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SqMod/source/Entity/Object.cpp

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// ------------------------------------------------------------------------------------------------
2015-09-30 02:56:11 +02:00
#include "Entity/Object.hpp"
#include "Entity/Player.hpp"
#include "Base/Quaternion.hpp"
#include "Base/Vector3.hpp"
#include "Core.hpp"
2015-09-30 02:56:11 +02:00
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
SQMODE_DECL_TYPENAME(Typename, _SC("SqObject"))
// ------------------------------------------------------------------------------------------------
Vector3 CObject::s_Vector3;
Quaternion CObject::s_Quaternion;
// ------------------------------------------------------------------------------------------------
const Int32 CObject::Max = SQMOD_OBJECT_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CObject::SqGetNull(HSQUIRRELVM vm)
{
sq_pushobject(vm, Core::Get().GetNullObject().GetObject());
return 1;
}
// ------------------------------------------------------------------------------------------------
Object & CObject::GetNull()
{
return Core::Get().GetNullObject();
}
// ------------------------------------------------------------------------------------------------
CObject::CObject(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_OBJECT_POOL))
, m_Tag(ToStrF("%d", id)), m_Data(), m_CircularLocks(0)
, mMoveToDuration(0)
, mMoveByDuration(0)
, mRotateToDuration(0)
, mRotateByDuration(0)
, mRotateToEulerDuration(0)
, mRotateByEulerDuration(0)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
CObject::~CObject()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
const String & CObject::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CObject::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetTag(const StackStrF & tag)
{
if (tag.mLen > 0)
{
m_Tag.assign(tag.mPtr, tag.mLen);
}
else
{
m_Tag.clear();
}
}
// ------------------------------------------------------------------------------------------------
CObject & CObject::ApplyTag(StackStrF & tag)
{
SetTag(tag);
return *this;
}
// ------------------------------------------------------------------------------------------------
Object & CObject::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetData(Object & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
bool CObject::Destroy(Int32 header, Object & payload)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().DelObject(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
void CObject::BindEvent(Int32 evid, Object & env, Function & func) const
{
// Validate the managed identifier
Validate();
// Obtain the function instance called for this event
Function & event = Core::Get().GetObjectEvent(m_ID, evid);
// Is the specified callback function null?
if (func.IsNull())
{
event.ReleaseGently(); // Then release the current callback
}
// Does this function need a custom environment?
else if (env.IsNull())
{
event = func;
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
void CObject::CustomEvent(Int32 header, Object & payload) const
{
// Validate the managed identifier
Validate();
// Perfrom the requested action
Core::Get().EmitObjectCustom(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
bool CObject::IsStreamedFor(CPlayer & player) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsObjectStreamedForPlayer(m_ID, player.GetID());
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::GetModel() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectModel(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetWorld(Int32 world)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetObjectWorld(m_ID);
// Don't even bother if it's the same value
if (current == world)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetObjectWorld(m_ID, world);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_WORLD))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_WORLD);
// Now forward the event call
Core::Get().EmitObjectWorld(m_ID, current, world);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CObject::GetAlpha() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetObjectAlpha(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetAlpha(Int32 alpha)
{
SetAlphaEx(alpha, 0);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetAlphaEx(Int32 alpha, Uint32 time)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetObjectAlpha(m_ID);
// Don't even bother if it's the same value
if (current == alpha)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetObjectAlpha(m_ID, alpha, time);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_ALPHA))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_ALPHA);
// Now forward the event call
Core::Get().EmitObjectAlpha(m_ID, current, alpha, time);
}
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveTo(const Vector3 & pos, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectTo(m_ID, pos.x, pos.y, pos.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveToEx(Float32 x, Float32 y, Float32 z, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectTo(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveBy(const Vector3 & pos, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, pos.x, pos.y, pos.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveByEx(Float32 x, Float32 y, Float32 z, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CObject::GetPosition()
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectPosition(m_ID, pos.x, pos.y, pos.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetObjectPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateTo(const Quaternion & rot, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectTo(m_ID, rot.x, rot.y, rot.z, rot.w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectTo(m_ID, x, y, z, w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEuler(const Vector3 & rot, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectToEuler(m_ID, rot.x, rot.y, rot.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectToEuler(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateBy(const Quaternion & rot, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, rot.x, rot.y, rot.z, rot.w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, x, y, z, w, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEuler(const Vector3 & rot, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectByEuler(m_ID, rot.x, rot.y, rot.z, time);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectByEuler(m_ID, x, y, z, time);
}
// ------------------------------------------------------------------------------------------------
const Quaternion & CObject::GetRotation()
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Query the server for the values
_Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Return the requested information
return s_Quaternion;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CObject::GetRotationEuler()
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
bool CObject::GetShotReport() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsObjectShotReportEnabled(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetShotReport(bool toggle)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const bool current = _Func->IsObjectShotReportEnabled(m_ID);
// Don't even bother if it's the same value
if (current == toggle)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetObjectShotReportEnabled(m_ID, toggle);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT);
// Now forward the event call
Core::Get().EmitObjectReport(m_ID, current, toggle, false);
}
}
// ------------------------------------------------------------------------------------------------
bool CObject::GetTouchedReport() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsObjectTouchedReportEnabled(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetTouchedReport(bool toggle)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const bool current = _Func->IsObjectTouchedReportEnabled(m_ID);
// Don't even bother if it's the same value
if (current == toggle)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetObjectTouchedReportEnabled(m_ID, toggle);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT);
// Now forward the event call
Core::Get().EmitObjectReport(m_ID, current, toggle, true);
}
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPositionX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPositionY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetPositionZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetObjectPosition(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPositionX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetObjectPosition(m_ID, x, s_Vector3.y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPositionY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->SetObjectPosition(m_ID, s_Vector3.x, y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CObject::SetPositionZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->SetObjectPosition(m_ID, s_Vector3.z, s_Vector3.y, z);
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotationX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.x = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotation(m_ID, &s_Quaternion.x, nullptr, nullptr, nullptr);
// Return the requested information
return s_Quaternion.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotationY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.y = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotation(m_ID, nullptr, &s_Quaternion.y, nullptr, nullptr);
// Return the requested information
return s_Quaternion.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotationZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.z = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotation(m_ID, nullptr, nullptr, &s_Quaternion.z, nullptr);
// Return the requested information
return s_Quaternion.z;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetRotationW() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.w = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotation(m_ID, nullptr, nullptr, nullptr, &s_Quaternion.w);
// Return the requested information
return s_Quaternion.w;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetEulerRotationX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetEulerRotationY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotationEuler(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CObject::GetEulerRotationZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetObjectRotationEuler(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveToX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->MoveObjectTo(m_ID, x, s_Vector3.y, s_Vector3.z, mMoveToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveToY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->MoveObjectTo(m_ID, s_Vector3.x, y, s_Vector3.z, mMoveToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveToZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->MoveObjectTo(m_ID, s_Vector3.z, s_Vector3.y, z, mMoveToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveByX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, x, 0.0f, 0.0f, mMoveByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveByY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, 0.0f, y, 0.0f, mMoveByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::MoveByZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->MoveObjectBy(m_ID, 0.0f, 0.0f, z, mMoveByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotation(m_ID, nullptr, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Perform the requested operation
_Func->RotateObjectTo(m_ID, x, s_Quaternion.y, s_Quaternion.z, s_Quaternion.w, mRotateToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotation(m_ID, &s_Quaternion.x, nullptr, &s_Quaternion.z, &s_Quaternion.w);
// Perform the requested operation
_Func->RotateObjectTo(m_ID, s_Quaternion.x, y, s_Quaternion.z, s_Quaternion.w, mRotateToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, nullptr, &s_Quaternion.w);
// Perform the requested operation
_Func->RotateObjectTo(m_ID, s_Quaternion.x, s_Quaternion.y, z, s_Quaternion.w, mRotateToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToW(Float32 w) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, nullptr);
// Perform the requested operation
_Func->RotateObjectTo(m_ID, s_Quaternion.x, s_Quaternion.y, s_Quaternion.z, w, mRotateToDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, x, 0.0f, 0.0f, 0.0f, mRotateByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, 0.0f, y, 0.0f, 0.0f, mRotateByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, 0.0f, 0.0f, z, 0.0f, mRotateByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByW(Float32 w) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectBy(m_ID, 0.0f, 0.0f, 0.0f, w, mRotateByDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEulerX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotationEuler(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->RotateObjectToEuler(m_ID, x, s_Vector3.y, s_Vector3.z, mRotateToEulerDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEulerY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->RotateObjectToEuler(m_ID, s_Vector3.x, y, s_Vector3.z, mRotateToEulerDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateToEulerZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Retrieve the current values for unchanged components
_Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->RotateObjectToEuler(m_ID, s_Vector3.z, s_Vector3.y, z, mRotateToEulerDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEulerX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectByEuler(m_ID, x, 0.0f, 0.0f, mRotateByEulerDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEulerY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectByEuler(m_ID, 0.0f, y, 0.0f, mRotateByEulerDuration);
}
// ------------------------------------------------------------------------------------------------
void CObject::RotateByEulerZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RotateObjectByEuler(m_ID, 0.0f, 0.0f, z, mRotateByEulerDuration);
}
// ------------------------------------------------------------------------------------------------
static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
Int32 alpha)
{
return Core::Get().NewObject(model, world, x, y, z, alpha, SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
Int32 alpha, Int32 header, Object & payload)
{
return Core::Get().NewObject(model, world, x, y, z, alpha, header, payload);
}
// ------------------------------------------------------------------------------------------------
static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha)
{
return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha,
Int32 header, Object & payload)
{
return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, header, payload);
}
// ================================================================================================
void Register_CObject(HSQUIRRELVM vm)
{
RootTable(vm).Bind(Typename::Str,
Class< CObject, NoConstructor< CObject > >(vm, Typename::Str)
// Meta-methods
.SquirrelFunc(_SC("_typename"), &Typename::Fn)
.Func(_SC("_tostring"), &CObject::ToString)
// Static Values
.SetStaticValue(_SC("MaxID"), CObject::Max)
// Member Variables
.Var(_SC("MoveToDuration"), &CObject::mMoveToDuration)
.Var(_SC("MoveByDuration"), &CObject::mMoveByDuration)
.Var(_SC("RotateToDuration"), &CObject::mRotateToDuration)
.Var(_SC("RotateByDuration"), &CObject::mRotateByDuration)
.Var(_SC("RotateToEulerDuration"), &CObject::mRotateToEulerDuration)
.Var(_SC("RotateByEulerDuration"), &CObject::mRotateByEulerDuration)
// Core Properties
.Prop(_SC("ID"), &CObject::GetID)
.Prop(_SC("Tag"), &CObject::GetTag, &CObject::SetTag)
.Prop(_SC("Data"), &CObject::GetData, &CObject::SetData)
.Prop(_SC("Active"), &CObject::IsActive)
// Core Methods
.Func(_SC("Bind"), &CObject::BindEvent)
.FmtFunc(_SC("SetTag"), &CObject::ApplyTag)
.Func(_SC("CustomEvent"), &CObject::CustomEvent)
// Core Overloads
.Overload< bool (CObject::*)(void) >(_SC("Destroy"), &CObject::Destroy)
.Overload< bool (CObject::*)(Int32) >(_SC("Destroy"), &CObject::Destroy)
.Overload< bool (CObject::*)(Int32, Object &) >(_SC("Destroy"), &CObject::Destroy)
// Properties
.Prop(_SC("Model"), &CObject::GetModel)
.Prop(_SC("World"), &CObject::GetWorld, &CObject::SetWorld)
.Prop(_SC("Alpha"), &CObject::GetAlpha, &CObject::SetAlpha)
.Prop(_SC("Pos"), &CObject::GetPosition, &CObject::SetPosition)
.Prop(_SC("Position"), &CObject::GetPosition, &CObject::SetPosition)
.Prop(_SC("Rot"), &CObject::GetRotation)
.Prop(_SC("Rotation"), &CObject::GetRotation)
.Prop(_SC("EulerRot"), &CObject::GetRotationEuler)
.Prop(_SC("EulerRotation"), &CObject::GetRotationEuler)
.Prop(_SC("ShotReport"), &CObject::GetShotReport, &CObject::SetShotReport)
.Prop(_SC("BumpReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport)
.Prop(_SC("TouchedReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport)
.Prop(_SC("PosX"), &CObject::GetPositionX, &CObject::SetPositionX)
.Prop(_SC("PosY"), &CObject::GetPositionY, &CObject::SetPositionY)
.Prop(_SC("PosZ"), &CObject::GetPositionZ, &CObject::SetPositionZ)
.Prop(_SC("RotX"), &CObject::GetRotationX)
.Prop(_SC("RotY"), &CObject::GetRotationY)
.Prop(_SC("RotZ"), &CObject::GetRotationZ)
.Prop(_SC("RotW"), &CObject::GetRotationW)
.Prop(_SC("EulerRotX"), &CObject::GetEulerRotationX)
.Prop(_SC("EulerRotY"), &CObject::GetEulerRotationY)
.Prop(_SC("EulerRotZ"), &CObject::GetEulerRotationZ)
.Prop(_SC("MoveToX"), &CObject::GetPositionX, &CObject::MoveToX)
.Prop(_SC("MoveToY"), &CObject::GetPositionY, &CObject::MoveToY)
.Prop(_SC("MoveToZ"), &CObject::GetPositionZ, &CObject::MoveToZ)
.Prop(_SC("MoveByX"), &CObject::GetPositionX, &CObject::MoveByX)
.Prop(_SC("MoveByY"), &CObject::GetPositionY, &CObject::MoveByY)
.Prop(_SC("MoveByZ"), &CObject::GetPositionZ, &CObject::MoveByZ)
.Prop(_SC("RotateToX"), &CObject::GetRotationX, &CObject::RotateToX)
.Prop(_SC("RotateToY"), &CObject::GetRotationY, &CObject::RotateToY)
.Prop(_SC("RotateToZ"), &CObject::GetRotationZ, &CObject::RotateToZ)
.Prop(_SC("RotateToW"), &CObject::GetRotationW, &CObject::RotateToW)
.Prop(_SC("RotateByX"), &CObject::GetRotationX, &CObject::RotateByX)
.Prop(_SC("RotateByY"), &CObject::GetRotationY, &CObject::RotateByY)
.Prop(_SC("RotateByZ"), &CObject::GetRotationZ, &CObject::RotateByZ)
.Prop(_SC("RotateByW"), &CObject::GetRotationW, &CObject::RotateByW)
.Prop(_SC("RotateToEulerX"), &CObject::GetEulerRotationX, &CObject::RotateToEulerX)
.Prop(_SC("RotateToEulerY"), &CObject::GetEulerRotationY, &CObject::RotateToEulerY)
.Prop(_SC("RotateToEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateToEulerZ)
.Prop(_SC("RotateByEulerX"), &CObject::GetEulerRotationX, &CObject::RotateByEulerX)
.Prop(_SC("RotateByEulerY"), &CObject::GetEulerRotationY, &CObject::RotateByEulerY)
.Prop(_SC("RotateByEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateByEulerZ)
// Member Methods
.Func(_SC("StreamedFor"), &CObject::IsStreamedFor)
.Func(_SC("SetAlpha"), &CObject::SetAlphaEx)
.Func(_SC("SetPosition"), &CObject::SetPositionEx)
// Member Overloads
.Overload< void (CObject::*)(const Vector3 &, Uint32) const >
(_SC("MoveTo"), &CObject::MoveTo)
.Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const >
(_SC("MoveTo"), &CObject::MoveToEx)
.Overload< void (CObject::*)(const Vector3 &, Uint32) const >
(_SC("MoveBy"), &CObject::MoveBy)
.Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const >
(_SC("MoveBy"), &CObject::MoveByEx)
.Overload< void (CObject::*)(const Quaternion &, Uint32) const >
(_SC("RotateTo"), &CObject::RotateTo)
.Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const >
(_SC("RotateTo"), &CObject::RotateToEx)
.Overload< void (CObject::*)(const Vector3 &, Uint32) const >
(_SC("RotateToEuler"), &CObject::RotateToEuler)
.Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const >
(_SC("RotateToEuler"), &CObject::RotateToEulerEx)
.Overload< void (CObject::*)(const Quaternion &, Uint32) const >
(_SC("RotateBy"), &CObject::RotateBy)
.Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const >
(_SC("RotateBy"), &CObject::RotateByEx)
.Overload< void (CObject::*)(const Vector3 &, Uint32) const >
(_SC("RotateByEuler"), &CObject::RotateByEuler)
.Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const >
(_SC("RotateByEuler"), &CObject::RotateByEulerEx)
// Static Overloads
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32) >
(_SC("CreateEx"), &Object_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32, Int32, Object &) >
(_SC("CreateEx"), &Object_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32) >
(_SC("Create"), &Object_Create)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32, Int32, Object &) >
(_SC("Create"), &Object_Create)
// Raw Squirrel Methods
.SquirrelFunc(_SC("NullInst"), &CObject::SqGetNull)
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);
}
} // Namespace:: SqMod