LogicComponent.cpp 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167
  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. #include "PhysicsEvents.h"
  26. #include "PhysicsWorld.h"
  27. #include "Scene.h"
  28. #include "SceneEvents.h"
  29. namespace Urho3D
  30. {
  31. LogicComponent::LogicComponent(Context* context) :
  32. Component(context),
  33. updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
  34. delayedStartCalled_(false)
  35. {
  36. }
  37. LogicComponent::~LogicComponent()
  38. {
  39. }
  40. void LogicComponent::OnSetEnabled()
  41. {
  42. UpdateEventSubscription();
  43. }
  44. void LogicComponent::SetUpdateEventMask(unsigned mask)
  45. {
  46. if (updateEventMask_ != mask)
  47. {
  48. updateEventMask_ = mask;
  49. UpdateEventSubscription();
  50. }
  51. }
  52. void LogicComponent::OnNodeSet(Node* node)
  53. {
  54. if (node)
  55. {
  56. // We have been attached to a node. Set initial update event subscription state
  57. UpdateEventSubscription();
  58. // Then execute the start function
  59. Start();
  60. }
  61. else
  62. {
  63. // We are being detached from a node: execute stop function and prepare for destruction
  64. Stop();
  65. }
  66. }
  67. void LogicComponent::UpdateEventSubscription()
  68. {
  69. // If scene node is not assigned yet, no need to update subscription
  70. if (!node_)
  71. return;
  72. Scene* scene = GetScene();
  73. if (!scene)
  74. {
  75. LOGWARNING("Node is detached from scene, can not subscribe to update events");
  76. return;
  77. }
  78. bool enabled = IsEnabledEffective();
  79. if (enabled)
  80. {
  81. if (updateEventMask_ & USE_UPDATE)
  82. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
  83. if (updateEventMask_ & USE_POSTUPDATE)
  84. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
  85. if (updateEventMask_ & (USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE))
  86. {
  87. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  88. if (world)
  89. {
  90. if (updateEventMask_ & USE_FIXEDUPDATE)
  91. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
  92. if (updateEventMask_ & USE_FIXEDPOSTUPDATE)
  93. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
  94. }
  95. else
  96. LOGERROR("No physics world, can not subscribe to fixed update events");
  97. }
  98. }
  99. else
  100. {
  101. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  102. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  103. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  104. if (world)
  105. {
  106. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  107. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  108. }
  109. }
  110. }
  111. void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  112. {
  113. using namespace SceneUpdate;
  114. // Execute delayed start before first update
  115. if (!delayedStartCalled_)
  116. {
  117. DelayedStart();
  118. delayedStartCalled_ = true;
  119. }
  120. Update(eventData[P_TIMESTEP].GetFloat());
  121. }
  122. void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  123. {
  124. using namespace ScenePostUpdate;
  125. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  126. }
  127. void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  128. {
  129. using namespace PhysicsPreStep;
  130. // Execute delayed start before first update
  131. if (!delayedStartCalled_)
  132. {
  133. DelayedStart();
  134. delayedStartCalled_ = true;
  135. }
  136. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  137. }
  138. void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  139. {
  140. using namespace PhysicsPostStep;
  141. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  142. }
  143. }