mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
9e2c640b51
This problem might have been introduced in 06270eaac0
but not sure.
The crash could happen due to a use-after-free memory access:
When deleting an entity with skel in postInit(), deletion would be
delayed by 1 frame because that is how entity_delete() works.
During deletion, RenderObject::children were removed and deleted
but SkeletalSprite::bones still had those pointers.
Additionally an object would delete its children in onUpdate() after
safeKill(), and still proceed to run scripts, which would then possibly
access freed memory too.
This fix causes children to not be deleted until we're out of the update()
cycle, and instead delete children together with the root object.
989 lines
19 KiB
C++
989 lines
19 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "RenderObject.h"
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#include "Core.h"
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#include "MathFunctions.h"
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#include "RenderBase.h"
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#include <assert.h>
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#include <algorithm>
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#ifdef BBGE_USE_GLM
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#include "glm/glm.hpp"
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#include "glm/gtx/transform.hpp"
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#endif
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bool RenderObject::renderCollisionShape = false;
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size_t RenderObject::lastTextureApplied = 0;
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bool RenderObject::lastTextureRepeat = false;
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bool RenderObject::renderPaths = false;
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void RenderObject::toggleAlpha(float t)
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{
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if (alpha.x < 0.5f)
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alpha.interpolateTo(1,t);
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else
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alpha.interpolateTo(0,t);
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}
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int RenderObject::getTopLayer() const
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{
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if (parent)
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{
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return parent->getTopLayer();
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}
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return layer;
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}
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RenderObject::RenderObject()
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{
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addType(SCO_RENDEROBJECT);
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useOldDT = false;
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ignoreUpdate = false;
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renderPass = 0;
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overrideCullRadiusSqr = 0;
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repeatTexture = false;
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alphaMod = 1;
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motionBlur = 0;
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idx = -1;
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_fv = false;
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_fh = false;
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_markedForDelete = false;
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updateCull = -1;
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layer = LR_NONE;
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cull = true;
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pm = PM_NONE;
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texture = 0;
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width = 0;
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height = 0;
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scale = Vector(1,1,1);
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color = Vector(1,1,1);
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alpha.x = 1;
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life = maxLife = 1;
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decayRate = 0;
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_dead = false;
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_hidden = false;
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fadeAlphaWithLife = false;
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_blendType = BLEND_DEFAULT;
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followCamera = 0;
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stateData = 0;
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parent = 0;
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renderBeforeParent = false;
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shareAlphaWithChildren = false;
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shareColorWithChildren = false;
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}
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RenderObject::~RenderObject()
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{
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freeMotionBlur();
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assert(children.empty()); // if this fires some objects were not deleted and will leak
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}
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Vector RenderObject::getWorldPosition() const
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{
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return getWorldCollidePosition();
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}
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RenderObject* RenderObject::getTopParent() const
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{
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RenderObject *p = parent;
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RenderObject *lastp=0;
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while (p)
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{
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lastp = p;
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p = p->parent;
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}
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return lastp;
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}
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#ifdef BBGE_USE_GLM
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static glm::mat4 getInvRotation(const RenderObject *p)
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{
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glm::mat4 m = glm::rotate(-(p->rotation.z + p->rotationOffset.z), glm::vec3(0.0f, 0.0f, 1.0f));
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if(p->isfh())
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m *= glm::rotate(180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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return m;
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}
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#endif
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Vector RenderObject::getInvRotPosition(const Vector &vec) const
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{
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#ifdef BBGE_USE_GLM
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glm::mat4 m = getInvRotation(this);
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for(RenderObject *p = parent; p; p = p->parent)
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m *= getInvRotation(p);
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m *= glm::translate(vec.x, vec.y, 0.0f);
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float x = m[3][0];
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float y = m[3][1];
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float z = m[3][2];
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#else
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glPushMatrix();
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glLoadIdentity();
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std::vector<const RenderObject*>chain;
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const RenderObject *p = this;
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while(p)
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{
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chain.push_back(p);
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p = p->parent;
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}
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for (int i = chain.size()-1; i >= 0; i--)
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{
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glRotatef(-(chain[i]->rotation.z+chain[i]->rotationOffset.z), 0, 0, 1);
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if (chain[i]->isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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}
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if (vec.x != 0 || vec.y != 0)
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{
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glTranslatef(vec.x, vec.y, 0);
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}
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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float z = m[14];
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glPopMatrix();
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#endif
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return Vector(x,y,z);
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}
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#ifdef BBGE_USE_GLM
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static glm::mat4 matrixChain(const RenderObject *ro)
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{
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glm::mat4 tranformMatrix = glm::scale(
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glm::translate(
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glm::rotate(
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glm::translate(
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ro->getParent() ? matrixChain(ro->getParent()) : glm::mat4(1.0f),
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glm::vec3(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0)
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),
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ro->rotation.z + ro->rotationOffset.z,
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glm::vec3(0.0f, 0.0f, 1.0f)
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),
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glm::vec3(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0.0f)
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),
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glm::vec3(ro->scale.x, ro->scale.y, 0.0f)
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);
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if (ro->isfh())
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tranformMatrix *= glm::rotate(180.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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tranformMatrix *= glm::translate(glm::vec3(ro->internalOffset.x, ro->internalOffset.y, 0.0f));
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return tranformMatrix;
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}
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#else
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static void matrixChain(RenderObject *ro)
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{
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if (RenderObject *parent = ro->getParent())
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matrixChain(parent);
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glTranslatef(ro->position.x+ro->offset.x, ro->position.y+ro->offset.y, 0);
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glRotatef(ro->rotation.z+ro->rotationOffset.z, 0, 0, 1);
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glTranslatef(ro->beforeScaleOffset.x, ro->beforeScaleOffset.y, 0);
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glScalef(ro->scale.x, ro->scale.y, 0);
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if (ro->isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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glTranslatef(ro->internalOffset.x, ro->internalOffset.y, 0);
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}
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#endif
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float RenderObject::getWorldRotation() const
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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float rot = 0;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, rot);
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return rot;
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}
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Vector RenderObject::getWorldPositionAndRotation() const
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{
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Vector up = getWorldCollidePosition(Vector(0,1));
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Vector orig = getWorldPosition();
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MathFunctions::calculateAngleBetweenVectorsInDegrees(orig, up, orig.z);
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return orig;
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}
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Vector RenderObject::getWorldCollidePosition(const Vector &vec) const
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{
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#ifdef BBGE_USE_GLM
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glm::mat4 transformMatrix = glm::translate(
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matrixChain(this),
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glm::vec3(vec.x, vec.y, 0.0f)
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);
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return Vector(transformMatrix[3][0], transformMatrix[3][1], 0);
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#else
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glPushMatrix();
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glLoadIdentity();
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matrixChain(this);
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glTranslatef(vec.x, vec.y, 0);
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float m[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, m);
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float x = m[12];
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float y = m[13];
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glPopMatrix();
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return Vector(x,y,0);
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#endif
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}
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void RenderObject::fhTo(bool fh)
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{
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if ((fh && !_fh) || (!fh && _fh))
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{
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flipHorizontal();
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}
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}
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void RenderObject::flipHorizontal()
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{
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bool wasFlippedHorizontal = _fh;
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_fh = !_fh;
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if (wasFlippedHorizontal != _fh)
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{
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onFH();
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}
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}
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void RenderObject::flipVertical()
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{
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_fv = !_fv;
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}
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void RenderObject::destroy()
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{
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for (Children::iterator i = children.begin(); i != children.end(); i++)
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{
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// must do this first
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// otherwise child will try to remove THIS
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(*i)->parent = 0;
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(*i)->destroy();
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if((*i)->pm == PM_POINTER)
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delete (*i);
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}
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children.clear();
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if (parent)
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{
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parent->removeChild(this);
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parent = 0;
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}
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texture = NULL;
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}
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Vector RenderObject::getRealPosition() const
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{
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if (parent)
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{
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return position + offset + parent->getRealPosition();
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}
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return position + offset;
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}
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Vector RenderObject::getRealScale() const
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{
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if (parent)
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{
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return scale * parent->getRealScale();
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}
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return scale;
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}
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void RenderObject::setStateDataObject(StateData *state)
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{
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stateData = state;
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}
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void RenderObject::toggleCull(bool value)
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{
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cull = value;
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}
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void RenderObject::moveToFront()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[p->children.size()-1] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_BACK); // To back of list -> rendered on top
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToFront(this);
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}
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void RenderObject::moveToBack()
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{
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if(RenderObject *p = parent)
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{
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if(p->children.size() && p->children[0] != this)
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{
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p->removeChild(this);
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p->addChild(this, (ParentManaged)this->pm, RBP_NONE, CHILD_FRONT); // To front of list -> rendered first, below everything else
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}
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}
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else if (layer != -1)
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core->renderObjectLayers[this->layer].moveToBack(this);
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}
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void RenderObject::enableMotionBlur(int sz, int off)
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{
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MotionBlurData *mb = ensureMotionBlur();
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mb->transition = false;
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mb->positions.resize(sz);
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mb->frameOffsetCounter = 0;
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mb->frameOffset = off;
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for (size_t i = 0; i < mb->positions.size(); i++)
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{
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mb->positions[i].position = position;
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mb->positions[i].rotz = rotation.z;
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}
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}
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void RenderObject::disableMotionBlur()
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{
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if(MotionBlurData *mb = this->motionBlur)
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{
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mb->transition = true;
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mb->transitionTimer = 1.0;
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}
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}
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bool RenderObject::isfhr() const
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{
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const RenderObject *p = this;
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bool fh = false;
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do
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if (p->isfh())
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fh = !fh;
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while ((p = p->parent));
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return fh;
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}
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bool RenderObject::isfvr() const
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{
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const RenderObject *p = this;
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bool fv = false;
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do
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if (p->isfv())
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fv = !fv;
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while ((p = p->parent));
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return fv;
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}
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bool RenderObject::hasRenderPass(const int pass) const
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{
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if (pass == renderPass)
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return true;
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for (Children::const_iterator i = children.begin(); i != children.end(); i++)
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{
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if (!(*i)->isDead() && (*i)->hasRenderPass(pass))
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return true;
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}
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return false;
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}
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bool RenderObject::shouldTryToRender() const
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{
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return !parent
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&& alpha.x > 0
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&& (!cull || isOnScreen());
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}
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bool RenderObject::isVisibleInPass(int pass) const
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{
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assert(!parent); // This check should be done for root objects only
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assert(pass != RENDER_ALL); // why call this when we already know we don't do passes
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return hasRenderPass(pass);
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}
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void RenderObject::render(const RenderState& rs) const
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{
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if (isHidden()) return;
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/// new (breaks anything?)
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if (alpha.x == 0 || alphaMod == 0) return;
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if (MotionBlurData *mb = this->motionBlur)
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{
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RenderState rx(rs);
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const Vector oldPos = position;
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const float oldRotZ = rotation.z;
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const size_t sz = mb->positions.size();
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const float m = 1.0f / float(sz);
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const float m2 = alpha.x * 0.5f * (mb->transition ? mb->transitionTimer : 1.0f);
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for (size_t i = 0; i < sz; i++)
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{
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position = mb->positions[i].position;
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rotation.z = mb->positions[i].rotz;
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rx.alpha = (1.0f-(float(i) * m)) * m2;
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renderCall(rx);
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}
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position = oldPos;
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rotation.z = oldRotZ;
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}
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renderCall(rs);
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}
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void RenderObject::renderCall(const RenderState& rs) const
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{
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position += offset;
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glPushMatrix();
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if (layer != LR_NONE)
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{
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RenderObjectLayer *l = &core->renderObjectLayers[layer];
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if (l->followCamera != NO_FOLLOW_CAMERA)
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{
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followCamera = l->followCamera;
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}
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}
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if (followCamera!=0 && !parent)
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{
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if (followCamera == 1)
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{
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glLoadIdentity();
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glScalef(core->globalResolutionScale.x, core->globalResolutionScale.y,0);
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glTranslatef(position.x, position.y, position.z);
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if (isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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}
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else
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{
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Vector pos = getFollowCameraPosition();
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glTranslatef(pos.x, pos.y, pos.z);
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if (isfh())
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{
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glRotatef(180, 0, 1, 0);
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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}
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}
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else
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{
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glTranslatef(position.x, position.y, position.z);
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if (RenderObject::renderPaths && position.data && position.data->path.getNumPathNodes() > 0)
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{
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glLineWidth(4);
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glEnable(GL_BLEND);
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size_t i = 0;
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glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_LINES);
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for (i = 0; i < position.data->path.getNumPathNodes()-1; i++)
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{
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glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
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glVertex2f(position.data->path.getPathNode(i+1)->value.x-position.x, position.data->path.getPathNode(i+1)->value.y-position.y);
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}
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glEnd();
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glPointSize(20);
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glBegin(GL_POINTS);
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glColor4f(0.5,0.5,1,1);
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for (i = 0; i < position.data->path.getNumPathNodes(); i++)
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{
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glVertex2f(position.data->path.getPathNode(i)->value.x-position.x, position.data->path.getPathNode(i)->value.y-position.y);
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}
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glEnd();
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}
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glRotatef(rotation.z+rotationOffset.z, 0, 0, 1);
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if (isfh())
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|
{
|
|
|
|
glRotatef(180, 0, 1, 0);
|
|
}
|
|
}
|
|
|
|
glTranslatef(beforeScaleOffset.x, beforeScaleOffset.y, beforeScaleOffset.z);
|
|
glScalef(scale.x, scale.y, 1);
|
|
glTranslatef(internalOffset.x, internalOffset.y, internalOffset.z);
|
|
|
|
for (Children::const_iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (!(*i)->isDead() && (*i)->renderBeforeParent)
|
|
(*i)->render(rs);
|
|
}
|
|
|
|
|
|
if (rs.pass == RENDER_ALL || renderPass == RENDER_ALL || rs.pass == renderPass)
|
|
{
|
|
if (texture)
|
|
{
|
|
if (texture->textures[0] != lastTextureApplied || repeatTexture != lastTextureRepeat)
|
|
{
|
|
texture->apply(repeatTexture);
|
|
lastTextureRepeat = repeatTexture;
|
|
lastTextureApplied = texture->textures[0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lastTextureApplied != 0 || repeatTexture != lastTextureRepeat)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
lastTextureApplied = 0;
|
|
lastTextureRepeat = repeatTexture;
|
|
}
|
|
}
|
|
|
|
rs.gpu.setBlend(getBlendType());
|
|
|
|
// RenderState color applies to everything in the scene graph,
|
|
// so that needs to be multiplied in unconditionally
|
|
{
|
|
Vector col = this->color * rs.color;
|
|
glColor4f(col.x, col.y, col.z, rs.alpha*alpha.x*alphaMod);
|
|
}
|
|
|
|
onRender(rs);
|
|
|
|
if (renderCollisionShape)
|
|
renderCollision(rs);
|
|
}
|
|
|
|
|
|
for (Children::const_iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (!(*i)->isDead() && !(*i)->renderBeforeParent)
|
|
(*i)->render(rs);
|
|
}
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
position -= offset;
|
|
}
|
|
|
|
void RenderObject::renderCollision(const RenderState& rs) const
|
|
{
|
|
}
|
|
|
|
void RenderObject::addDeathNotify(RenderObject *r)
|
|
{
|
|
deathNotifications.remove(r);
|
|
deathNotifications.push_back(r);
|
|
}
|
|
|
|
void RenderObject::deathNotify(RenderObject *r)
|
|
{
|
|
deathNotifications.remove(r);
|
|
}
|
|
|
|
void RenderObject::lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset)
|
|
{
|
|
Vector myPos = this->getWorldPosition();
|
|
float angle = 0;
|
|
|
|
if (myPos.x == pos.x && myPos.y == pos.y)
|
|
{
|
|
return;
|
|
}
|
|
MathFunctions::calculateAngleBetweenVectorsInDegrees(myPos, pos, angle);
|
|
|
|
RenderObject *p = parent;
|
|
while (p)
|
|
{
|
|
angle -= p->rotation.z;
|
|
p = p->parent;
|
|
}
|
|
|
|
const bool ishfh = this->isfhr();
|
|
|
|
if (ishfh)
|
|
{
|
|
angle = 180-angle;
|
|
|
|
|
|
|
|
offset = -offset;
|
|
}
|
|
angle += offset;
|
|
if (angle < minAngle)
|
|
angle = minAngle;
|
|
if (angle > maxAngle)
|
|
angle = maxAngle;
|
|
|
|
int amt = 10;
|
|
if (ishfh)
|
|
{
|
|
if (pos.x < myPos.x-amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pos.x > myPos.x+amt)
|
|
{
|
|
angle = 0;
|
|
}
|
|
}
|
|
|
|
rotation.interpolateTo(Vector(0,0,angle), t);
|
|
}
|
|
|
|
void RenderObject::update(float dt)
|
|
{
|
|
if (ignoreUpdate)
|
|
{
|
|
return;
|
|
}
|
|
if (useOldDT)
|
|
{
|
|
dt = core->get_old_dt();
|
|
}
|
|
if (!isDead())
|
|
{
|
|
onUpdate(dt);
|
|
}
|
|
}
|
|
|
|
void RenderObject::removeChild(RenderObject *r)
|
|
{
|
|
r->parent = 0;
|
|
Children::iterator oldend = children.end();
|
|
Children::iterator newend = std::remove(children.begin(), oldend, r);
|
|
if(oldend != newend)
|
|
{
|
|
children.resize(std::distance(children.begin(), newend));
|
|
return;
|
|
}
|
|
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->removeChild(r);
|
|
}
|
|
}
|
|
|
|
void RenderObject::safeKill()
|
|
{
|
|
alpha = 0;
|
|
life = 0;
|
|
onEndOfLife();
|
|
|
|
for (RenderObjectList::iterator i = deathNotifications.begin(); i != deathNotifications.end(); i++)
|
|
{
|
|
(*i)->deathNotify(this);
|
|
}
|
|
|
|
if (this->parent)
|
|
{
|
|
_markedForDelete = true;
|
|
}
|
|
else
|
|
{
|
|
if (stateData)
|
|
stateData->removeRenderObject(this);
|
|
else
|
|
core->enqueueRenderObjectDeletion(this);
|
|
}
|
|
}
|
|
|
|
Vector RenderObject::getNormal() const
|
|
{
|
|
float a = MathFunctions::toRadians(getAbsoluteRotation().z);
|
|
return Vector(sinf(a),cosf(a));
|
|
}
|
|
|
|
// HACK: this is probably a slow implementation
|
|
Vector RenderObject::getForward() const
|
|
{
|
|
Vector v = getWorldCollidePosition(Vector(0,-1, 0));
|
|
Vector r = v - getWorldCollidePosition();
|
|
r.normalize2D();
|
|
|
|
|
|
return r;
|
|
}
|
|
|
|
Vector RenderObject::getAbsoluteRotation() const
|
|
{
|
|
Vector r = rotation;
|
|
if (parent)
|
|
{
|
|
return parent->getAbsoluteRotation() + r;
|
|
}
|
|
return r;
|
|
}
|
|
|
|
void RenderObject::onUpdate(float dt)
|
|
{
|
|
if (isDead()) return;
|
|
|
|
if(!updateLife(dt))
|
|
return;
|
|
|
|
// FIXME: We might not need to do lifetime checks either; I just
|
|
// left that above for safety since I'm not certain. --achurch
|
|
if (isHidden()) return;
|
|
|
|
position += velocity * dt;
|
|
velocity += gravity * dt;
|
|
position.update(dt);
|
|
velocity.update(dt);
|
|
gravity.update(dt);
|
|
scale.update(dt);
|
|
rotation.update(dt);
|
|
color.update(dt);
|
|
alpha.update(dt);
|
|
offset.update(dt);
|
|
internalOffset.update(dt);
|
|
beforeScaleOffset.update(dt);
|
|
rotationOffset.update(dt);
|
|
|
|
bool hasChildrenToDelete = false;
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
if (shareAlphaWithChildren)
|
|
(*i)->alpha.x = this->alpha.x;
|
|
if (shareColorWithChildren)
|
|
(*i)->color = this->color;
|
|
|
|
if ((*i)->pm != PM_NONE)
|
|
{
|
|
(*i)->update(dt);
|
|
}
|
|
hasChildrenToDelete |= (*i)->_markedForDelete;
|
|
|
|
}
|
|
|
|
if (hasChildrenToDelete)
|
|
{
|
|
size_t w = 0;
|
|
const size_t N = children.size();
|
|
for (size_t i = 0; i < N; ++i)
|
|
{
|
|
RenderObject *ro = children[i];
|
|
if(ro->_markedForDelete)
|
|
{
|
|
ro->parent = NULL;
|
|
ro->destroy();
|
|
if(ro->pm == PM_POINTER)
|
|
delete ro;
|
|
}
|
|
else
|
|
children[w++] = ro;
|
|
}
|
|
children.resize(w);
|
|
}
|
|
|
|
if (MotionBlurData *mb = this->motionBlur)
|
|
{
|
|
if(!mb->transition)
|
|
{
|
|
if (mb->frameOffsetCounter >= mb->frameOffset)
|
|
{
|
|
mb->frameOffsetCounter = 0;
|
|
mb->positions[0].position = position;
|
|
mb->positions[0].rotz = rotation.z;
|
|
for (int i = mb->positions.size()-1; i > 0; i--)
|
|
{
|
|
mb->positions[i] = mb->positions[i-1];
|
|
}
|
|
}
|
|
else
|
|
mb->frameOffsetCounter ++;
|
|
}
|
|
else
|
|
{
|
|
mb->transitionTimer -= dt*2;
|
|
if (mb->transitionTimer <= 0)
|
|
freeMotionBlur();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool RenderObject::updateLife(float dt)
|
|
{
|
|
if (decayRate > 0)
|
|
{
|
|
life -= decayRate*dt;
|
|
if (life<=0)
|
|
{
|
|
safeKill();
|
|
return false;
|
|
}
|
|
}
|
|
if (fadeAlphaWithLife && !alpha.isInterpolating())
|
|
{
|
|
|
|
alpha = life/maxLife;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void RenderObject::unloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->unloadDevice();
|
|
}
|
|
}
|
|
|
|
void RenderObject::reloadDevice()
|
|
{
|
|
for (Children::iterator i = children.begin(); i != children.end(); i++)
|
|
{
|
|
(*i)->reloadDevice();
|
|
}
|
|
}
|
|
|
|
MotionBlurData* RenderObject::ensureMotionBlur()
|
|
{
|
|
MotionBlurData *mb = this->motionBlur;
|
|
if(!mb)
|
|
{
|
|
mb = new MotionBlurData;
|
|
this->motionBlur = mb;
|
|
}
|
|
return mb;
|
|
}
|
|
|
|
void RenderObject::freeMotionBlur()
|
|
{
|
|
if(motionBlur)
|
|
{
|
|
delete motionBlur;
|
|
motionBlur = NULL;
|
|
}
|
|
}
|
|
|
|
bool RenderObject::setTexture(const std::string &n)
|
|
{
|
|
std::string name = n;
|
|
stringToLowerUserData(name);
|
|
|
|
if (name.empty())
|
|
{
|
|
setTexturePointer(NULL);
|
|
return false;
|
|
}
|
|
|
|
if(texture && texture->getLoadResult() == TEX_SUCCESS && name == texture->name)
|
|
return true; // no texture change
|
|
|
|
CountedPtr<Texture> tex = core->addTexture(name);
|
|
setTexturePointer(tex);
|
|
return tex && tex->getLoadResult() == TEX_SUCCESS;
|
|
}
|
|
|
|
void RenderObject::addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp, ChildOrder order)
|
|
{
|
|
if (r->parent)
|
|
{
|
|
errorLog("Engine does not support multiple parents");
|
|
return;
|
|
}
|
|
|
|
if (order == CHILD_BACK)
|
|
children.push_back(r);
|
|
else
|
|
children.insert(children.begin(), r);
|
|
|
|
r->pm = pm;
|
|
|
|
if (rbp == RBP_OFF)
|
|
r->renderBeforeParent = 0;
|
|
else if (rbp == RBP_ON)
|
|
r->renderBeforeParent = 1;
|
|
|
|
r->parent = this;
|
|
}
|
|
|
|
StateData *RenderObject::getStateData() const
|
|
{
|
|
if (parent)
|
|
{
|
|
return parent->getStateData();
|
|
}
|
|
else
|
|
return stateData;
|
|
}
|
|
|
|
void RenderObject::setOverrideCullRadius(float ovr)
|
|
{
|
|
overrideCullRadiusSqr = ovr * ovr;
|
|
}
|
|
|
|
bool RenderObject::isCoordinateInRadius(const Vector &pos, float r) const
|
|
{
|
|
Vector d = pos-getRealPosition();
|
|
|
|
return (d.getSquaredLength2D() < r*r);
|
|
}
|
|
|
|
MotionBlurData::MotionBlurData()
|
|
: transition(false), frameOffsetCounter(0), frameOffset(0), transitionTimer(0)
|
|
{
|
|
}
|