6e8fbca745
match the genesis editor version 1.3.0.653.
268 lines
7.1 KiB
C++
268 lines
7.1 KiB
C++
/****************************************************************************
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Copyright (c) 2007,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "appframework/component.h"
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#include "appframework/actor.h"
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namespace App
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{
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__ImplementClass(App::Component, 'GCOM' ,Messaging::Port);
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const GPtr<Component> Component::NullComplonent;
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//------------------------------------------------------------------------------
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/**
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*/
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Component::Component() :
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mActive(false)
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#if NEBULA3_DEBUG
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, mDestoried(false)
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#endif
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, mActor(NULL)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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Component::~Component()
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{
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n_assert(!this->mActor);
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}
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//------------------------------------------------------------------------------
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/**
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Tells the Actor what per-frame callback methods should be called
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for this Component. and the Component is expected to call the
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Actor::RegisterComponentCallback() once for every callback method
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(OnBeginFrame(), OnMoveBefore(), ...) that should be called per-frame.
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*/
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void
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Component::SetupCallbacks()
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{
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// empty, derive this method in a subclass
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}
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//------------------------------------------------------------------------------
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/**
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This method is called by App::Actor::ActivateComponents().
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Use this method for one-time initializations of the Component.
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*/
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void
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Component::OnActivate()
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{
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n_assert(!this->IsActive() && mActor != NULL);
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this->mActive = true;
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}
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//------------------------------------------------------------------------------
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/**
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This method is called by App::Actor::DeactivateComponents(). Use this
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method to cleanup stuff which has been initialized in OnActivate().
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*/
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void
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Component::OnDeactivate()
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{
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n_assert(this->IsActive());
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this->mActive = false;
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}
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//------------------------------------------------------------------------
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void
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Component::OnDestroy()
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{
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n_assert( !this->IsActive() );
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#if NEBULA3_DEBUG
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mDestoried = true;
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#endif
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}
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//------------------------------------------------------------------------
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void
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Component::OnRenderSceneChanged()
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{
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///empty..
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}
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//------------------------------------------------------------------------
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void
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Component::OnActorParentChanged()
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{
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///empty..
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}
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//------------------------------------------------------------------------------
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/**
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*/
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const Math::matrix44&
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Component::GetActorTransform() const
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{
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Actor* actor = GetActor();
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n_assert(actor);
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return actor->GetTransform();
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnBeginFrame() on all
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Components attached to an Actor in the order of attachment. Override this
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method if your Component has to do any work at the beginning of the frame.
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Note: you must call Super::OnBeginFrame in your Sub Component::OnBeginFrame!
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*/
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void
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Component::_OnBeginFrame()
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{
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_SetInternalTransform();
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnBeginFrame() on all
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Components attached to an Actor in the order of attachment. Override this
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method if your Component has to do any work at the beginning of the frame.
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Note: you must implement this function in your sub component class!
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*/
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void Component::_SetInternalTransform()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnMoveBefore() on all
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Components attached to an Actor in the order of attachment. Override this
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method if your Component has any work to do before the physics subsystem
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is triggered.
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*/
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void
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Component::_OnMoveBefore()
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{
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//empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnMoveAfter() on all
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Components attached to an Actor in the order of attachment. Override this
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method if your Component has any work to do after the physics subsystem
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has been triggered.
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*/
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void
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Component::_OnMoveAfter()
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{
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//empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnFrame() on all
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Components attached to an Actor in the order of attachment. Override
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this method if your Component has any work to do before rendering happens.
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*/
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void
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Component::_OnFrame()
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{
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//empty
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}
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//------------------------------------------------------------------------
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void
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Component::_OnEndFrame()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from App::Actor::OnRenderDebug() on all
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Components attached to an Actor in the order of attachment. It's meant for debug
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issues. It will be called when debug mode is enabled.
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*/
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void
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Component::_OnRenderDebug()
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{
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//empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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Component::HandleMessage(const GPtr<Messaging::Message>& msg)
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{
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// empty, override in subclass
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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Component::_SetActor(Actor* e)
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{
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n_assert(e != 0);
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n_assert(!this->HasActor());
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this->mActor = e;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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Component::_ClearActor()
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{
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this->mActor = 0;
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}
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//------------------------------------------------------------------------
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void Component::CopyFrom( const GPtr<Component>& pComponent )
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{
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n_error("Component::CopyFrom not implement now ");
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}
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bool
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Component::IsAllResourceLoaded()
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{
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n_error("Component::IsAllResourceLoaded has not implemented now !");
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return true;
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}
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void
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Component::SetupAllResource()
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{
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//n_error("Component::IsAllResourceLoaded has not implemented now !");
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return;
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}
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//------------------------------------------------------------------------
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void Component::GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const
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{
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// empty.
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}
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void Component::UpdateRenderLayer()
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{
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}
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}; // namespace Game
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