PrimeWorldEditor/Resource/script/CScriptObject.cpp

227 lines
4.6 KiB
C++

#include "CScriptObject.h"
#include "../CAnimSet.h"
#include "CMasterTemplate.h"
CScriptObject::CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemplate *pTemplate)
{
mpTemplate = pTemplate;
mpArea = pArea;
mpLayer = pLayer;
mpProperties = nullptr;
mpTemplate->AddObject(this);
mpDisplayModel = nullptr;
mpBillboard = nullptr;
mpCollision = nullptr;
mHasInGameModel = false;
}
CScriptObject::~CScriptObject()
{
if (mpProperties) delete mpProperties;
mpTemplate->RemoveObject(this);
}
// ************ DATA MANIPULATION ************
void CScriptObject::CopyFromTemplate(CScriptTemplate *pTemp, u32 propCount)
{
CStructTemplate *pBaseStruct = pTemp->BaseStructByCount(propCount);
delete mpProperties;
mpProperties = CPropertyStruct::CopyFromTemplate(pBaseStruct);
}
void CScriptObject::EvaluateProperties()
{
mpInstanceName = mpTemplate->FindInstanceName(mpProperties);
mpPosition = mpTemplate->FindPosition(mpProperties);
mpRotation = mpTemplate->FindRotation(mpProperties);
mpScale = mpTemplate->FindScale(mpProperties);
mpActive = mpTemplate->FindActive(mpProperties);
mpLightParameters = mpTemplate->FindLightParameters(mpProperties);
mHasInGameModel = mpTemplate->HasInGameModel(mpProperties);
mVolumeShape = mpTemplate->VolumeShape(this);
EvaluateDisplayModel();
EvaluateBillboard();
EvaluateCollisionModel();
}
void CScriptObject::EvaluateDisplayModel()
{
mpDisplayModel = mpTemplate->FindDisplayModel(mpProperties);
}
void CScriptObject::EvaluateBillboard()
{
mpBillboard = mpTemplate->FindBillboardTexture(mpProperties);
}
void CScriptObject::EvaluateCollisionModel()
{
mpCollision = mpTemplate->FindCollision(mpProperties);
}
// ************ GETTERS ************
CPropertyBase* CScriptObject::PropertyByIndex(u32 index) const
{
return mpProperties->PropertyByIndex(index);
}
CPropertyBase* CScriptObject::PropertyByIDString(const TString& str) const
{
return mpProperties->PropertyByIDString(str);
}
CScriptTemplate* CScriptObject::Template() const
{
return mpTemplate;
}
CMasterTemplate* CScriptObject::MasterTemplate() const
{
return mpTemplate->MasterTemplate();
}
CGameArea* CScriptObject::Area() const
{
return mpArea;
}
CScriptLayer* CScriptObject::Layer() const
{
return mpLayer;
}
CPropertyStruct* CScriptObject::Properties() const
{
return mpProperties;
}
u32 CScriptObject::NumProperties() const
{
return mpProperties->Count();
}
u32 CScriptObject::ObjectTypeID() const
{
return mpTemplate->ObjectID();
}
u32 CScriptObject::InstanceID() const
{
return mInstanceID;
}
u32 CScriptObject::NumInLinks() const
{
return mInConnections.size();
}
u32 CScriptObject::NumOutLinks() const
{
return mOutConnections.size();
}
const SLink& CScriptObject::InLink(u32 index) const
{
return mInConnections[index];
}
const SLink& CScriptObject::OutLink(u32 index) const
{
return mOutConnections[index];
}
TString CScriptObject::InstanceName() const
{
if (mpInstanceName)
return mpInstanceName->Get();
else
return "";
}
CVector3f CScriptObject::Position() const
{
if (mpPosition)
return mpPosition->Get();
else
return CVector3f::skZero;
}
CVector3f CScriptObject::Rotation() const
{
if (mpRotation)
return mpRotation->Get();
else
return CVector3f::skZero;
}
CVector3f CScriptObject::Scale() const
{
if (mpScale)
return mpScale->Get();
else
return CVector3f::skOne;
}
bool CScriptObject::IsActive() const
{
if (mpActive)
return mpActive->Get();
else
return false;
}
bool CScriptObject::HasInGameModel() const
{
return mHasInGameModel;
}
void CScriptObject::SetPosition(const CVector3f& newPos)
{
if (mpPosition) mpPosition->Set(newPos);
}
void CScriptObject::SetRotation(const CVector3f& newRot)
{
if (mpRotation) mpRotation->Set(newRot);
}
void CScriptObject::SetScale(const CVector3f& newScale)
{
if (mpScale) mpScale->Set(newScale);
}
void CScriptObject::SetName(const TString& newName)
{
if (mpInstanceName) mpInstanceName->Set(newName);
}
void CScriptObject::SetActive(bool isActive)
{
if (mpActive) mpActive->Set(isActive);
}
CPropertyStruct* CScriptObject::LightParameters() const
{
return mpLightParameters;
}
CModel* CScriptObject::GetDisplayModel() const
{
return mpDisplayModel;
}
CTexture* CScriptObject::GetBillboard() const
{
return mpBillboard;
}
CCollisionMeshGroup* CScriptObject::GetCollision() const
{
return mpCollision;
}
EVolumeShape CScriptObject::VolumeShape() const
{
return mVolumeShape;
}