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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
113
Engine/modules/Verve/VActor/Humanoid/VHumanoidPhysicsStates.cpp
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Engine/modules/Verve/VActor/Humanoid/VHumanoidPhysicsStates.cpp
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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 "VHumanoidPhysicsStates.h"
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#include "VHumanoidActor.h"
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#include "../VActorPhysicsController.h"
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//-----------------------------------------------------------------------------
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//
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// Implement Physics States.
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//
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//-----------------------------------------------------------------------------
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ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics );
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ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics );
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ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics );
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//-----------------------------------------------------------------------------
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//
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// Execute Animation States.
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//
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//-----------------------------------------------------------------------------
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ExecuteActorPhysicsState( HumanoidOnGround )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// On the Ground?
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if ( !physicsController->isOnGround() )
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{
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// No.
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return false;
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}
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// On Ground.
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return true;
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}
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ProcessActorPhysicsState( HumanoidOnGround )
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{
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// Void.
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}
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//-----------------------------------------------------------------------------
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ExecuteActorPhysicsState( HumanoidInAir )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// In the Air?
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if ( !physicsController->isInAir() )
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{
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// No.
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return false;
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}
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// In Air.
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return true;
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}
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ProcessActorPhysicsState( HumanoidInAir )
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{
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// Apply Gravity for the Tick.
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pObject->getPhysicsController()->applyGravity( pElapsedTime );
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}
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//-----------------------------------------------------------------------------
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ExecuteActorPhysicsState( HumanoidInWater )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// Sumberged?
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if ( !physicsController->isInWater() )
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{
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// No.
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return false;
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}
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// Swimming
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return true;
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}
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ProcessActorPhysicsState( HumanoidInWater )
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{
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// Void.
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}
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