LogicComponent.cpp 6.2 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::Update(float timeStep)
  48. {
  49. }
  50. void LogicComponent::PostUpdate(float timeStep)
  51. {
  52. }
  53. void LogicComponent::FixedUpdate(float timeStep)
  54. {
  55. }
  56. void LogicComponent::FixedPostUpdate(float timeStep)
  57. {
  58. }
  59. void LogicComponent::SetUpdateEventMask(unsigned char mask)
  60. {
  61. if (updateEventMask_ != mask)
  62. {
  63. updateEventMask_ = mask;
  64. UpdateEventSubscription();
  65. }
  66. }
  67. void LogicComponent::OnNodeSet(Node* node)
  68. {
  69. if (node)
  70. {
  71. // We have been attached to a node. Set initial update event subscription state
  72. UpdateEventSubscription();
  73. // Then execute the user-defined start function
  74. Start();
  75. }
  76. else
  77. {
  78. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  79. Stop();
  80. }
  81. }
  82. void LogicComponent::UpdateEventSubscription()
  83. {
  84. // If scene node is not assigned yet, no need to update subscription
  85. if (!node_)
  86. return;
  87. Scene* scene = GetScene();
  88. if (!scene)
  89. {
  90. LOGWARNING("Node is detached from scene, can not subscribe to update events");
  91. return;
  92. }
  93. bool enabled = IsEnabledEffective();
  94. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  95. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  96. {
  97. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
  98. currentEventMask_ |= USE_UPDATE;
  99. }
  100. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  101. {
  102. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  103. currentEventMask_ &= ~USE_UPDATE;
  104. }
  105. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  106. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  107. {
  108. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
  109. currentEventMask_ |= USE_POSTUPDATE;
  110. }
  111. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  112. {
  113. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  114. currentEventMask_ &= ~USE_POSTUPDATE;
  115. }
  116. #ifdef URHO3D_PHYSICS
  117. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  118. if (!world)
  119. return;
  120. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  121. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  122. {
  123. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
  124. currentEventMask_ |= USE_FIXEDUPDATE;
  125. }
  126. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  127. {
  128. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  129. currentEventMask_ &= ~USE_FIXEDUPDATE;
  130. }
  131. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  132. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  133. {
  134. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
  135. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  136. }
  137. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  138. {
  139. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  140. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  141. }
  142. #endif
  143. }
  144. void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  145. {
  146. using namespace SceneUpdate;
  147. // Execute user-defined delayed start function before first update
  148. if (!delayedStartCalled_)
  149. {
  150. DelayedStart();
  151. delayedStartCalled_ = true;
  152. // If did not need actual update events, unsubscribe now
  153. if (!(updateEventMask_ & USE_UPDATE))
  154. {
  155. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  156. currentEventMask_ &= ~USE_UPDATE;
  157. return;
  158. }
  159. }
  160. // Then execute user-defined update function
  161. Update(eventData[P_TIMESTEP].GetFloat());
  162. }
  163. void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  164. {
  165. using namespace ScenePostUpdate;
  166. // Execute user-defined post-update function
  167. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  168. }
  169. #ifdef URHO3D_PHYSICS
  170. void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  171. {
  172. using namespace PhysicsPreStep;
  173. // Execute user-defined fixed update function
  174. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  175. }
  176. void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  177. {
  178. using namespace PhysicsPostStep;
  179. // Execute user-defined fixed post-update function
  180. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  181. }
  182. #endif
  183. }