Ensuring all names are the correct casing for Linux
[Torque-3d.git] / Engine / source / T3D / components / Render / MeshComponent_ScriptBinding.h
blob8181b3e7dfd5f44319bead4502673c9fc7af719b
1 //-----------------------------------------------------------------------------
2 // Copyright (c) 2012 GarageGames, LLC
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
6 // deal in the Software without restriction, including without limitation the
7 // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
8 // sell copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
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
19 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
20 // IN THE SOFTWARE.
21 //-----------------------------------------------------------------------------
23 #include "console/engineAPI.h"
24 #include "T3D/components/render/meshcomponent.h"
25 #include "scene/sceneObject.h"
26 #include "math/mTransform.h"
28 DefineEngineMethod(MeshComponent, getShapeBounds, Box3F, (), ,
29 "@brief Get the cobject we're in contact with.\n\n"
31 "The controlling client is the one that will send moves to us to act on.\n"
33 "@return the ID of the controlling GameConnection, or 0 if this object is not "
34 "controlled by any client.\n"
36 "@see GameConnection\n")
38 return object->getShapeBounds();
41 DefineEngineMethod(MeshComponent, mountObject, bool,
42 (SceneObject* objB, String node, TransformF txfm), (MatrixF::Identity),
43 "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
45 "@param objB Object to mount onto us\n"
46 "@param slot Mount slot ID\n"
47 "@param txfm (optional) mount offset transform\n"
48 "@return true if successful, false if failed (objB is not valid)")
50 if (objB)
52 //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
53 //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
54 object->mountObjectToNode(objB, node, /*MatrixF::Identity*/txfm.getMatrix());
55 return true;
57 return false;
60 DefineEngineMethod(MeshComponent, getNodeTransform, TransformF,
61 (S32 node), (-1),
62 "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
64 "@param objB Object to mount onto us\n"
65 "@param slot Mount slot ID\n"
66 "@param txfm (optional) mount offset transform\n"
67 "@return true if successful, false if failed (objB is not valid)")
69 if (node != -1)
71 //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
72 //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
73 //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
74 MatrixF mat = object->getNodeTransform(node);
75 return mat;
78 return TransformF::Identity;
81 DefineEngineMethod(MeshComponent, getNodeEulerRot, EulerF,
82 (S32 node, bool radToDeg), (-1, true),
83 "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
85 "@param objB Object to mount onto us\n"
86 "@param slot Mount slot ID\n"
87 "@param txfm (optional) mount offset transform\n"
88 "@return true if successful, false if failed (objB is not valid)")
90 if (node != -1)
92 //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
93 //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
94 //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
95 MatrixF mat = object->getNodeTransform(node);
97 EulerF eul = mat.toEuler();
98 if (radToDeg)
99 eul = EulerF(mRadToDeg(eul.x), mRadToDeg(eul.y), mRadToDeg(eul.z));
101 return eul;
104 return EulerF(0, 0, 0);
107 DefineEngineMethod(MeshComponent, getNodePosition, Point3F,
108 (S32 node), (-1),
109 "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
111 "@param objB Object to mount onto us\n"
112 "@param slot Mount slot ID\n"
113 "@param txfm (optional) mount offset transform\n"
114 "@return true if successful, false if failed (objB is not valid)")
116 if (node != -1)
118 //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
119 //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
120 //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
121 MatrixF mat = object->getNodeTransform(node);
123 return mat.getPosition();
126 return Point3F(0, 0, 0);
129 DefineEngineMethod(MeshComponent, getNodeByName, S32,
130 (String nodeName), ,
131 "@brief Mount objB to this object at the desired slot with optional transform.\n\n"
133 "@param objB Object to mount onto us\n"
134 "@param slot Mount slot ID\n"
135 "@param txfm (optional) mount offset transform\n"
136 "@return true if successful, false if failed (objB is not valid)")
138 if (!nodeName.isEmpty())
140 //BUG: Unsure how it broke, but atm the default transform passed in here is rotated 180 degrees. This doesn't happen
141 //for the SceneObject mountobject method. Hackish, but for now, just default to a clean MatrixF::Identity
142 //object->mountObjectToNode( objB, node, /*MatrixF::Identity*/txfm.getMatrix() );
143 S32 node = object->getNodeByName(nodeName);
145 return node;
148 return -1;
151 DefineEngineMethod(MeshComponent, changeMaterial, void, (U32 slot, const char* newMat), (0, ""),
152 "@brief Change one of the materials on the shape.\n\n")
154 object->changeMaterial(slot, newMat);