LogicComponent.cpp 6.0 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 "Log.h"
  24. #include "LogicComponent.h"
  25. #ifdef URHO3D_PHYSICS
  26. #include "PhysicsEvents.h"
  27. #include "PhysicsWorld.h"
  28. #endif
  29. #include "Scene.h"
  30. #include "SceneEvents.h"
  31. namespace Urho3D
  32. {
  33. LogicComponent::LogicComponent(Context* context) :
  34. Component(context),
  35. updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
  36. currentEventMask_(0),
  37. delayedStartCalled_(false)
  38. {
  39. }
  40. LogicComponent::~LogicComponent()
  41. {
  42. }
  43. void LogicComponent::OnSetEnabled()
  44. {
  45. UpdateEventSubscription();
  46. }
  47. void LogicComponent::SetUpdateEventMask(unsigned char mask)
  48. {
  49. if (updateEventMask_ != mask)
  50. {
  51. updateEventMask_ = mask;
  52. UpdateEventSubscription();
  53. }
  54. }
  55. void LogicComponent::OnNodeSet(Node* node)
  56. {
  57. if (node)
  58. {
  59. // We have been attached to a node. Set initial update event subscription state
  60. UpdateEventSubscription();
  61. // Then execute the user-defined start function
  62. Start();
  63. }
  64. else
  65. {
  66. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  67. Stop();
  68. }
  69. }
  70. void LogicComponent::UpdateEventSubscription()
  71. {
  72. // If scene node is not assigned yet, no need to update subscription
  73. if (!node_)
  74. return;
  75. Scene* scene = GetScene();
  76. if (!scene)
  77. {
  78. LOGWARNING("Node is detached from scene, can not subscribe to update events");
  79. return;
  80. }
  81. bool enabled = IsEnabledEffective();
  82. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  83. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  84. {
  85. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
  86. currentEventMask_ |= USE_UPDATE;
  87. }
  88. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  89. {
  90. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  91. currentEventMask_ &= ~USE_UPDATE;
  92. }
  93. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  94. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  95. {
  96. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
  97. currentEventMask_ |= USE_POSTUPDATE;
  98. }
  99. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  100. {
  101. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  102. currentEventMask_ &= ~USE_POSTUPDATE;
  103. }
  104. #ifdef URHO3D_PHYSICS
  105. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  106. if (!world)
  107. return;
  108. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  109. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  110. {
  111. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
  112. currentEventMask_ |= USE_FIXEDUPDATE;
  113. }
  114. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  115. {
  116. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  117. currentEventMask_ &= ~USE_FIXEDUPDATE;
  118. }
  119. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  120. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  121. {
  122. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
  123. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  124. }
  125. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  126. {
  127. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  128. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  129. }
  130. #endif
  131. }
  132. void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  133. {
  134. using namespace SceneUpdate;
  135. // Execute user-defined delayed start function before first update
  136. if (!delayedStartCalled_)
  137. {
  138. DelayedStart();
  139. delayedStartCalled_ = true;
  140. // If did not need actual update events, unsubscribe now
  141. if (!(updateEventMask_ & USE_UPDATE))
  142. {
  143. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  144. currentEventMask_ &= ~USE_UPDATE;
  145. return;
  146. }
  147. }
  148. // Then execute user-defined update function
  149. Update(eventData[P_TIMESTEP].GetFloat());
  150. }
  151. void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  152. {
  153. using namespace ScenePostUpdate;
  154. // Execute user-defined post-update function
  155. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  156. }
  157. #ifdef URHO3D_PHYSICS
  158. void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  159. {
  160. using namespace PhysicsPreStep;
  161. // Execute user-defined fixed update function
  162. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  163. }
  164. void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  165. {
  166. using namespace PhysicsPostStep;
  167. // Execute user-defined fixed post-update function
  168. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  169. }
  170. #endif
  171. }