Esempio n. 1
0
void UpdateLightInfo( CCopyEntity& entity )
{
	if( entity.Lighting() )
	{
		if( entity.sState & CESTATE_LIGHT_INFORMATION_INVALID )
		{
			// need to update light information - find lights that reaches to this entity
			entity.ClearLights();
			entity.GetStage()->GetEntitySet()->UpdateLights( &entity );
			entity.sState &= ~CESTATE_LIGHT_INFORMATION_INVALID;
		}
	}
}
Esempio n. 2
0
void EntityManager::InitEntity( boost::shared_ptr<CCopyEntity> pNewCopyEntPtr,
							 CCopyEntity *pParent,
							 BaseEntity *pBaseEntity,
							 CActorDesc* pPhysActorDesc )
{
	CCopyEntity* pNewCopyEnt = pNewCopyEntPtr.get();

	// Mark the entity as in use
	pNewCopyEnt->inuse = true;

	pNewCopyEnt->m_pSelf = pNewCopyEntPtr;

	pNewCopyEnt->pBaseEntity = pBaseEntity;
	BaseEntity& rBaseEntity = (*pBaseEntity);

	pNewCopyEnt->m_pStage = m_pStage;

	// set id and increment the counter
	pNewCopyEnt->m_ID = m_EntityIDConter++;

	// z-sort is disabled by default initialization
	// Entities that have translucent polygons have to turn on their copy entities'
	// 'BETYPE_USE_ZSORT' in InitCopyEntity()
	if( pNewCopyEnt->m_TypeID == CCopyEntityTypeID::ALPHA_ENTITY )
	{
		// For alpha entity, always use the  z-sorting
		pNewCopyEnt->RaiseEntityFlags( BETYPE_USE_ZSORT );
	}
	else
	{
		// Otherwise, disable z-sorting by default
		pNewCopyEnt->ClearEntityFlags( BETYPE_USE_ZSORT );
	}

	// set the glare type
	if( rBaseEntity.m_EntityFlag & BETYPE_GLARESOURCE )
	{
		pNewCopyEnt->RaiseEntityFlags( BETYPE_GLARESOURCE );
	}
	else if( rBaseEntity.m_EntityFlag & BETYPE_GLAREHINDER )
	{
		pNewCopyEnt->RaiseEntityFlags( BETYPE_GLAREHINDER );
	}

	// update world aabb
	pNewCopyEnt->world_aabb.TransformCoord( pNewCopyEnt->local_aabb, pNewCopyEnt->GetWorldPosition() );


	// link the new copy-entity to the top of 'm_pEntityInUse'
	if( m_pEntityInUse )
		pNewCopyEnt->SetNext( m_pEntityInUse );
	else
		pNewCopyEnt->SetNextToNull(); // first entity in the link list

	m_pEntityInUse = pNewCopyEntPtr;


	// set the created time of the entity
	pNewCopyEnt->m_CreatedTime = m_pStage->GetElapsedTime();

	// set parent entity
	pNewCopyEnt->m_pParent = pParent;
	if( pNewCopyEnt->m_pParent )
	{
		// 'pNewCopyEnt' is being created as a child of another copy entity
		pNewCopyEnt->m_pParent->AddChild( pNewCopyEnt->m_pSelf );	// establish link from the parent to this entity
	}

//	LOG_PRINT( "linking a copy entity of " + rBaseEntity.GetNameString() + " to the tree" );

	// link the new copy-entity to the entity-tree
	Link( pNewCopyEnt );

	// update light information
	if( pNewCopyEnt->Lighting() )
	{
		pNewCopyEnt->ClearLights();
//		UpdateLightInfo( pNewCopyEnt );

		pNewCopyEnt->sState |= CESTATE_LIGHT_INFORMATION_INVALID;
	}

	// create object for physics simulation
	if( pNewCopyEnt->GetEntityFlags() & BETYPE_RIGIDBODY )
	{
		CActor *pPhysActor = NULL;
		if( pPhysActorDesc )
		{
			pPhysActorDesc->WorldPose = pNewCopyEnt->GetWorldPose();// * pNewCopyEnt->GetActorLocalPose();
			pPhysActorDesc->BodyDesc.LinearVelocity = pNewCopyEnt->Velocity();

			// each entity has its own actor desc
			pPhysActor = m_pStage->GetPhysicsScene()->CreateActor( *pPhysActorDesc );
		}
		else if( pBaseEntity->GetPhysicsActorDesc().IsValid() )
		{
			// actor desc is defined by entity attributes
			CActorDesc actor_desc = pBaseEntity->GetPhysicsActorDesc();
			actor_desc.WorldPose = pNewCopyEnt->GetWorldPose();
			actor_desc.BodyDesc.LinearVelocity = pNewCopyEnt->Velocity();
//			pNewCopyEnt->pPhysicsActor = m_pStage->GetPhysicsScene()->CreateActor( actor_desc );
			pPhysActor = m_pStage->GetPhysicsScene()->CreateActor( actor_desc );
		}

		if( pPhysActor )
		{
			pNewCopyEnt->m_vecpPhysicsActor.resize( 1 );
			pNewCopyEnt->m_vecpPhysicsActor[0] = pPhysActor;
			pPhysActor->m_pFrameworkData = pNewCopyEnt;
		}
	}

	// When all the basic properties are copied, InitCopyEntity() is called to 
	// do additional initialization specific to each base entity.
	rBaseEntity.InitCopyEntity( pNewCopyEnt );
}