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; }
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 ); }
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; } }
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; }
void GraphicsComponent::Draw(SpriteBatch* spriteBatch) { TransformComponent* transformComponent = owner->GetComponent<TransformComponent>(TransformComponent::name); sprite->Draw(spriteBatch, transformComponent->GetPosition(), transformComponent->GetRotation(), transformComponent->GetScale()); }