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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
170
Engine/source/Verve/VActor/VActorData.cpp
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170
Engine/source/Verve/VActor/VActorData.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 "VActorData.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1( VActorData );
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//-----------------------------------------------------------------------------
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VActorData::VActorData( void ) :
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mMaxStepHeight( 1.f ),
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mRunSpeed( 6.f ),
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mSubmergeCoverage( 0.25f )
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{
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// Setup Shadowing.
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shadowEnable = true;
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shadowSize = 256;
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shadowProjectionDistance = 14.0f;
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VECTOR_SET_ASSOCIATION( mAnimationSequenceList );
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VECTOR_SET_ASSOCIATION( mPhysicsList );
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}
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VActorData::~VActorData( void )
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{
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// Void.
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}
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void VActorData::initPersistFields( void )
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{
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Parent::initPersistFields();
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addField( "MaxStepHeight", TypeF32, Offset( mMaxStepHeight, VActorData ) );
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addField( "RunSpeed", TypeF32, Offset( mRunSpeed, VActorData ) );
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addField( "SubmergeCoverage", TypeF32, Offset( mSubmergeCoverage, VActorData ) );
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}
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//-----------------------------------------------------------------------------
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bool VActorData::initAnimationSequenceList( const S32 &pSize, const sAnimationSequence *pTable )
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{
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if ( !mShape )
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{
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// Sanity!
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return false;
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}
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// Clear the List.
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mAnimationSequenceList.clear();
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// Initialise each Animation Sequence.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Fetch Sequence Definition.
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const sAnimationSequence &animSequenceDef = pTable[i];
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// Update Animation Details.
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sAnimationSequence animSequence = animSequenceDef;
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// Find Sequence.
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animSequence.Sequence = mShape->findSequence( animSequenceDef.Name );
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// Store.
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mAnimationSequenceList.push_back( animSequence );
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}
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return true;
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}
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bool VActorData::initAnimationTransitionList( const S32 &pSize, const sAnimationTransition *pTable )
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{
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if ( !mShape )
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{
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// Sanity!
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return false;
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}
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// Clear the List.
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mAnimationTransitionList.clear();
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// Store each Animation Transition.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Store.
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mAnimationTransitionList.push_back( pTable[i] );
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}
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return true;
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}
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bool VActorData::initPhysicsStateList( const S32 &pSize, const sPhysicsState *pTable )
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{
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// Clear the List.
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mPhysicsList.clear();
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// Initialise each Animation Sequence.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Store.
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mPhysicsList.push_back( pTable[i] );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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void VActorData::packData( BitStream *pStream )
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{
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Parent::packData( pStream );
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pStream->write( mMaxStepHeight );
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pStream->write( mRunSpeed );
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pStream->write( mSubmergeCoverage );
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}
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void VActorData::unpackData( BitStream *pStream )
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{
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Parent::unpackData( pStream );
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pStream->read( &mMaxStepHeight );
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pStream->read( &mRunSpeed );
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pStream->read( &mSubmergeCoverage );
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}
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//-----------------------------------------------------------------------------
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S32 VActorData::getAnimationSequence( const U32 &pIndex )
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{
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// Iterate over the Registered Animations.
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for ( tAnimationSequenceVector::iterator itr = mAnimationSequenceList.begin(); itr != mAnimationSequenceList.end(); itr++ )
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{
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// Fetch Sequence Defintion.
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const sAnimationSequence &animSequence = ( *itr );
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// Target Index?
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if ( animSequence.Index == pIndex )
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{
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// Return Sequence ID.
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return animSequence.Sequence;
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}
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}
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// Invalid Sequence.
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return -1;
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};
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