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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
213
Engine/source/Verve/VActor/Humanoid/VHumanoidAnimationStates.cpp
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213
Engine/source/Verve/VActor/Humanoid/VHumanoidAnimationStates.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 "VHumanoidAnimationStates.h"
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#include "VHumanoidActor.h"
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#include "../VActorAnimationController.h"
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#include "../VActorPhysicsController.h"
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//-----------------------------------------------------------------------------
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//
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// Implement Animation States.
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//
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//-----------------------------------------------------------------------------
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ImplementActorAnimationState( HumanoidIdle, VHumanoidActorData::k_IdleAnimation );
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ImplementActorAnimationState( HumanoidWalkForward, VHumanoidActorData::k_WalkForwardAnimation );
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ImplementActorAnimationState( HumanoidWalkBackward, VHumanoidActorData::k_WalkBackwardAnimation );
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ImplementActorAnimationState( HumanoidRunForward, VHumanoidActorData::k_RunForwardAnimation );
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ImplementActorAnimationState( HumanoidRunBackward, VHumanoidActorData::k_RunBackwardAnimation );
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ImplementActorAnimationState( HumanoidSwimIdle, VHumanoidActorData::k_SwimIdleAnimation );
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ImplementActorAnimationState( HumanoidSwimForward, VHumanoidActorData::k_SwimForwardAnimation );
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ImplementActorAnimationState( HumanoidSwimBackward, VHumanoidActorData::k_SwimBackwardAnimation );
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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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//-----------------------------------------------------------------------------
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//
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// OnGround Animation States
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//
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//-----------------------------------------------------------------------------
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ExecuteActorAnimationState( HumanoidIdle )
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{
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// Always Enter.
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return true;
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}
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ExecuteActorAnimationState( HumanoidWalkForward )
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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->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics )
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{
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// Can't Run Forward.
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return false;
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}
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// Fetch Velocity.
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const VectorF &velocity = physicsController->getVelocity();
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// Determine Move Speed.
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const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y );
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// Moving Forward & Slow Enough?
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return ( ( physicsController->getMoveState() & k_ForwardMove ) &&
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( moveSpeed < pObject->getDataBlock()->getRunSpeed() ) );
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}
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ExecuteActorAnimationState( HumanoidWalkBackward )
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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->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics )
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{
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// Can't Run Backward.
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return false;
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}
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// Fetch Velocity.
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const VectorF &velocity = physicsController->getVelocity();
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// Determine Move Speed.
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const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y );
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// Moving Backward?
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return ( ( physicsController->getMoveState() & k_BackwardMove ) &&
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( moveSpeed < pObject->getDataBlock()->getRunSpeed() ) );
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}
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ExecuteActorAnimationState( HumanoidRunForward )
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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->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics )
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{
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// Can't Run Forward.
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return false;
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}
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// Fetch Velocity.
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const VectorF &velocity = physicsController->getVelocity();
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// Determine Move Speed.
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const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y );
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// Moving Forward?
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return ( ( physicsController->getMoveState() & k_ForwardMove ) &&
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( moveSpeed >= pObject->getDataBlock()->getRunSpeed() ) );
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}
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ExecuteActorAnimationState( HumanoidRunBackward )
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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->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics )
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{
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// Can't Run Backward.
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return false;
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}
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// Fetch Velocity.
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const VectorF &velocity = physicsController->getVelocity();
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// Determine Move Speed.
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const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y );
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// Moving Backward?
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return ( ( physicsController->getMoveState() & k_BackwardMove ) &&
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( moveSpeed >= pObject->getDataBlock()->getRunSpeed() ) );
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}
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//-----------------------------------------------------------------------------
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//
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// InWater Animation States
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//
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//-----------------------------------------------------------------------------
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ExecuteActorAnimationState( HumanoidSwimIdle )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// In the Water?
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if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics )
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{
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// Can't Swim.
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return false;
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}
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// Idle?
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return ( physicsController->getMoveState() & k_NullMove );
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}
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ExecuteActorAnimationState( HumanoidSwimForward )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// In the Water?
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if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics )
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{
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// Can't Swim.
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return false;
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}
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// Moving Around?
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return ( physicsController->getMoveState() & ( k_ForwardMove |
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k_UpMove |
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k_DownMove ) );
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}
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ExecuteActorAnimationState( HumanoidSwimBackward )
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{
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// Fetch Controller.
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VActorPhysicsController *physicsController = pObject->getPhysicsController();
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// In the Water?
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if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics )
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{
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// Can't Swim.
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return false;
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}
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// Moving Backward?
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return ( physicsController->getMoveState() & k_BackwardMove );
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}
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