refactor: spacing on function call parameters
[Torque-3d.git] / Engine / source / T3D / staticShape.cpp
blob424f3134a5570c1e72d03c92670363a71be63719
1 //-----------------------------------------------------------------------------
2 // Copyright (c) 2012 GarageGames, LLC
3 //
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9 // furnished to do so, subject to the following conditions:
11 // The above copyright notice and this permission notice shall be included in
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15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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20 // IN THE SOFTWARE.
21 //-----------------------------------------------------------------------------
23 #include "platform/platform.h"
24 #include "core/dnet.h"
25 #include "core/stream/bitStream.h"
26 #include "app/game.h"
27 #include "math/mMath.h"
28 #include "console/simBase.h"
29 #include "console/console.h"
30 #include "console/consoleTypes.h"
31 #include "console/engineAPI.h"
32 #include "T3D/gameBase/moveManager.h"
33 #include "ts/tsShapeInstance.h"
34 #include "T3D/staticShape.h"
35 #include "math/mathIO.h"
36 #include "sim/netConnection.h"
37 #include "scene/sceneObjectLightingPlugin.h"
39 extern void wireCube(F32 size,Point3F pos);
41 static const U32 sgAllowedDynamicTypes = 0xffffff;
43 //----------------------------------------------------------------------------
45 IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
47 ConsoleDocClass( StaticShapeData,
48 "@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
50 "When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
51 "1. TSStatic objects\n\n"
52 "2. ShapeBase derived objects\n\n"
54 "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
55 "will use one of its child classes instead. Several game related objects are derived "
56 "from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
58 "When you need a 3D object with datablock capabilities, you will use an object derived "
59 "from ShapeBase. When you need an object with extremely low overhead, and with no other "
60 "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
62 "The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
63 "additional functionality you see in Player, Item, Vehicle or the other game play "
64 "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
65 "a datablock provides a location for common variables as well as having access to "
66 "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
68 "@tsexample\n"
69 "// Create a StaticShape using a datablock\n"
70 "datablock StaticShapeData(BasicShapeData)\n"
71 "{\n"
72 " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
73 " testVar = \"Simple string, not a stock variable\";\n"
74 "};\n\n"
75 "new StaticShape()\n"
76 "{\n"
77 " dataBlock = \"BasicShapeData\";\n"
78 " position = \"0.0 0.0 0.0\";\n"
79 " rotation = \"1 0 0 0\";\n"
80 " scale = \"1 1 1\";\n"
81 "};\n"
82 "@endtsexample\n\n"
84 "@see StaticShape\n"
85 "@see ShapeBaseData\n"
86 "@see TSStatic\n\n"
88 "@ingroup gameObjects\n"
89 "@ingroup Datablocks");
91 StaticShapeData::StaticShapeData()
93 dynamicTypeField = 0;
95 shadowEnable = true;
97 noIndividualDamage = false;
100 void StaticShapeData::initPersistFields()
102 addField("noIndividualDamage", TypeBool, Offset(noIndividualDamage, StaticShapeData), "Deprecated\n\n @internal");
103 addField("dynamicType", TypeS32, Offset(dynamicTypeField, StaticShapeData),
104 "@brief An integer value which, if speficied, is added to the value retured by getType().\n\n"
105 "This allows you to extend the type mask for a StaticShape that uses this datablock. Type masks "
106 "are used for container queries, etc.");
108 Parent::initPersistFields();
111 void StaticShapeData::packData(BitStream* stream)
113 Parent::packData(stream);
114 stream->writeFlag(noIndividualDamage);
115 stream->write(dynamicTypeField);
118 void StaticShapeData::unpackData(BitStream* stream)
120 Parent::unpackData(stream);
121 noIndividualDamage = stream->readFlag();
122 stream->read(&dynamicTypeField);
126 //----------------------------------------------------------------------------
128 IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
130 ConsoleDocClass( StaticShape,
131 "@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
133 "When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
134 "1. TSStatic objects\n\n"
135 "2. ShapeBase derived objects\n\n"
137 "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
138 "will use one of its child classes instead. Several game related objects are derived "
139 "from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
141 "When you need a 3D object with datablock capabilities, you will use an object derived "
142 "from ShapeBase. When you need an object with extremely low overhead, and with no other "
143 "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
145 "The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
146 "additional functionality you see in Player, Item, Vehicle or the other game play "
147 "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
148 "a datablock provides a location for common variables as well as having access to "
149 "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
151 "@tsexample\n"
152 "// Create a StaticShape using a datablock\n"
153 "datablock StaticShapeData(BasicShapeData)\n"
154 "{\n"
155 " shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
156 " testVar = \"Simple string, not a stock variable\";\n"
157 "};\n\n"
158 "new StaticShape()\n"
159 "{\n"
160 " dataBlock = \"BasicShapeData\";\n"
161 " position = \"0.0 0.0 0.0\";\n"
162 " rotation = \"1 0 0 0\";\n"
163 " scale = \"1 1 1\";\n"
164 "};\n"
165 "@endtsexample\n\n"
167 "@see StaticShapeData\n"
168 "@see ShapeBase\n"
169 "@see TSStatic\n\n"
171 "@ingroup gameObjects\n");
173 StaticShape::StaticShape()
175 mTypeMask |= StaticShapeObjectType | StaticObjectType;
176 mDataBlock = 0;
179 StaticShape::~StaticShape()
184 //----------------------------------------------------------------------------
186 void StaticShape::initPersistFields()
188 Parent::initPersistFields();
191 bool StaticShape::onAdd()
193 if(!Parent::onAdd() || !mDataBlock)
194 return false;
196 // We need to modify our type mask based on what our datablock says...
197 mTypeMask |= (mDataBlock->dynamicTypeField & sgAllowedDynamicTypes);
199 addToScene();
201 if (isServerObject())
202 scriptOnAdd();
203 return true;
206 bool StaticShape::onNewDataBlock(GameBaseData* dptr, bool reload)
208 mDataBlock = dynamic_cast<StaticShapeData*>(dptr);
209 if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
210 return false;
212 scriptOnNewDataBlock();
213 return true;
216 void StaticShape::onRemove()
218 scriptOnRemove();
219 removeFromScene();
220 Parent::onRemove();
224 //----------------------------------------------------------------------------
226 void StaticShape::processTick(const Move* move)
228 Parent::processTick(move);
230 // Image Triggers
231 if (move && mDamageState == Enabled) {
232 setImageTriggerState(0,move->trigger[0]);
233 setImageTriggerState(1,move->trigger[1]);
237 void StaticShape::setTransform(const MatrixF& mat)
239 Parent::setTransform(mat);
240 setMaskBits(PositionMask);
243 void StaticShape::onUnmount(ShapeBase*,S32)
245 // Make sure the client get's the final server pos.
246 setMaskBits(PositionMask);
250 //----------------------------------------------------------------------------
252 U32 StaticShape::packUpdate(NetConnection *connection, U32 mask, BitStream *bstream)
254 U32 retMask = Parent::packUpdate(connection, mask, bstream);
255 if (bstream->writeFlag(mask & PositionMask | ExtendedInfoMask))
258 // Write the transform (do _not_ use writeAffineTransform. Since this is a static
259 // object, the transform must be RIGHT THE *&)*$&^ ON or it will goof up the
260 // synchronization between the client and the server.
261 mathWrite(*bstream, mObjToWorld);
262 mathWrite(*bstream, mObjScale);
265 // powered?
266 bstream->writeFlag(mPowered);
268 if (mLightPlugin)
270 retMask |= mLightPlugin->packUpdate(this, ExtendedInfoMask, connection, mask, bstream);
273 return retMask;
276 void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
278 Parent::unpackUpdate(connection, bstream);
279 if (bstream->readFlag())
281 MatrixF mat;
282 mathRead(*bstream, &mat);
283 Parent::setTransform(mat);
284 Parent::setRenderTransform(mat);
286 VectorF scale;
287 mathRead(*bstream, &scale);
288 setScale(scale);
291 // powered?
292 mPowered = bstream->readFlag();
294 if (mLightPlugin)
296 mLightPlugin->unpackUpdate(this, connection, bstream);
301 //----------------------------------------------------------------------------
302 // This appears to be legacy T2 stuff
303 // Marked internal, as this is flagged to be deleted
304 // [8/1/2010 mperry]
305 DefineConsoleMethod(StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
306 "@internal")
308 if(!object->isServerObject())
309 return;
310 object->setPowered(isPowered);
313 DefineConsoleMethod(StaticShape, getPoweredState, bool, (), , "@internal")
315 if(!object->isServerObject())
316 return(false);
317 return(object->isPowered());