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Using Custom Component System

Custom Component System enables you to implement your application’s logic via a set of building blocks - components, and assign these blocks to nodes. A logic component integrates a node, a property and a C++ class containing logic implementation.

This example demonstrates how to:

  • Decompose application logic into building blocks
  • Create your own logic components
  • Implement interaction between your components

We are going to make a simple game to demonstrate how the whole system works.

Game Description

In the center of the play area we are going to have an object (Pawn) controlled by the player via the keyboard. It has certain amount of HP and movement parameters (movement and rotation speed).

Four corners of the play area are occupied by rotating objects (Spinners) that throw other small objects (Projectiles) in all directions while rotating.

Each Projectile moves along a straight line in the directon it was initially thrown by the Spinner. In case if a Projectile hits a Pawn, the Pawn will take damage according to the value set for the hitting Projectile (each of them has a random speed and damage value). The pawn is destroyed if the amount of HP drops below zero.

We shall use boxes for simplicity, but you can easily replace them with any other objects.

The basic workflow for implementing application logic using the Component System is given below.

1. Prepare a Project

Before we can start creating components and implementing our game logic we should do some preparations.

  1. Create a new C++ project.
  2. Copy the ComponentSystem folder (with header and implementation files) to your project's folder from the following directory:
    source/samples/Api/Logics/ComponentSystem/
  3. Include the header file of the Component System by adding the following line to all related files:
    Source code (C++)
    #include "ComponentSystem/ComponentSystem.h"

2. Decompose Application Logic into Building Blocks

First of all we should decompose our application logic in terms of bulding blocks - components. So, we should define parameters for each component (all these parameters will be stored in a corresponding .prop file) and decide in which functions of the execution sequence the component's logic will be implemented.

For our little game we are going to use one component for each type of object. So, we need 3 components:

  • Pawn with the following parameters:
    • name - name of the Pawn.
    • moving speed - how fast the Pawn moves.
    • rotation speed - how fast the Pawn rotates.
    • health - HP count for the Pawn.

    We are going to initialize a Pawn, do something with it each frame, and report a message, when it dies. So, this logic will be implemented inside the init(), update(), and shutdown() methods.

  • Spinner with the following parameters:
    • rotation speed - how fast the Spinner rotates.
    • acceleration - how fast Spinner's rotation rate increases.
    • node to be used as a projectile
    • minimum spawn delay
    • maximum spawn delay

    We are going to initialize a Spinner and do something with it each frame. So, this logic will go to the init() and update().

  • Projectile with the following parameters:
    • speed - how fast the Projectile moves.
    • life time - how long the Projectile lives.
    • damage - how much damage the Projectile causes to the Pawn it hits.

    As for the projectile, it will be spawned and initialized by the Spinner. The only thing we are going to do with it, is checking for a hit and control the life time left every frame. All of this goes to update().

3. Create a C++ Class for Each Component

For each of our components we should derive a new C++ class from the ComponentBase class. So, in the header file we:

  • define the name of the property for our component (corresponding .prop file will be automatically saved in your project's data folder)

    To define property name for the component we use the following:

    Source code (C++)
    static const char* getPropertyName() { return "my_property_name"; }
  • declare all parameters defined above with their default values (if any).

    To declare a parameter we use the following macro:

    Source code (C++)
    PROPERTY_PARAMETER(type, name[, default_value]);
  • declare in the protected section which methods of the execution sequence we are going to override to implement our logic:
    Source code (C++)
    protected:
    	void init() override;
    	void update() override;
    	void shutdown() override;
  • declare all necessary auxiliary parameters and functions.

Thus, for our Pawn, Spinner and Projectile classes we will have the following declarations:

Pawn.h

Source code (C++)
#pragma once
#include <UnigineGame.h>
#include <UnigineControls.h>

// include the header file of the Component System
#include "ComponentSystem/ComponentSystem.h"

// derive our class from the ComponentBase
class Pawn : public ComponentBase
{
public:
	// declare constructor and destructor for our class
	Pawn(const NodePtr &node, int num) : ComponentBase(node, num) {}
	virtual ~Pawn() {}

	// property name. A pawn.prop file containing all parameters listed below will be saved in your project's data folder
	static const char* getPropertyName() { return "pawn"; }

	// parameters
	PROPERTY_PARAMETER(String, name, "Pawn1");		// Pawn's name
	PROPERTY_PARAMETER(Int, health, 200);			// health points
	PROPERTY_PARAMETER(Float, move_speed, 4.0f);	// move speed (meters/s)
	PROPERTY_PARAMETER(Float, turn_speed, 90.0f);	// turn speed (deg/s)

	// methods
	void hit(int damage);	// decrease Pawn's HP 

protected:
	// world main loop overrides
	void init() override;
	void update() override;
	void shutdown() override;

private:
	// auxiliary parameters and functions
	ControlsPtr controls;
	PlayerPtr player;
	
	float damage_effect_timer = 0;
	Mat4 default_model_view;

	void show_damage_effect();
};

Spinner.h

Source code (C++)
#pragma once
#include <UnigineMaterial.h>
#include "ComponentSystem/ComponentSystem.h"

class Spinner : public ComponentBase
{
public:
	Spinner(const NodePtr &node, int num) : ComponentBase(node, num) { }
	virtual ~Spinner() {}

	// property name
	static const char* getPropertyName() { return "spinner"; }

	// parameters
	PROPERTY_PARAMETER(Float, turn_speed, 30.0f);
	PROPERTY_PARAMETER(Float, acceleration, 5.0f);
	
	PROPERTY_PARAMETER(Node, spawn_node);
	PROPERTY_PARAMETER(Float, min_spawn_delay, 1.0f);
	PROPERTY_PARAMETER(Float, max_spawn_delay, 4.0f);

protected:
	// world main loop
	void init() override;
	void update() override;

private:
	float start_turn_speed = 0;
	float color_offset = 0;
	float time_to_spawn = 0;
	MaterialPtr material;

	// converter from HSV to RGB color model
	vec3 hsv2rgb(float h, float s, float v);
};

Projectile.h

Source code (C++)
#pragma once
#include <UnigineMaterial.h>
#include "ComponentSystem/ComponentSystem.h"

class Projectile :
	public ComponentBase
{
public:
	Projectile(const NodePtr &node, int num) : ComponentBase(node, num) {}
	virtual ~Projectile() {}

	// property name
	static const char* getPropertyName() { return "projectile"; }

	// parameters
	PROPERTY_PARAMETER(Float, speed, 5.0f);
	PROPERTY_PARAMETER(Float, lifetime, 5.0f);	// life time of the projectile (declaration with a default value)
	PROPERTY_PARAMETER(Int, damage);			// damage caused by the projectile (declaration with no default value)

	// methods
	void setMaterial(const MaterialPtr &mat);

protected:
	// world main loop
	void update() override;
};

4. Implement Each Component's Logic

After making necessary declarations, we should implement logic for all our components. Let's do it in the corresponding .cpp files.

Pawn's Logic

Pawn's logic is divided into the following elements:

  • Initialization - here we set necessary parameters, and the Pawn reports its name:
    Source code (C++)
    Log::message("PAWN: INIT \"%s\"\n", name.get());
    Notice
    You can access parameters of your component via: <parameter_name>.get()
  • Main loop - here we implement player's keyboard control.
    Notice
    To access the node from the component we can simply use node, e.g. to get current node's direction we can write:
    Source code (C++)
    Vec3 direction = node->getWorldTransform().getColumn3(1);
  • Shutdown - here we implement actions to be performed when a Pawn dies. We'll just print a message to the console.
  • Auxiliary - method to be called when the pawn is hit and some visual effects.

Implementation of Pawn's logic is given below:

Pawn.cpp

Source code (C++)
#include "Pawn.h"
#include <UnigineConsole.h>
#include <UnigineRender.h>

#define DAMAGE_EFFECT_TIME 0.5f

void Pawn::init()
{
	player = Game::get()->getPlayer();
	controls = player->getControls();
	
	default_model_view = player->getCamera()->getModelview();
	damage_effect_timer = 0;
	show_damage_effect();
	
	Log::message("PAWN: INIT \"%s\"\n", name.get());
}

void Pawn::update()
{
	// get delta time between frames
	float ifps = Game::get()->getIFps();

	// show damage effect
	if (damage_effect_timer > 0)
	{
		damage_effect_timer = Math::clamp(damage_effect_timer - ifps, 0.0f, DAMAGE_EFFECT_TIME);
		show_damage_effect();
	}

	// if console is opened we disable any controls
	if (Console::get()->getActivity())
		return;

	// get the direction vector of the mesh from the second column (y axis) of the transformation matrix
	Vec3 direction = node->getWorldTransform().getColumn3(1);

	// checking controls states and changing pawn position and rotation
	if (controls->getState(Controls::STATE_FORWARD) || controls->getState(Controls::STATE_TURN_UP))
	{
		node->setWorldPosition(node->getWorldPosition() + direction * move_speed * ifps);
	}

	if (controls->getState(Controls::STATE_BACKWARD) || controls->getState(Controls::STATE_TURN_DOWN))
	{
		node->setWorldPosition(node->getWorldPosition() - direction * move_speed * ifps);
	}

	if (controls->getState(Controls::STATE_MOVE_LEFT) || controls->getState(Controls::STATE_TURN_LEFT))
	{
		node->setWorldRotation(node->getWorldRotation() * quat(0.0f, 0.0f, turn_speed * ifps));
	}

	if (controls->getState(Controls::STATE_MOVE_RIGHT) || controls->getState(Controls::STATE_TURN_RIGHT))
	{
		node->setWorldRotation(node->getWorldRotation() * quat(0.0f, 0.0f, -turn_speed * ifps));
	}
}

void Pawn::shutdown()
{
	Log::message("PAWN: DEAD!\n");
}

// method to be called when the Pawn is hit by a Projectile
void Pawn::hit(int damage)
{
	// take damage
	health = health - damage;

	// show effect
	damage_effect_timer = DAMAGE_EFFECT_TIME;
	show_damage_effect();

	// destroy
	if (health <= 0)
		destroyNode(node);

	Log::message("PAWN: damage taken (%d) - HP left (%d)\n", damage, health.get());
}

// auxiliary method implementing visual damage effect
void Pawn::show_damage_effect()
{
	float strength = damage_effect_timer / DAMAGE_EFFECT_TIME;
	Render::get()->setFadeColor(vec4(0.5f, 0, 0, saturate(strength - 0.5f)));
	player->getCamera()->setModelview(default_model_view * Mat4(
		rotateX(Game::get()->getRandomFloat(-5, 5) * strength) *
		rotateY(Game::get()->getRandomFloat(-5, 5) * strength)));
}

Projectile's Logic

Projectile's logic is simpler - we just have to perform a check each frame whether we hit the Pawn or not. This means that we have to access a Pawn component from the Projectile component.

Notice
To access certain component on a certain node (e.g. the one that was intersected in our case) we can write the following:
Source code (C++)
// get the component assigned to a node by type "MyComponent"
MyComponent *my_component = getComponent<MyComponent>(some_node);

// access some method of MyComponent
my_component->someMyComponentMethod();

The Projectile has a limited life time, so we should destroy the node when its life time is expired.

Notice
To destroy a node, to which a component is added, simply call: destroyNode(node). The node will be destroyed with all its properties and components. Make sure, that the node you're trying to delete is owned by the Editor or is an orphan (release() method was called). Anyway the node must not be owned by code, otherwise a crash will be imminent.

Implementation of Projectile's logic is given below:

Projectile.cpp

Source code (C++)
#include "Projectile.h"
#include "Pawn.h"
#include "Spinner.h"
#include <UnigineGame.h>
#include <UnigineWorld.h>

void Projectile::update()
{
	// get delta time between frames
	float ifps = Game::get()->getIFps();

	// get the direction vector of the mesh from the second column (y axis) of the transformation matrix
	Vec3 direction = node->getWorldTransform().getColumn3(1);

	// move forward
	node->setWorldPosition(node->getWorldPosition() + direction * speed * ifps);
	
	// lifetime
	lifetime = lifetime - ifps;
	if (lifetime < 0)
	{
		// destroy current node with its properties and components
		destroyNode(node);
		return;
	}
	
	// check the intersection with nodes
	VectorStack<NodePtr> nodes; // VectorStack is much faster than Vector, but has some limits
	World::get()->getIntersection(node->getWorldBoundBox(), nodes);
	if (nodes.size() > 1) // (because the current node is also in this list)
	{
		for (int i = 0; i < nodes.size(); i++)
		{
			Pawn *pawn = getComponent<Pawn>(nodes[i]);
			if (pawn)
			{
				// hit the player!
				pawn->hit(damage);

				// ...and destroy current node
				destroyNode(node);
				return;
			}
		}
	}
}

void Projectile::setMaterial(const MaterialPtr &mat)
{
	Object::cast(node)->setMaterial(mat, "*");
}

Spinner's Logic

Spinner's logic is divided into the following elements:

  • Initialization - here we set necessary parameters to be used in the main loop
  • Main loop - here we rotate our Spinner and spawn nodes with Projectile components. We also set some parameters of the Projectile.

    There are 3 ways to change variables of another component:

    1. directly via component (fast, easy)
      Source code (C++)
      component->int_parameter = component->int_parameter + 1;
    2. via node's property (slower, more awkward)
      Source code (C++)
      for (int i = 0; i < node->getNumProperties(); i++)
      {
      	PropertyPtr prop = node->getProperty(i);
      	if (prop && (!strcmp(prop->getName(), "my_prop_name") || prop->isParent("my_prop_name")))
      		prop->setParameterInt(prop->findParameter("int_parameter"), 5);
      }
    3. via component's property
      Source code (C++)
      PropertyPtr prop = component->getProperty();
      		prop->setParameterInt(prop->findParameter("int_parameter"), 5));
  • Auxiliary - color conversion function.

Implementation of Spinner's logic is given below:

Spinner.cpp

Source code (C++)
#include "Spinner.h"
#include "Projectile.h"
#include <UnigineGame.h>

void Spinner::init()
{
	// get current material (from the first surface)
	ObjectPtr obj = Object::cast(node);
	if (obj && obj->getNumSurfaces())
		material = obj->getMaterialInherit(0);

	// init randoms
	time_to_spawn = Game::get()->getRandomFloat(min_spawn_delay, max_spawn_delay);
	color_offset = Game::get()->getRandomFloat(0, 360.0f);
	start_turn_speed = turn_speed;
}

void Spinner::update()
{
	// rotate spinner
	float ifps = Game::get()->getIFps();
	turn_speed = turn_speed + acceleration * ifps;
	node->setRotation(node->getRotation() * quat(0, 0, turn_speed * ifps));

	// change color
	int id = material->fetchParameter("albedo_color", 0);
	if (id != -1)
	{
		float hue = Math::mod(Game::get()->getTime() * 60.0f + color_offset, 360.0f);
		material->setParameter(id, vec4(hsv2rgb(hue, 1, 1), 1.0f));
	}

	// spawn projectiles
	time_to_spawn -= ifps;
	if (time_to_spawn < 0 && spawn_node)
	{ 
		// reset timer and increase difficulty
		time_to_spawn = Game::get()->getRandomFloat(min_spawn_delay, max_spawn_delay) / (turn_speed / start_turn_speed);

		// create node
		NodePtr spawned = spawn_node->clone();
		spawned->setEnabled(1);
		spawned->setWorldTransform(node->getWorldTransform());
		spawned->release(); // don't destroy it on exit current scope
		
		// create component
		Projectile *proj_component = addComponent<Projectile>(spawned);

		// there are three ways to change variables inside another component:
		// 1) direct change via component (fast, easy)
		proj_component->speed = Game::get()->getRandomFloat(proj_component->speed * 0.5f, proj_component->speed * 1.5f);

		// 2) change via property of the node (more slow, more awkward)
		for (int i = 0; i < spawned->getNumProperties(); i++)
		{
			PropertyPtr prop = spawned->getProperty(i);
			if (prop && (!strcmp(prop->getName(), "projectile") || prop->isParent("projectile")))
				prop->setParameterInt(prop->findParameter("damage"), Game::get()->getRandomInt(75, 100));
		}

		// 3) change via property of the component
		PropertyPtr proj_property = proj_component->getProperty();
		proj_property->setParameterFloat(proj_property->findParameter("lifetime"), Game::get()->getRandomFloat(5.0f, 10.0f));

		// call public method of another component
		proj_component->setMaterial(material);
	}
}

// color conversion H - [0, 360), S,V - [0, 1]
vec3 Spinner::hsv2rgb(float h, float s, float v)
{
	float p, q, t, fract;

	h /= 60.0f;
	fract = h - Math::floor(h);

	p = v * (1.0f - s);
	q = v * (1.0f - s * fract);
	t = v * (1.0f - s * (1.0f - fract));

	if (0.0f <= h && h < 1.0f) return vec3(v, t, p);
	else if (1.0f <= h && h < 2.0f) return vec3(q, v, p);
	else if (2.0f <= h && h < 3.0f) return vec3(p, v, t);
	else if (3.0f <= h && h < 4.0f) return vec3(p, q, v);
	else if (4.0f <= h && h < 5.0f) return vec3(t, p, v);
	else if (5.0f <= h && h < 6.0f) return vec3(v, p, q);
	else return vec3(0, 0, 0);
}

5. Register Components in the Component System

Now we have all our game logic implemented in the corresponding components: Pawn, Spinner, and Projectile. There is one more thing to be done before we can start using them. We should register our components in the System.

To register a component we should include its header file along with ComponentSystem.h and add a single line to the AppSystemLogic::init() method:

Source code (C++)
#include "ComponentSystem/ComponentSystem.h"
#include "MyComponent.h"

/* ... */

int AppSystemLogic::init()
{
	/* ... */
	
	// register user component
	ComponentSystem::get()->registerComponent<MyComponent>();
	
	/* ... */
}

In our case that would be:

Source code (C++)
// register user components
		ComponentSystem::get()->registerComponent<Spinner>();
		ComponentSystem::get()->registerComponent<Projectile>();
		ComponentSystem::get()->registerComponent<Pawn>();

6. Add Components to Nodes

As we implemented our game logic in the components and registered them in the System, we can actually start using them. There are two ways to add a logic component to a node:

  • by simply assigning the corresponding property to it via the UnigineEditor or code:
    Source code (C++)
    object1->addProperty("MyComponentProperty");
    object2->setProperty(0, "MyComponentProperty");
  • by calling the corresponding method of the Component System::
    Source code (C++)
    ComponentSystem::get()->addComponent<MyComponent>(object->getNode());

So, here is the resulting code for our game including registration of components as well as adding them to nodes:

game.cpp

Source code (C++)
#include <UnigineApp.h>
#include <UnigineConsole.h>
#include <UnigineEngine.h>
#include <UnigineGame.h>
#include <UnigineLights.h>
#include <UnigineLogic.h>
#include <UnigineWorld.h>
#include <UnigineGui.h>
#include <UnigineWidgets.h>

#include "ComponentSystem/ComponentSystem.h"
#include "Spinner.h"
#include "Projectile.h"
#include "Pawn.h"

using namespace Unigine;
using namespace Math;

//////////////////////////////////////////////////////////////////////////
// System logic class
//////////////////////////////////////////////////////////////////////////

class AppSystemLogic : public SystemLogic
{
public:
	AppSystemLogic() {}
	virtual ~AppSystemLogic() {}
	virtual int init()
	{
		// register user components
		ComponentSystem::get()->registerComponent<Spinner>();
		ComponentSystem::get()->registerComponent<Projectile>();
		ComponentSystem::get()->registerComponent<Pawn>();

		// run in background
		App::get()->setUpdate(1);

		// load world
		Console::get()->run("world_load data/cs");

		return 1;
	}
};

//////////////////////////////////////////////////////////////////////////
// World logic class
//////////////////////////////////////////////////////////////////////////

class AppWorldLogic : public WorldLogic
{
public:
	AppWorldLogic() {}
	virtual ~AppWorldLogic() {}
	virtual int init()
	{
		// create static camera
		PlayerDummyPtr player = PlayerDummy::create();
		player->release();
		player->setPosition(Vec3(17.0f));
		player->setDirection(vec3(-1.0f), vec3(0.0f, 0.0f, 1.0f));
		Game::get()->setPlayer(player->getPlayer());

		// create light
		LightWorldPtr sun = LightWorld::create(vec4::ONE);
		sun->release();
		sun->setName("Sun");
		sun->setWorldRotation(Math::quat(45.0f, 30.0f, 300.0f));

		// create objects
		ObjectMeshDynamicPtr obj[4];
		obj[0] = create_box(translate(Vec3(-16.0f, 0.0f, 0.0f)), vec3(1.0f));
		obj[1] = create_box(translate(Vec3(16.0f, 0.0f, 0.0f)), vec3(1.0f));
		obj[2] = create_box(translate(Vec3(0.0f, -16.0f, 0.0f)), vec3(1.0f));
		obj[3] = create_box(translate(Vec3(0.0f, 16.0f, 0.0f)), vec3(1.0f));

		// there are two ways to create components on nodes:
		// 1) via component system
		ComponentSystem::get()->addComponent<Spinner>(obj[0]->getNode());
		ComponentSystem::get()->addComponent<Spinner>(obj[1]->getNode());

		// 2) via property
		obj[2]->addProperty("spinner");
		obj[3]->setProperty(0, "spinner");

		// set up spinners (set "spawn_node" variable)
		ObjectMeshDynamicPtr projectile_obj = create_box(Mat4::IDENTITY, vec3(0.15f));
		projectile_obj->setEnabled(0);
		for (int i = 0; i < 4; i++)
			ComponentSystem::get()->getComponent<Spinner>(obj[i]->getNode())->spawn_node = projectile_obj->getNode();

		// create player
		ObjectMeshDynamicPtr my_pawn_object = create_box(translate(Vec3(1.0f, 1.0f, 0.0f)), vec3(1.3f, 1.3f, 0.3f));
		my_pawn = ComponentSystem::get()->addComponent<Pawn>(my_pawn_object->getNode());
		my_pawn->setDestroyCallback(MakeCallback(this, &AppWorldLogic::my_pawn_destroyed));
		time = 0;

		// create info label
		label = WidgetLabel::create(Gui::get());
		label->setPosition(10, 10);
		label->setFontSize(24);
		label->setFontOutline(1);
		Gui::get()->addChild(label->getWidget(), Gui::ALIGN_OVERLAP);

		return 1;
	}

	virtual int update()
	{
		// increase time while player is alive
		if (my_pawn)
			time += Game::get()->getIFps();

		// show game info
		label->setText(String::format(
			"Player:\n"
			"Health Points: %d\n"
			"Time: %.1f sec\n"
			"\n"
			"Statisics:\n"
			"Components: %d",
			(my_pawn ? my_pawn->health.get() : 0),
			time,
			ComponentSystem::get()->getNumComponents()).get());

		return 1;
	}

private:
	Pawn* my_pawn {nullptr};	// Pawn player
	float time = 0;
	WidgetLabelPtr label;

	void my_pawn_destroyed()
	{
		my_pawn = nullptr;
	}
	// method creating a box
	ObjectMeshDynamicPtr create_box(const Mat4 &transform, const vec3 &size)
	{
		MeshPtr mesh = Mesh::create();
		mesh->addBoxSurface("box", size);

		ObjectMeshDynamicPtr object = ObjectMeshDynamic::create(1);
		object->setMesh(mesh);
		object->setWorldTransform(transform);
		object->setMaterial("mesh_base", "*");
		object->setSurfaceProperty("surface_base", "*");
		object->release();

		return object;
	}
};

//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////

int main(int argc, char **argv)
{
	// init engine
	EnginePtr engine(UNIGINE_VERSION, argc, argv);

	// enter main loop
	AppWorldLogic world_logic;
	AppSystemLogic system_logic;
	engine->main(&system_logic, &world_logic, NULL);

	return 0;
}
Last update: 2018-04-26
Build: ()