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try to explain action class hierarchy in a comment
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@ -9,6 +9,78 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/*
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+-----------------------+ +-------------------+ +------------------------------+
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| | | | | |
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| EntityActionInterface | | btActionInterface | | EntityActionFactoryInterface |
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| (entities) | | (bullet) | | (entities) |
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+-----------------------+ +-------------------+ +------------------------------+
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| | | | |
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+----+ +--+ +----------+ | |
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+-------------------+ +--------------+ +------------------------+ +-------------------------+
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| | | | | | | |
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| AssignmentAction | | ObjectAction | | InterfaceActionFactory | | AssignmentActionFactory |
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|(assignment client)| | (physics) | | (interface) | | (assignment client) |
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+-------------------+ +--------------+ +------------------------+ +-------------------------+
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+--------------------+
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| |
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| ObjectActionSpring |
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| (physics) |
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+--------------------+
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An action is a callback which is registered with bullet. An action is called-back every physics
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simulation step and can do whatever it wants with the various datastructures it has available. An
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action, for example, can pull an EntityItem toward a point as if that EntityItem were connected to that
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point by a spring.
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In this system, an action is a property of an EntityItem (rather, an EntityItem has a property which
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encodes a list of actions). Each action has a type and some arguments. Actions can be created by a
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script or when receiving information via an EntityTree data-stream (either over the network or from an
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svo file).
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In the interface, if an EntityItem has actions, this EntityItem will have pointers to ObjectAction
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subclass (like ObjectActionSpring) instantiations. Code in the entities library affects an action object
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via the EntityActionInterface (which knows nothing about bullet). When the ObjectAction subclass
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instance is created, it is registered as an action with bullet. Bullet will call into code in this
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instance with the btActionInterface every physics-simulation step.
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Because the action can exist next to the interface's EntityTree or the entity-server's EntityTree,
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parallel versions of the factories and actions are needed.
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In an entity-server, any type of action is instantiated as an AssignmentAction. This action isn't called
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by bullet (which isn't part of an assignment-client). It does nothing but remember its type and its
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arguments. This may change as we try to make the entity-server's simple physics simulation better, but
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right now the AssignmentAction class is a place-holder.
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The action-objects are instantiated by singleton (dependecy) subclasses of EntityActionFactoryInterface.
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In the interface, the subclass is an InterfaceActionFactory and it will produce things like
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ObjectActionSpring. In an entity-server the subclass is an AssignmentActionFactory and it always
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produces AssignmentActions.
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Depending on the action's type, it will have various arguments. When a script changes an argument of an
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action, the argument-holding member-variables of ObjectActionSpring (in this example) are updated and
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also serialized into _actionData in the EntityItem. Each subclass of ObjectAction knows how to serialize
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and deserialize its own arguments. _actionData is what gets sent over the wire or saved in an svo file.
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When a packet-reader receives data for _actionData, it will save it in the EntityItem; this causes the
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deserializer in the ObjectAction subclass to be called with the new data, thereby updating its argument
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variables. These argument variables are used by the code which is run when bullet does a callback.
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*/
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#include "EntityItem.h"
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#include "EntityActionInterface.h"
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