-
Notifications
You must be signed in to change notification settings - Fork 20
/
Copy pathObjectManager.cpp
379 lines (328 loc) · 8.95 KB
/
ObjectManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
#include "ObjectManager.h"
#include "LogicManager.h"
#include "../render/Mesh.h"
#include "../world/Sprite_ZAxis.h"
#include "../world/World.h"
#include "../world/Terrain.h"
#include <algorithm>
std::vector<Object *> ObjectManager::m_ObjectPool;
std::vector<Object *> ObjectManager::m_FreeObjects;
std::vector<Object *> ObjectManager::m_ActiveObjects;
uint32_t ObjectManager::m_uReservedCount;
World *ObjectManager::m_pWorld;
#define OBJCOUNT_PER_BANK 128
bool ObjectManager::Init(World *pWorld)
{
LogicManager::Init();
Object *objPool = xlNew Object[OBJCOUNT_PER_BANK];
m_ObjectPool.push_back( objPool );
//now add all the objects to the free list.
//objects are added in reverse order so that they are allocated from the free
//list in chronological order.
//The free list works by popping elements off the back for speed (no need to shuffle memory around).
for (int32_t i=OBJCOUNT_PER_BANK-1; i>=0; i--)
{
objPool[i].SetID(i);
m_FreeObjects.push_back( &objPool[i] );
}
m_uReservedCount = 0;
m_pWorld = pWorld;
return true;
}
void ObjectManager::Destroy()
{
LogicManager::Destroy();
for (Object *pool : m_ObjectPool)
{
xlDelete[] pool;
}
m_ObjectPool.clear();
m_FreeObjects.clear();
m_ActiveObjects.clear();
}
Object *ObjectManager::CreateObject(const std::string& sName)
{
Object *pObj = nullptr;
if ( m_FreeObjects.size() )
{
//if there is a free object, just use it.
pObj = m_FreeObjects.back();
m_FreeObjects.pop_back();
}
else
{
//otherwise allocate another bank for the pool...
uint32_t uID_Start = (uint32_t)m_ObjectPool.size()*OBJCOUNT_PER_BANK;
Object *objPool = xlNew Object[OBJCOUNT_PER_BANK];
m_ObjectPool.push_back( objPool );
for (int32_t i=OBJCOUNT_PER_BANK-2; i>=0; i--)
{
objPool[i].SetID(i+uID_Start);
m_FreeObjects.push_back( &objPool[i] );
}
objPool[OBJCOUNT_PER_BANK-1].SetID( uID_Start+OBJCOUNT_PER_BANK-1 );
pObj = &objPool[OBJCOUNT_PER_BANK-1];
}
if ( pObj )
{
pObj->Reset();
pObj->AddRef();
pObj->SetName( sName );
m_ActiveObjects.push_back( pObj );
}
return pObj;
}
void ObjectManager::SetRenderComponent(uint32_t uID, const char *pszComponent)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj == nullptr )
return;
if ( stricmp(pszComponent, "Mesh") == 0 )
{
pObj->SetRenderComponent( xlNew Mesh() );
}
else if ( stricmp(pszComponent, "Sprite_ZAxis") == 0 )
{
pObj->SetRenderComponent( xlNew Sprite_ZAxis() );
}
}
void ObjectManager::SetRenderTexture(uint32_t uID, TextureHandle hTex)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
RenderComponent *pRenderComp = pObj->GetRenderComponent();
if ( pRenderComp )
{
pRenderComp->SetTextureHandle(hTex);
}
}
}
void ObjectManager::SetRenderFlip(uint32_t uID, XL_BOOL bFlipX, XL_BOOL bFlipY)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
RenderComponent *pRenderComp = pObj->GetRenderComponent();
if ( pRenderComp )
{
pRenderComp->SetUV_Flip(bFlipX!=0, bFlipY!=0);
}
}
}
void ObjectManager::SetActive(uint32_t uID, XL_BOOL bActive)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
if ( bActive )
{
pObj->SetFlag( Object::OBJFLAGS_ACTIVE );
}
else
{
pObj->ClearFlag( Object::OBJFLAGS_ACTIVE );
}
}
}
void ObjectManager::SetWorldBounds_API(uint32_t uID, float minX, float minY, float minZ, float maxX, float maxY, float maxZ)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
pObj->SetWorldBounds( Vector3(minX, minY, minZ), Vector3(maxX, maxY, maxZ) );
}
}
uint32_t ObjectManager::CreateObjectID(const char *pszName, int32_t nSector)
{
Object *pObj = CreateObject(pszName);
if ( pObj )
{
//flag objects created outside the loaders as "dynamic"
pObj->SetFlag( Object::OBJFLAGS_DYNAMIC );
if ( nSector == 0xffff )
{
Terrain *pTerrain = m_pWorld->GetTerrain();
if ( pTerrain )
{
pTerrain->AddDynamicObject( pObj->GetID() );
}
}
return pObj->GetID();
}
return 0xffffffff;
}
void ObjectManager::MoveDynamicObjects(const Vector3& vMove)
{
for (Object *pObj : m_ActiveObjects)
{
if ( pObj->IsFlagSet( Object::OBJFLAGS_DYNAMIC ) )
{
//Update the object location.
Vector3 vObjLoc;
pObj->GetLoc(vObjLoc);
vObjLoc = vObjLoc + vMove;
pObj->SetLoc(vObjLoc);
//Update the matrix.
Matrix *pMtx = pObj->GetMatrixPtr();
pMtx->m[12] = vObjLoc.x;
pMtx->m[13] = vObjLoc.y;
pMtx->m[14] = vObjLoc.z;
//Update the world bounds.
Vector3 vWorldMin, vWorldMax;
pObj->GetWorldBounds(vWorldMin, vWorldMax);
vWorldMin = vWorldMin + vMove;
vWorldMax = vWorldMax + vMove;
pObj->SetWorldBounds(vWorldMin, vWorldMax);
}
}
}
Object *ObjectManager::FindObject(const std::string& sName)
{
const auto iter = std::find_if(m_ActiveObjects.begin(), m_ActiveObjects.end(),
[&sName](Object *pObj)
{
return pObj->GetName() == sName;
});
return (iter != m_ActiveObjects.end()) ? *iter : nullptr;
}
Object *ObjectManager::GetObjectFromID(uint32_t uID)
{
//1. Which bank is it in?
uint32_t uBank = uID / OBJCOUNT_PER_BANK;
uint32_t uIndex = uID - uBank*OBJCOUNT_PER_BANK;
Object *pool = m_ObjectPool[uBank];
return &pool[uIndex];
}
void ObjectManager::FreeObject(Object *pObj)
{
pObj->Reset();
m_FreeObjects.push_back( pObj );
//remove this from the active object list.
const auto iter = std::find(m_ActiveObjects.begin(), m_ActiveObjects.end(), pObj);
if (iter != m_ActiveObjects.end())
{
m_ActiveObjects.erase(iter);
}
}
void ObjectManager::FreeObjectID(uint32_t uID)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
FreeObject(pObj);
}
}
void ObjectManager::FreeAllObjects()
{
m_FreeObjects.clear();
uint32_t uStartObj = m_uReservedCount;
for (Object *pool : m_ObjectPool)
{
for (uint32_t i=uStartObj; i<OBJCOUNT_PER_BANK; i++)
{
pool[i].Reset();
m_FreeObjects.push_back( &pool[i] );
}
uStartObj = 0;
}
m_ActiveObjects.clear();
//make only "reserved" objects active.
Object *pool = m_ObjectPool[0];
for (uint32_t i=0; i<m_uReservedCount; i++)
{
m_ActiveObjects.push_back( &pool[i] );
}
}
void ObjectManager::Update()
{
for (Object *obj : m_ActiveObjects)
{
obj->Update();
}
}
void ObjectManager::AddLogicToObjID(uint32_t uID, const char *szLogicName)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
Logic *pLogic = LogicManager::GetLogic(szLogicName);
if ( pLogic )
{
pObj->AddLogic( pLogic );
}
}
}
ObjectPhysicsData *ObjectManager::GetObjectPhysicsData(uint32_t uID)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
return pObj->GetPhysicsData();
}
return nullptr;
}
void *ObjectManager::GetObjectGameData(uint32_t uID)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
return pObj->GetGameData();
}
return nullptr;
}
void ObjectManager::SetObjectGameData(uint32_t uID, void *pData)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
pObj->SetGameData(pData);
pObj->Init();
}
}
void ObjectManager::SetObjectAngles(uint32_t uID, float x, float y, float z)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
Vector3 vPos;
pObj->GetLoc(vPos);
Matrix mWorld;
mWorld.Identity();
mWorld.EulerToMatrix(x, y, z);
mWorld.m[12] = vPos.x;
mWorld.m[13] = vPos.y;
mWorld.m[14] = vPos.z;
pObj->SetMatrix(mWorld);
pObj->ComputeTransformedBounds();
}
}
void ObjectManager::SetObjectPos(uint32_t uID, float x, float y, float z)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
pObj->SetLoc( Vector3(x,y,z) );
Matrix *pWorldMtx = pObj->GetMatrixPtr();
pWorldMtx->m[12] = x;
pWorldMtx->m[13] = y;
pWorldMtx->m[14] = z;
pObj->ComputeTransformedBounds();
}
}
void ObjectManager::EnableObjectCollision(uint32_t uID, int32_t enable)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
pObj->EnableCollision(enable ? true : false);
}
}
void ObjectManager::SendMessage(uint32_t uID, uint32_t uMsg, float fValue)
{
Object *pObj = GetObjectFromID(uID);
if ( pObj )
{
pObj->SendMessage(uMsg, fValue);
}
}