Name.
- String name_;
- /// Name hash.
- StringHash nameHash_;
- /// Attribute buffer for network updates.
- mutable VectorBuffer attrBuffer_;
- };
- template <class T> T* Node::CreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(CreateComponent(T::GetTypeStatic(), mode, id)); }
- template <class T> T* Node::GetOrCreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(GetOrCreateComponent(T::GetTypeStatic(), mode, id)); }
- template <class T> void Node::RemoveComponent() { RemoveComponent(T::GetTypeStatic()); }
- template <class T> void Node::GetChildrenWithComponent(PODVector<Node*>& dest, bool recursive) const { GetChildrenWithComponent(dest, T::GetTypeStatic(), recursive); }
- template <class T> T* Node::GetComponent() const { return static_cast<T*>(GetComponent(T::GetTypeStatic())); }
- template <class T> void Node::GetComponents(PODVector<T*>& dest, bool recursive) const { GetComponents(reinterpret_cast<PODVector<Component*>&>(dest), T::GetTypeStatic(), recursive); }
- template <class T> bool Node::HasComponent() const { return HasComponent(T::GetTypeStatic()); }
- template <class T> T* Node::GetDerivedComponent() const
- {
- for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
- {
- T* component = dynamic_cast<T*>(i->Get());
- if (component)
- return component;
- }
- return 0;
- }
- template <class T> void Node::GetDerivedComponents(PODVector<T*>& dest) const
- {
- dest.Clear();
- for (Vector<SharedPtr<Component> >::ConstIterator i = components_.Begin(); i != components_.End(); ++i)
- {
- T* component = dynamic_cast<T*>(i->Get());
- if (component)
- dest.Push(component);
- }
- }
- }
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