add difFloatPi range validator

player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
This commit is contained in:
AzaezelX 2025-04-03 16:52:49 -05:00
parent 68f44c1596
commit 2d974cebf5
6 changed files with 12 additions and 10 deletions

View file

@ -197,7 +197,7 @@ EndImplementEnumType;
IRangeValidator ejectPeriodIValidator(1, 2047);
IRangeValidator periodVarianceIValidator(0, 2047);
FRangeValidator ejectionFValidator(0.f, 655.35f);
FRangeValidator ejectionFValidator(-655.35f, 655.35f);
FRangeValidator velVarianceFValidator(0.f, 163.83f);
//-----------------------------------------------------------------------------

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@ -127,9 +127,9 @@ void SplashData::initPersistFields()
addFieldV("lifetimeVariance", TypeRangedS32, Offset(lifetimeVariance, SplashData), &CommonValidators::PositiveInt, "Time variance for lifetimeMS.\n");
addFieldV("width", TypeRangedF32, Offset(width, SplashData), &CommonValidators::PositiveFloat, "Width for the X and Y coordinates to create this effect within.");
addFieldV("numSegments", TypeRangedS32, Offset(numSegments, SplashData), &CommonValidators::NaturalNumber, "Number of ejection points in the splash ring.\n");
addFieldV("velocity", TypeRangedF32, Offset(velocity, SplashData), &CommonValidators::PositiveFloat, "Velocity for the splash effect to travel.\n");
addFieldV("height", TypeRangedF32, Offset(height, SplashData), &CommonValidators::PositiveFloat, "Height for the splash to reach.\n");
addFieldV("acceleration", TypeRangedF32, Offset(acceleration, SplashData), &CommonValidators::PositiveFloat, "Constant acceleration value to place upon the splash effect.\n");
addFieldV("velocity", TypeRangedF32, Offset(velocity, SplashData), &CommonValidators::F32Range, "Velocity for the splash effect to travel.\n");
addFieldV("height", TypeRangedF32, Offset(height, SplashData), &CommonValidators::F32Range, "Height for the splash to reach.\n");
addFieldV("acceleration", TypeRangedF32, Offset(acceleration, SplashData), &CommonValidators::F32Range, "Constant acceleration value to place upon the splash effect.\n");
addFieldV("times", TypeRangedF32, Offset(times, SplashData), &CommonValidators::NormalizedFloat, NUM_TIME_KEYS, "Times to transition through the splash effect. Up to 4 allowed. Values are 0.0 - 1.0, and corrispond to the life of the particle where 0 is first created and 1 is end of lifespace.\n" );
addField("colors", TypeColorF, Offset(colors, SplashData), NUM_TIME_KEYS, "Color values to set the splash effect, rgba. Up to 4 allowed. Will transition through colors based on values set in the times value. Example: colors[0] = \"0.6 1.0 1.0 0.5\".\n" );
@ -140,7 +140,7 @@ void SplashData::initPersistFields()
addFieldV("ejectionFreq", TypeRangedF32, Offset(ejectionFreq, SplashData), &CommonValidators::PositiveFloat, "Frequency in which to emit splash rings.\n");
addFieldV("ejectionAngle", TypeRangedF32, Offset(ejectionAngle, SplashData), &CommonValidators::DegreeRange, "Rotational angle to create a splash ring.\n");
addFieldV("ringLifetime", TypeRangedF32, Offset(ringLifetime, SplashData), &CommonValidators::PositiveFloat, "Lifetime, in milliseconds, for a splash ring.\n");
addFieldV("startRadius", TypeRangedF32, Offset(startRadius, SplashData), &CommonValidators::PositiveFloat, "Starting radius size of a splash ring.\n");
addFieldV("startRadius", TypeRangedF32, Offset(startRadius, SplashData), &CommonValidators::F32Range, "Starting radius size of a splash ring.\n");
addField("explosion", TYPEID< ExplosionData >(), Offset(explosion, SplashData), "ExplosionData object to create at the creation position of this splash effect.\n");
Parent::initPersistFields();

View file

@ -726,10 +726,10 @@ void PlayerData::initPersistFields()
addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
"@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::PositiveFloat,
addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::DirFloatPi,
"@brief Lowest angle (in radians) the player can look.\n\n"
"@note An angle of zero is straight ahead, with positive up and negative down." );
addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::PositiveFloat,
addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::DirFloatPi,
"@brief Highest angle (in radians) the player can look.\n\n"
"@note An angle of zero is straight ahead, with positive up and negative down." );
addFieldV( "maxFreelookAngle", TypeRangedF32, Offset(maxFreelookAngle, PlayerData), &CommonValidators::PositiveFloat,
@ -948,7 +948,7 @@ void PlayerData::initPersistFields()
addGroup( "Falling" );
addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::PositiveFloat,
addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::F32Range,
"@brief Downward speed at which we consider the player falling.\n\n" );
addFieldV( "recoverDelay", TypeRangedS32, Offset(recoverDelay, PlayerData), &CommonValidators::PositiveInt,

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@ -101,6 +101,7 @@ namespace CommonValidators
{
FRangeValidator F32Range(F32_MIN_EX, F32_MAX);
FRangeValidator DirFloat(-1.0f, 1.0f);
FRangeValidator DirFloatPi(-M_PI_F, M_PI_F);
FRangeValidator NegDefaultF32(-1.0f, F32_MAX);
FRangeValidator PositiveFloat(0.0f, F32_MAX);
FRangeValidator PositiveNonZeroFloat((F32)POINT_EPSILON, F32_MAX);

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@ -116,6 +116,7 @@ namespace CommonValidators
// Floats
extern FRangeValidator F32Range;
extern FRangeValidator DirFloat;
extern FRangeValidator DirFloatPi;
extern FRangeValidator NegDefaultF32;
extern FRangeValidator PositiveFloat;
extern FRangeValidator PositiveNonZeroFloat;

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@ -638,8 +638,8 @@ void Material::updateTimeBasedParams()
for (U32 i = 0; i < MAX_STAGES; i++)
{
mScrollOffset[i] += mScrollDir[i] * mScrollSpeed[i] * dt;
mScrollOffset[i].x = mWrapF(mScrollOffset[i].x, 0.0, 1.0);
mScrollOffset[i].y = mWrapF(mScrollOffset[i].y, 0.0, 1.0);
mScrollOffset[i].x = mWrapF(mScrollOffset[i].x, -1.0, 1.0);
mScrollOffset[i].y = mWrapF(mScrollOffset[i].y, -1.0, 1.0);
mRotPos[i] = mWrapF((mRotPos[i] + (mRotSpeed[i] * dt)), 0.0, 360.0);
mWavePos[i] = mWrapF((mWavePos[i] + (mWaveFreq[i] * dt)), 0.0, 1.0);
}