Torque3D/Engine/source/afx/ce/afxMooring.cpp

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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "afx/arcaneFX.h"
#include "math/mathIO.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxMooring.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxMooringData
IMPLEMENT_CO_DATABLOCK_V1(afxMooringData);
ConsoleDocClass( afxMooringData,
"@brief A datablock that specifies a Mooring effect.\n\n"
"A Mooring is an invisible effect object which can be positioned and oriented within a scene like other objects. Its main "
"purpose is to serve as a common mount point for other effects within the same choreographer. Typically one uses AFX "
"animation features to create movement for a Mooring and then other effects are bound to it using effect-to-effect "
"constraints (#effect)."
"\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
afxMooringData::afxMooringData()
{
track_pos_only = false;
networking = SCOPE_ALWAYS;
display_axis_marker = false;
}
afxMooringData::afxMooringData(const afxMooringData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
track_pos_only = other.track_pos_only;
networking = other.networking;
display_axis_marker = other.display_axis_marker;
}
#define myOffset(field) Offset(field, afxMooringData)
void afxMooringData::initPersistFields()
{
addField("displayAxisMarker", TypeBool, myOffset(display_axis_marker),
"Specifies whether to display an axis to help visualize the position and orientation "
"of the mooring.");
addField("trackPosOnly", TypeBool, myOffset(track_pos_only),
"This field is only meaningful for networking settings of SCOPE_ALWAYS and GHOSTABLE. "
"In these cases, client moorings are ghosting a mooring on the server, and "
"trackPosOnly determines if the client moorings need to be updated with the server "
"mooring's complete transform or just its position. If only the position needs to be "
"tracked, setting trackPosOnly to true will reduce the network traffic.");
addField("networking", TypeS8, myOffset(networking),
"Specifies the networking model used for the mooring and should be one of: "
"$AFX::SCOPE_ALWAYS, $AFX::GHOSTABLE, $AFX::SERVER_ONLY, or $AFX::CLIENT_ONLY");
Parent::initPersistFields();
}
bool afxMooringData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void afxMooringData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(display_axis_marker);
stream->write(track_pos_only);
stream->write(networking);
}
void afxMooringData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&display_axis_marker);
stream->read(&track_pos_only);
stream->read(&networking);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxMooring
IMPLEMENT_CO_NETOBJECT_V1(afxMooring);
ConsoleDocClass( afxMooring,
"@brief A Mooring effect as defined by an afxMooringData datablock.\n\n"
"A Mooring is an invisible effect object which can be positioned and oriented within "
"a scene like other objects. Its main purpose is to serve as a common mount point for "
"other effects within the same choreographer. Typically one uses AFX animation "
"features to create movement for a Mooring and then other effects are bound to it "
"using effect-to-effect constraints (#effect).\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
);
afxMooring::afxMooring()
{
mNetFlags.set(Ghostable | ScopeAlways);
chor_id = 0;
hookup_with_chor = false;
ghost_cons_name = ST_NULLSTRING;
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mDataBlock = NULL;
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}
afxMooring::afxMooring(U32 networking, U32 chor_id, StringTableEntry cons_name)
{
if (networking & SCOPE_ALWAYS)
{
mNetFlags.clear();
mNetFlags.set(Ghostable | ScopeAlways);
}
else if (networking & GHOSTABLE)
{
mNetFlags.clear();
mNetFlags.set(Ghostable);
}
else if (networking & SERVER_ONLY)
{
mNetFlags.clear();
}
else // if (networking & CLIENT_ONLY)
{
mNetFlags.clear();
mNetFlags.set(IsGhost);
}
this->chor_id = chor_id;
hookup_with_chor = false;
this->ghost_cons_name = cons_name;
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mDataBlock = NULL;
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}
afxMooring::~afxMooring()
{
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
bool afxMooring::onNewDataBlock(GameBaseData* dptr, bool reload)
{
mDataBlock = dynamic_cast<afxMooringData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
return true;
}
void afxMooring::advanceTime(F32 dt)
{
Parent::advanceTime(dt);
if (hookup_with_chor)
{
afxChoreographer* chor = arcaneFX::findClientChoreographer(chor_id);
if (chor)
{
chor->setGhostConstraintObject(this, ghost_cons_name);
hookup_with_chor = false;
}
}
Point3F pos = getRenderPosition();
}
U32 afxMooring::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(conn, mask, stream);
// InitialUpdate
if (stream->writeFlag(mask & InitialUpdateMask))
{
stream->write(chor_id);
stream->writeString(ghost_cons_name);
}
if (stream->writeFlag(mask & PositionMask))
{
if (mDataBlock->track_pos_only)
mathWrite(*stream, mObjToWorld.getPosition());
else
stream->writeAffineTransform(mObjToWorld);
}
return retMask;
}
//~~~~~~~~~~~~~~~~~~~~//
void afxMooring::unpackUpdate(NetConnection * conn, BitStream * stream)
{
Parent::unpackUpdate(conn, stream);
// InitialUpdate
if (stream->readFlag())
{
stream->read(&chor_id);
ghost_cons_name = stream->readSTString();
if (chor_id != 0 && ghost_cons_name != ST_NULLSTRING)
hookup_with_chor = true;
}
if (stream->readFlag())
{
if (mDataBlock->track_pos_only)
{
Point3F pos;
mathRead(*stream, &pos);
setPosition(pos);
}
else
{
MatrixF mat;
stream->readAffineTransform(&mat);
setTransform(mat);
setRenderTransform(mat);
}
}
}
void afxMooring::setTransform(const MatrixF& mat)
{
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
bool afxMooring::onAdd()
{
if(!Parent::onAdd())
return false;
mObjBox = Box3F(Point3F(-0.5, -0.5, -0.5), Point3F(0.5, 0.5, 0.5));
addToScene();
return true;
}
void afxMooring::onRemove()
{
removeFromScene();
Parent::onRemove();
}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//