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Copy pathSceneObject_ScriptBinding.h
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SceneObject_ScriptBinding.h
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//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AUDIODESCRIPTION_H_
#include "audio/audioDescriptions.h"
#endif
/*! Gets the system-wide scene-object count.
@return The system-wide scene-object count.
*/
ConsoleFunctionWithDocs( getGlobalSceneObjectCount, ConsoleInt, 1, 1, ())
{
return SceneObject::getGlobalSceneObjectCount();
}
//-----------------------------------------------------------------------------
ConsoleMethodGroupBeginWithDocs(SceneObject, BehaviorComponent)
/*! Add the object to a scene.
@param scene the scene you wish to add this object to.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, addToScene, ConsoleVoid, 3, 3, (Scene scene))
{
// Find Scene Object.
Scene* pScene = dynamic_cast<Scene*>(Sim::findObject(argv[2]));
// Validate Object.
if ( !pScene )
{
Con::warnf("SceneObject::addToScene() - Couldn't find/Invalid object '%s'.", argv[2]);
return;
}
// Add to Scene.
pScene->addToScene( object );
}
//-----------------------------------------------------------------------------
/*! Remove the object from the scene.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, removeFromScene, ConsoleVoid, 2, 2, ())
{
// Check we're in a scene.
if ( !object->getScene() )
{
Con::warnf("SceneObject::removeFromScene() - Object is not in Scene! (%s)", object->getIdString());
return;
}
// Remove from Scene.
object->getScene()->removeFromScene( object );
}
//-----------------------------------------------------------------------------
/*! Get the scene the object is in.
@return (Scene scene) The scene this object is currently in.
*/
ConsoleMethodWithDocs( SceneObject, getScene, ConsoleInt, 2, 2, ())
{
return object->getScene() ? object->getScene()->getId() : 0;
}
//-----------------------------------------------------------------------------
/*! Enables or disables the object.
@param status Whether to enable or disable the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setEnabled, ConsoleVoid, 3, 3, (bool status))
{
// Set Enabled.
object->setEnabled( dAtob(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Set Objects' Lifetime.
@param lifetime The amount of time, in seconds, before the object is automatically deleted.
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setLifetime, ConsoleVoid, 3, 3, (float lifetime))
{
// Set Lifetime.
object->setLifetime( dAtof(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Gets the Objects Lifetime.
@return (float lifetime) The objects lifetime left before it is automatically deleted.
*/
ConsoleMethodWithDocs(SceneObject, getLifetime, ConsoleFloat, 2, 2, ())
{
// Return Lifetime.
return object->getLifetime();
}
//-----------------------------------------------------------------------------
/*! Sets the objects scene layer (0-31).
The layer on which to place the object.
@param layer Integer in the range [0-31].
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayer, ConsoleVoid, 3, 3, (integer layer))
{
// Set Layer.
object->setSceneLayer( dAtoi(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Gets the Objects Layer.
@return (integer layer) The scene layer the object is on.
*/
ConsoleMethodWithDocs(SceneObject, getSceneLayer, ConsoleInt, 2, 2, ())
{
// Return Layer.
return object->getSceneLayer();
}
//-----------------------------------------------------------------------------
/*! Sets the objects scene layer depth.
@param layerDepth The layer depth can be any value.
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayerDepth, ConsoleVoid, 3, 3, (float layerDepth))
{
// Set scene layer depth.
object->setSceneLayerDepth( dAtof(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Gets the scene layer depth.
@return (float layerDepth) The scene layer depth.
*/
ConsoleMethodWithDocs(SceneObject, getSceneLayerDepth, ConsoleFloat, 2, 2, ())
{
// Return Layer.
return object->getSceneLayerDepth();
}
//-----------------------------------------------------------------------------
/*! Sets the layer depth to be the front-most within the current layer..
@return Whether the scene layer depth was adjusted or not.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayerDepthFront, ConsoleBool, 2, 2, ())
{
return object->setSceneLayerDepthFront();
}
//-----------------------------------------------------------------------------
/*! Sets the layer depth to be the back-most within the current layer..
@return Whether the scene layer depth was adjusted or not.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayerDepthBack, ConsoleBool, 2, 2, ())
{
return object->setSceneLayerDepthBack();
}
//-----------------------------------------------------------------------------
/*! Sets the layer depth to be in-front of the object currently in-front within the current layer.
@return Whether the scene layer depth was adjusted or not.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayerDepthForward, ConsoleBool, 2, 2, ())
{
return object->setSceneLayerDepthForward();
}
//-----------------------------------------------------------------------------
/*! Sets the layer depth to be behind of the object currently behind within the current layer.
@return Whether the scene layer depth was adjusted or not.
*/
ConsoleMethodWithDocs(SceneObject, setSceneLayerDepthBackward, ConsoleBool, 2, 2, ())
{
return object->setSceneLayerDepthBackward();
}
//-----------------------------------------------------------------------------
/*! Sets the objects group (0-31).
The scene group to place the object in.
@param group Integer in the range [0-31].
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setSceneGroup, ConsoleVoid, 3, 3, (integer group))
{
// Set Group.
object->setSceneGroup( dAtoi(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Gets the Objects Group.
@return (integer group) The scene group the object is on.
*/
ConsoleMethodWithDocs(SceneObject, getSceneGroup, ConsoleInt, 2, 2, ())
{
// Return Group.
return object->getSceneGroup();
}
//-----------------------------------------------------------------------------
/*! Sets the objects area.
@param x1 The lower left corner x position.
@param y1 The lower left corner y position.
@param x2 The upper right corner x position.
@param y2 The upper right corner y position.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setArea, ConsoleVoid, 3, 6, (float x1, float y1, float x2, float y2))
{
// Upper left and lower right bound.
Vector2 v1, v2;
// Grab the number of elements in the first two parameters.
U32 elementCount1 = Utility::mGetStringElementCount(argv[2]);
U32 elementCount2 = 1;
if (argc > 3)
elementCount2 = Utility::mGetStringElementCount(argv[3]);
// ("x1 y1 x2 y2")
if ((elementCount1 == 4) && (argc == 3))
{
v1 = Utility::mGetStringElementVector(argv[2]);
v2 = Utility::mGetStringElementVector(argv[2], 2);
}
// ("x1 y1", "x2 y2")
else if ((elementCount1 == 2) && (elementCount2 == 2) && (argc == 4))
{
v1 = Utility::mGetStringElementVector(argv[2]);
v2 = Utility::mGetStringElementVector(argv[3]);
}
// (x1, y1, x2, y2)
else if (argc == 6)
{
v1 = Vector2(dAtof(argv[2]), dAtof(argv[3]));
v2 = Vector2(dAtof(argv[4]), dAtof(argv[5]));
}
// Invalid
else
{
Con::warnf("SceneObject::setArea() - Invalid number of parameters!");
return;
}
// Set Area.
object->setArea( v1, v2 );
}
//-----------------------------------------------------------------------------
/*! Gets the object's area.
@return (float x1/float y1/float x2/float y2) A space separated list of the lower left corner x and y position and the upper right corner x and y positions.
*/
ConsoleMethodWithDocs(SceneObject, getArea, ConsoleString, 2, 2, ())
{
// Fetch position and half-size.
const Vector2 position = object->getPosition();
const Vector2 halfSize = object->getHalfSize();
// Create Returnable Buffer.
char* pBuffer = Con::getReturnBuffer(64);
// Format Buffer.
dSprintf(pBuffer, 64, "%g %g %g %g", position.x-halfSize.x, position.y-halfSize.y, position.x+halfSize.x, position.y+halfSize.y);
// Return Velocity.
return pBuffer;
}
//-----------------------------------------------------------------------------
/*! Gets the upper left point of the object.
@return (float x1/float y1) The lower left corner x and y position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getAreaMin, ConsoleString, 2, 2, ())
{
// Fetch position and half-size.
const Vector2 position = object->getPosition();
const Vector2 halfSize = object->getHalfSize();
// Create Returnable Buffer.
char* pBuffer = Con::getReturnBuffer(32);
// Format Buffer.
dSprintf(pBuffer, 256, "%g %g", position.x-halfSize.x, position.y-halfSize.y);
// Return Velocity.
return pBuffer;
}
//-----------------------------------------------------------------------------
/*! Gets the lower right point of the object.
@return (float x2/float y2) The upper right corner x and y position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getAreaMax, ConsoleString, 2, 2, (...))
{
// Fetch position and half-size.
const Vector2 position = object->getPosition();
const Vector2 halfSize = object->getHalfSize();
// Create Returnable Buffer.
char* pBuffer = Con::getReturnBuffer(32);
// Format Buffer.
dSprintf(pBuffer, 32, "%g %g", position.x+halfSize.x, position.y+halfSize.y);
// Return Velocity.
return pBuffer;
}
//-----------------------------------------------------------------------------
/*! Gets whether the object automatically sizes itself or not.
You cannot set the size of an object that automatically sizes itself.
@return Whether the object automatically sizes itself or not.
*/
ConsoleMethodWithDocs(SceneObject, getAutoSizing, ConsoleBool, 2, 2, ())
{
return object->getAutoSizing();
}
//-----------------------------------------------------------------------------
/*! Sets the objects size.
@param width The width of the object.
@param height The height of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setSize, ConsoleVoid, 3, 4, (float width, float height))
{
F32 width, height;
const U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("width height")
if ((elementCount == 2) && (argc == 3))
{
width = dAtof(Utility::mGetStringElement(argv[2], 0));
height = dAtof(Utility::mGetStringElement(argv[2], 1));
}
// (width, [height])
else if (elementCount == 1)
{
width = dAtof(argv[2]);
if (argc > 3)
height = dAtof(argv[3]);
else
height = width;
}
// Invalid
else
{
Con::warnf("SceneObject::setSize() - Invalid number of parameters!");
return;
}
// Is the object auto-sizing?
if ( object->getAutoSizing() )
{
// Yes, so warn.
Con::warnf( "Cannot set the size of a type '%s' as it automatically sizes itself.", object->getClassName() );
return;
}
// Set Size.
object->setSize(Vector2(width, height));
}
//-----------------------------------------------------------------------------
/*! Gets the objects size.
@return (float width/float height) The width and height of the object.
*/
ConsoleMethodWithDocs(SceneObject, getSize, ConsoleString, 2, 2, ())
{
return object->getSize().scriptThis();
}
//-----------------------------------------------------------------------------
/*! Sets the width of the object.
@param width The width of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setSizeX, ConsoleVoid, 3, 3, (float width))
{
// Set Size X-Component.
object->setSize( Vector2( dAtof(argv[2]), object->getSize().y ) );
}
//-----------------------------------------------------------------------------
/*! Sets the height of the object.
@param height The height of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setSizeY, ConsoleVoid, 3, 3, (float height))
{
// Set Size Y-Component.
object->setSize( Vector2( object->getSize().x, dAtof(argv[2]) ) );
}
//-----------------------------------------------------------------------------
/*! Gets the width of the object.
@return (float width) The width of the object.
*/
ConsoleMethodWithDocs(SceneObject, getSizeX, ConsoleFloat, 2, 2, ())
{
// Get Size X-Component.
return object->getSize().x;
}
//-----------------------------------------------------------------------------
/*! Gets the height of the object.
@return (float height) The height of the object.
*/
ConsoleMethodWithDocs(SceneObject, getSizeY, ConsoleFloat, 2, 2, ())
{
// Get Size Y-Component.
return object->getSize().y;
}
//-----------------------------------------------------------------------------
/*! Sets the width of the object.
@param width The width of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setWidth, ConsoleVoid, 3, 3, (float width))
{
// Set Size Width Component.
object->setSize( Vector2( dAtof(argv[2]), object->getSize().y ) );
}
//-----------------------------------------------------------------------------
/*! Sets the height of the object.
@param height The height of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setHeight, ConsoleVoid, 3, 3, (float height))
{
// Set Size Height Component.
object->setSize( Vector2( object->getSize().x, dAtof(argv[2]) ) );
}
//-----------------------------------------------------------------------------
/*! Gets the width of the object.
@return (float width) The width of the object.
*/
ConsoleMethodWithDocs(SceneObject, getWidth, ConsoleFloat, 2, 2, ())
{
// Get Size Width Component.
return object->getSize().x;
}
//-----------------------------------------------------------------------------
/*! Gets the height of the object.
@return (float height) The height of the object.
*/
ConsoleMethodWithDocs(SceneObject, getHeight, ConsoleFloat, 2, 2, ())
{
// Get Size Height Component.
return object->getSize().y;
}
//-----------------------------------------------------------------------------
/*! Gets the axis-aligned bounding-box of the object.
@return (lowerXY upperXY) A space separated list of the lower left and upper right bounds.
*/
ConsoleMethodWithDocs(SceneObject, getAABB, ConsoleString, 2, 2, ())
{
// Fetch the AABB
const b2AABB aabb = object->getAABB();
// Create Returnable Buffer.
char* pBuffer = Con::getReturnBuffer( 64 );
// Format Buffer.
dSprintf( pBuffer, 64, "%g %g %g %g", aabb.lowerBound.x, aabb.lowerBound.y, aabb.upperBound.x, aabb.upperBound.y );
// Return Buffer.
return pBuffer;
}
//-----------------------------------------------------------------------------
/*! Sets the objects position.
@param x The position of the object along the horizontal axis.
@param y The position of the object along the vertical axis.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setPosition, ConsoleVoid, 3, 4, (float x, float y))
{
// The new position.
b2Vec2 position;
// Elements in the first argument.
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("x y")
if ((elementCount == 2) && (argc == 3))
position = Utility::mGetStringElementVector(argv[2]);
// (x, y)
else if ((elementCount == 1) && (argc == 4))
position.Set(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::setPosition() - Invalid number of parameters!");
return;
}
// Set Position.
object->setPosition(position);
}
//-----------------------------------------------------------------------------
/*! Sets the objects x position.
@param x The horizontal position of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setPositionX, ConsoleVoid, 3, 3, (float x))
{
// Set Position X-Component.
object->setPosition( b2Vec2( dAtof(argv[2]), object->getPosition().y ) );
}
//-----------------------------------------------------------------------------
/*! Sets the objects y position.
@param y The vertical position of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setPositionY, ConsoleVoid, 3, 3, (float y))
{
// Set Position Y-Component.
object->setPosition( b2Vec2( object->getPosition().x, dAtof(argv[2]) ) );
}
//-----------------------------------------------------------------------------
/*! Gets the object's position.
@return (float x/float y) The x and y (horizontal and vertical) position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getPosition, ConsoleString, 2, 2, ())
{
// Get position.
return object->getPosition().scriptThis();
}
//-----------------------------------------------------------------------------
/*! Gets the object's position.
@return The x (horizontal) position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getPositionX, ConsoleFloat, 2, 2, ())
{
// Get position.
return object->getPosition().x;
}
//-----------------------------------------------------------------------------
/*! Gets the object's position.
@return The y (vertical) position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getPositionY, ConsoleFloat, 2, 2, ())
{
// Get position.
return object->getPosition().y;
}
//-----------------------------------------------------------------------------
/*! Gets the current render position.
@return (float x/float y) The x and y (horizontal and vertical) render position of the object.
*/
ConsoleMethodWithDocs(SceneObject, getRenderPosition, ConsoleString, 2, 2, ())
{
// Get render position.
return object->getRenderPosition().scriptThis();
}
//-----------------------------------------------------------------------------
/*! Sets the objects angle.
@param angle The angle of the object.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setAngle, ConsoleVoid, 3, 3, (float angle))
{
// Set Rotation.
object->setAngle( mDegToRad( dAtof(argv[2]) ) );
}
//-----------------------------------------------------------------------------
/*! Gets the object's angle.
@return (float angle) The object's current angle.
*/
ConsoleMethodWithDocs(SceneObject, getAngle, ConsoleFloat, 2, 2, ())
{
// Return angle.
return mRadToDeg( object->getAngle());
}
//-----------------------------------------------------------------------------
/*! Gets the object's render angle.
@return (float rotation) The object's current render angle.
*/
ConsoleMethodWithDocs(SceneObject, getRenderAngle, ConsoleFloat, 2, 2, ())
{
// Return Rotation.
return mRadToDeg( object->getRenderAngle() );
}
//-----------------------------------------------------------------------------
/*! Whether the object angle is fixed or not.
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setFixedAngle, ConsoleVoid, 3, 3, (bool status?))
{
// Set fixed angle.
object->setFixedAngle( dAtob(argv[2]) );
}
//-----------------------------------------------------------------------------
/*! Gets whether the angle is fixed or not.
@return (bool status?) Whether the angle is fixed or not.
*/
ConsoleMethodWithDocs(SceneObject, getFixedAngle, ConsoleBool, 2, 2, ())
{
// Get fixed angle.
return object->getFixedAngle();
}
//-----------------------------------------------------------------------------
/*! Gets the local center of mass.
@return (float localCenter) Gets the local center of mass.
*/
ConsoleMethodWithDocs(SceneObject, getLocalCenter, ConsoleString, 2, 2, ())
{
// Get local center.
return object->getLocalCenter().scriptThis();
}
//-----------------------------------------------------------------------------
/*! Gets the world center of mass.
@return (float worldCenter) Gets the world center of mass.
*/
ConsoleMethodWithDocs(SceneObject, getWorldCenter, ConsoleString, 2, 2, ())
{
// Get world center.
return object->getWorldCenter().scriptThis();
}
//-----------------------------------------------------------------------------
/*! Returns a local point from the world point.
Converts a point in world space to local space.
@param worldPointX/Y The world point to convert into a local point.
@return (float localPointX/Y) The local point that was converted from the world point passed.
*/
ConsoleMethodWithDocs(SceneObject, getLocalPoint, ConsoleString, 3, 4, (float worldPointX/Y))
{
// The new position.
Vector2 worldPoint;
// Elements in the first argument.
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("x y")
if ((elementCount == 2) && (argc == 3))
worldPoint = Utility::mGetStringElementVector(argv[2]);
// (x, y)
else if ((elementCount == 1) && (argc == 4))
worldPoint = Vector2(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::getLocalPoint() - Invalid number of parameters!");
return NULL;
}
// Calculate local coordinate.
Vector2 localPoint = object->getLocalPoint(worldPoint);
return localPoint.scriptThis();
}
//-----------------------------------------------------------------------------
/*! Returns a world point from the local point.
Converts a point in local space to world space.
@param localPointX/Y The local point to convert into a world point.
@return (float worldPointX/Y) The world point that was converted from the local point passed.
*/
ConsoleMethodWithDocs(SceneObject, getWorldPoint, ConsoleString, 3, 4, (float localPointX/Y))
{
// The new position.
Vector2 localPoint;
// Elements in the first argument.
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("x y")
if ((elementCount == 2) && (argc == 3))
localPoint = Utility::mGetStringElementVector(argv[2]);
// (x, y)
else if ((elementCount == 1) && (argc == 4))
localPoint = Vector2(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::getWorldPoint() - Invalid number of parameters!");
return NULL;
}
// Calculate world coordinate.
Vector2 worldPoint = object->getWorldPoint(localPoint);
return worldPoint.scriptThis();
}
//-----------------------------------------------------------------------------
/*! Returns a local vector from the world vector.
Converts a vector in world space to local space.
@param worldVectorX/Y The world vector to convert into a vector point.
@return (float localVectorX/Y) The local vector that was converted from the world vector passed.
*/
ConsoleMethodWithDocs(SceneObject, getLocalVector, ConsoleString, 3, 4, (float worldVectorX/Y))
{
// The new vector.
Vector2 worldVector;
// Elements in the first argument.
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("x y")
if ((elementCount == 2) && (argc == 3))
worldVector = Utility::mGetStringElementVector(argv[2]);
// (x, y)
else if ((elementCount == 1) && (argc == 4))
worldVector = Vector2(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::getLocalVector() - Invalid number of parameters!");
return NULL;
}
// Calculate local vector.
Vector2 localVector = object->getLocalVector(worldVector);
return localVector.scriptThis();
}
//-----------------------------------------------------------------------------
/*! Returns a world vector from the local vector.
Converts a vector in local space to world space.
@param localVectorX/Y The local vector to convert into a world vector.
@return (float worldVectorX/Y) The world vector that was converted from the local vector passed.
*/
ConsoleMethodWithDocs(SceneObject, getWorldVector, ConsoleString, 3, 4, (float localVectorX/Y))
{
// The new vector.
Vector2 localVector;
// Elements in the first argument.
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("x y")
if ((elementCount == 2) && (argc == 3))
localVector = Utility::mGetStringElementVector(argv[2]);
// (x, y)
else if ((elementCount == 1) && (argc == 4))
localVector = Vector2(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::getWorldVector() - Invalid number of parameters!");
return NULL;
}
// Calculate world vector.
Vector2 worldVector = object->getWorldVector(localVector);
return worldVector.scriptThis();
}
//-----------------------------------------------------------------------------
/*! Returns whether the world point intersects with the objects OOBB or not.
@param worldPointX/Y The world point to check.
@return (bool isInside) Whether the world point intersects with the objects OOBB or not.
*/
ConsoleMethodWithDocs(SceneObject, getIsPointInOOBB, ConsoleBool, 3, 4, (worldPointX/Y))
{
Vector2 worldPoint;
U32 elementCount = Utility::mGetStringElementCount(argv[2]);
// ("X Y")
if ((elementCount == 2) && (argc == 3))
worldPoint = Utility::mGetStringElementVector(argv[2]);
// (X, Y)
else if ((elementCount == 1) && (argc == 4))
worldPoint = Vector2(dAtof(argv[2]), dAtof(argv[3]));
// Invalid
else
{
Con::warnf("SceneObject::getIsPointInOOBB() - Invalid number of parameters!");
return false;
}
// Calculate if point intersects the OOBB.
return object->getIsPointInOOBB( worldPoint );
}
//-----------------------------------------------------------------------------
/*! Returns whether the world point intersects with the specified collision shape or not.
@param worldPointX/Y The world point to check.
@param shapeIndex - The index of the collision shape.
@return (bool isInside) Whether the world point intersects with the specified collision shape or not.
*/
ConsoleMethodWithDocs(SceneObject, getIsPointInCollisionShape, ConsoleBool, 4, 5, (int shapeIndex, worldPointX/Y))
{
// Fetch shape count.
const U32 shapeCount = object->getCollisionShapeCount();
// Fetch shape index.
const U32 shapeIndex = dAtoi(argv[2]);
// Sanity!
if ( shapeIndex >= shapeCount )
{
Con::warnf("SceneObject::getIsPointInCollisionShape() - Invalid shape index of %d.", shapeIndex);
return false;
}
// Fetch shape index.
Vector2 worldPoint;
U32 elementCount = Utility::mGetStringElementCount(argv[3]);
// ("X Y")
if ((elementCount == 2) && (argc == 4))
worldPoint = Utility::mGetStringElementVector(argv[2]);
// (X, Y)
else if ((elementCount == 1) && (argc == 5))
worldPoint = Vector2(dAtof(argv[3]), dAtof(argv[4]));
// Invalid
else
{
Con::warnf("SceneObject::getIsPointInCollisionShape() - Invalid number of parameters!");
return false;
}
// Calculate if point intersects the collision shape.
return object->getIsPointInCollisionShape( shapeIndex, worldPoint );
}
//-----------------------------------------------------------------------------
/*! Sets the body type.
@return No return value.
*/
ConsoleMethodWithDocs(SceneObject, setBodyType, ConsoleVoid, 3, 3, (bodyType type))
{
// Fetch body type.
const b2BodyType type = SceneObject::getBodyTypeEnum(argv[2]);
// Check for error.
if ( type != b2_staticBody && type != b2_kinematicBody && type != b2_dynamicBody )
return;
// Set body type.
object->setBodyType( type );
}
//-----------------------------------------------------------------------------
/*! Gets the body type.
@return The body type.
*/
ConsoleMethodWithDocs(SceneObject, getBodyType, ConsoleString, 2, 2, ())
{
return SceneObject::getBodyTypeDescription( object->getBodyType() );
}
//-----------------------------------------------------------------------------
/*! Sets the body active status.
@param status - Whether the body should be active or not (defaults to true).
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setActive, ConsoleVoid, 2, 3, ([bool status?]))
{
object->setActive( argc > 2 ? dAtob(argv[2]) : true );
}
//-----------------------------------------------------------------------------
/*! Gets the body active status.
@return (bool status) Whether the body is active or not.
*/
ConsoleMethodWithDocs(SceneObject, getActive, ConsoleBool, 2, 2, ())
{
return object->getActive();
}
//-----------------------------------------------------------------------------
/*! Sets whether the body is awake or not.
@param status - Whether the body should be awake or not (defaults to true).
@return No return Value.
*/
ConsoleMethodWithDocs(SceneObject, setAwake, ConsoleVoid, 2, 3, ([bool status?]))
{
object->setAwake( argc > 2 ? dAtob(argv[2]) : true );
}
//-----------------------------------------------------------------------------
/*! Gets whether the body is awake or not.
@return (bool status) Whether the body is awake or not.
*/
ConsoleMethodWithDocs(SceneObject, getAwake, ConsoleBool, 2, 2, ())
{
return object->getAwake();
}
//-----------------------------------------------------------------------------
/*! Sets whether the body is a bullet or not.
@param status - Whether the body should be a bullet (fast moving body) or not (defaults to true).
@return No return Value.