void
	CollisionComponent::Update(GameObject& gameObject, double)
	{
		TransformComponent *transform = static_cast<TransformComponent*>(gameObject.FilterComponent("Transform").front().get());
		SDL_Rect pos = transform->GetPosition();

		this->_collider->SetPosition(Vector2D((float)pos.x, (float)pos.y));
	}
 Vec3 TransformComponent::GetPosition(bool Relative) const
 {
     //Entity* P = m_Parent->GetParent();
     Vec3 Pos = m_Position;
     if(m_HasParent) {
         TransformComponent* t = (TransformComponent*)m_RelativeTo->GetComponentByType(CT_TRANSFORM);
         if(t) Pos += t->GetPosition(Relative);
     }
     /*if(P && !Relative && m_InheritPosition)
     {
         TransformComponent* t = GetTransformComponent(P);
         if(t) Pos += t->GetPosition(Relative);
         P->Destroy();
     }*/
     return Pos;
 }
	CollisionComponent*
	CollisionComponent::Factory(GameObject &gameObject, Collider *collider)
	{
		if (nullptr == collider)
		{
			TransformComponent *transform = static_cast<TransformComponent*>(gameObject.FilterComponent("Transform").front().get());
			SDL_Rect pos = transform->GetPosition();
			SDL_Rect *scale = transform->GetScale();
			collider = new CircleCollider(Vector2D((float)pos.x, (float)pos.y), (scale->h/2));
		}

		CollisionComponent *collisionComponent = new CollisionComponent(collider);
		gameObject.RegisterComponent(Component(new CollisionComponent(collider)));

		return collisionComponent;
	}
 Mat4 TransformComponent::GetTransform(bool Relative)
 {
     if(m_Updated)
     {
         /* To do: Optimize. */
         
         m_Transform = Mat4::Identity;
         if(m_Position.x + m_Position.y + m_Position.z != 0.0f) m_Transform = Translation(m_Position);
         if(!m_FirstPerson) {
             if(m_Orientation.w != 0.0f) m_Transform *= m_Orientation.ToMat();
         } else {
             Quat pitch = Quat(Vec3(1,0,0), m_FirstPersonYRot);
             Quat yaw = Quat(Vec3(0,1,0), m_FirstPersonXRot);
             m_Orientation = yaw * pitch;
             if(m_Orientation.w != 0.0f) m_Transform *= m_Orientation.ToMat();
         }
         m_Transform *= SandboxSimulator::Scale(m_Scale);
         m_NormalMatrix = m_Orientation.ToMat().Inverse().Transpose();
         m_Updated = false;
     }
     //Entity* Parent = m_Entity->GetParent();
     if(m_HasParent) {
         TransformComponent* t = (TransformComponent*)m_RelativeTo->GetComponentByType(CT_TRANSFORM);
         if(t)
         {
             Mat4 ret = m_Transform;
             ret = t->GetOrientation(false).ToMat() * ret;
             ret = SandboxSimulator::Translation(t->GetPosition(false)) * ret;
             ret = SandboxSimulator::Scale(t->GetScale()) * ret;
             return ret;
         }
     }
     /*if(Parent && !m_Simulated && !Relative && (m_InheritPosition || m_InheritOrientation || m_InheritScale))
     {
         TransformComponent* t = GetTransformComponent(Parent);
         if(t)
         {
             if(m_InheritPosition && m_InheritOrientation && m_InheritScale) return t->GetTransform(Relative) * m_Transform;
             Matrix4 ret = m_Transform;
             if(m_InheritOrientation) ret = t->GetOrientation(false).ToMatrix() * ret;
             if(m_InheritPosition   ) ret = Translation(t->GetPosition(false))  * ret;
             if(m_InheritScale      ) ret = Reality::Scale(t->GetScale())       * ret;
             return ret;
         }
     }*/
     return m_Transform;
 }
Example #5
0
void ProcessAI( World *pWorld )
{
	g_PlayerList.Clear();

	for ( ImplementingComponentIterator<PlayerComponent> iterator( *pWorld->GetComponentManager() ); iterator.GetBaseComponent(); iterator.Advance() )
	{
		if ( iterator->m_Avatar )
		{
			TransformComponent *pTransform = iterator->m_Avatar->GetFirst<TransformComponent>();

			if ( pTransform )
			{
				g_PlayerList.New( *iterator, pTransform->GetPosition() );
			}
		}
	}

	QueryComponents< AIComponentChasePlayer, AvatarControllerComponent, UpdateAI_ChasePlayer >( pWorld );
}
Example #6
0
void UpdateAI_ChasePlayer( AIComponentChasePlayer *pAiComponent, AvatarControllerComponent *pController )
{
	PlayerComponent *pTarget = NULL;
	float pTargetDistanceSquared = NumericLimits<float>::Maximum;
	Simd::Vector3 targetPosition = Simd::Vector3::Zero;
	Simd::Vector3 myPosition = Simd::Vector3::Zero;

	TransformComponent *pTransform = pAiComponent->GetComponentCollection()->GetFirst<TransformComponent>();
	
	if ( pTransform )
	{
		myPosition = pTransform->GetPosition();
		for (PlayerList::Iterator iter = g_PlayerList.Begin(); iter != g_PlayerList.End(); ++iter)
		{
			float d = (iter->Second() - myPosition).GetMagnitudeSquared();
			if ( d < pTargetDistanceSquared )
			{
				pTargetDistanceSquared = d;
				pTarget = iter->First();
				targetPosition = iter->Second();
			}
		}
	}
	
	if ( pTarget )
	{
		Simd::Vector3 moveDir = (targetPosition - myPosition).GetNormalized();

		pController->m_MoveDir.SetX( moveDir.GetElement(0));
		pController->m_MoveDir.SetY( moveDir.GetElement(1));
		pController->m_AimDir = Simd::Vector3::Zero;
		pController->m_bShoot = false;
	}
	else
	{
		pController->m_MoveDir = Simd::Vector2::Zero;
		pController->m_AimDir = Simd::Vector3::Zero;
		pController->m_bShoot = false;
	}
}
Example #7
0
void BulletBodyComponent::Finalize( const BulletBodyComponentDefinition &definition )
{
	BulletWorldComponent *pBulletWorldComponent = GetWorld()->GetComponents().GetFirst<BulletWorldComponent>();
	HELIUM_ASSERT( pBulletWorldComponent );
	HELIUM_ASSERT( definition.m_BodyDefinition );

	TransformComponent *pTransform = GetComponentCollection()->GetFirst<TransformComponent>();
	HELIUM_ASSERT( pTransform );

	m_Body.Initialize(
		*pBulletWorldComponent->GetBulletWorld(), 
		*definition.m_BodyDefinition, 
		pTransform ? pTransform->GetPosition() : Simd::Vector3::Zero, 
		pTransform ? pTransform->GetRotation() : Simd::Quat::IDENTITY);

	btVector3 velocity;
	ConvertToBullet(definition.m_InitialVelocity, velocity);
	m_Body.GetBody()->setLinearVelocity(velocity);
	m_Body.GetBody()->setUserPointer( this );

	m_AssignedGroups = definition.m_AssignedGroups;
	m_TrackPhysicalContactGroupMask = definition.m_TrackPhysicalContactGroupMask;
}
Example #8
0
void GraphicsComponent::Draw(SpriteBatch* spriteBatch)
{
	TransformComponent* transformComponent = owner->GetComponent<TransformComponent>(TransformComponent::name);
	sprite->Draw(spriteBatch, transformComponent->GetPosition(), transformComponent->GetRotation(), transformComponent->GetScale());
}