mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
172 lines
4.7 KiB
C++
172 lines
4.7 KiB
C++
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Verve/Torque/TAnimation.h"
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#include "T3D/shapeBase.h"
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//-----------------------------------------------------------------------------
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//
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// Animation Methods.
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//
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//-----------------------------------------------------------------------------
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bool VTorque::isAnimationLooping( SceneObjectType *pObject, const char *pData )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape || !shape->getShape() )
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{
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// Sanity!
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return false;
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}
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// Find Sequence.
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const S32 sequenceIndex = shape->getShape()->findSequence( pData );
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if ( sequenceIndex == -1 )
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{
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// Invalid Sequence.
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return false;
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}
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// Return Cyclic.
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return shape->getShape()->sequences[sequenceIndex].isCyclic();
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}
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String VTorque::getAnimation( SceneObjectType *pObject, const U32 &pThreadIndex )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return "";
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}
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// Return Name.
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return shape->getThreadSequenceName( pThreadIndex );
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}
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F32 VTorque::getAnimationDuration( SceneObjectType *pObject, const char *pData )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape || !shape->getShape() )
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{
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// Sanity!
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return 0.f;
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}
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// Find Sequence.
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const S32 sequenceIndex = shape->getShape()->findSequence( pData );
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if ( sequenceIndex == -1 )
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{
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// Invalid Sequence.
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return 0.f;
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}
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// Return Duration.
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return shape->getShape()->sequences[sequenceIndex].duration;
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}
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void VTorque::setAnimationPosition( SceneObjectType *pObject, const U32 &pThreadIndex, const F32 &pPosition )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return;
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}
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// Set Position.
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shape->setThreadPosition( 0, pPosition );
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}
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void VTorque::setAnimationTimeScale( SceneObjectType *pObject, const U32 &pThreadIndex, const F32 &pTimeScale )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return;
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}
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// Set TimeScale.
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shape->setThreadTimeScale( pThreadIndex, pTimeScale );
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}
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void VTorque::playAnimation( SceneObjectType *pObject, const U32 &pThreadIndex, const char *pData )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape || !shape->getShape() )
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{
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// Sanity!
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return;
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}
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// Find Sequence.
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const S32 sequenceIndex = shape->getShape()->findSequence( pData );
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if ( sequenceIndex == -1 )
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{
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// Invalid Sequence.
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return;
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}
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// Play Sequence.
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shape->setThreadSequence( pThreadIndex, sequenceIndex );
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}
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void VTorque::playAnimation( SceneObjectType *pObject, const U32 &pThreadIndex )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return;
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}
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// Play Sequence.
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shape->playThread( pThreadIndex );
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}
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void VTorque::stopAnimation( SceneObjectType *pObject, const U32 &pThreadIndex )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return;
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}
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// Pause Thread.
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shape->stopThread( pThreadIndex );
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}
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void VTorque::pauseAnimation( SceneObjectType *pObject, const U32 &pThreadIndex )
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{
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ShapeBase *shape = dynamic_cast<ShapeBase*>( pObject );
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if ( !shape )
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{
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// Sanity!
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return;
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}
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// Pause Thread.
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shape->pauseThread( pThreadIndex );
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}
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