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(Mostly) updated verve implementation.
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538 changed files with 68727 additions and 49 deletions
72
Engine/source/Verve/VActor/VActorPhysicsStates.h
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72
Engine/source/Verve/VActor/VActorPhysicsStates.h
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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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#ifndef _VT_VACTORPHYSICSSTATES_H_
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#define _VT_VACTORPHYSICSSTATES_H_
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#ifndef _VT_VACTORSTATETABLE_H_
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#include "VActorStateTable.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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//-----------------------------------------------------------------------------
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struct Move;
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//-----------------------------------------------------------------------------
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class VActorPhysicsState : public VActorState
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{
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public:
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virtual void exit( VActor *pObject ) {};
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virtual void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0;
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};
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//-----------------------------------------------------------------------------
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#define DeclareActorPhysicsState( name ) \
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class VActor##name##PhysicsState : public VActorPhysicsState \
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{ \
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public: \
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void enter( VActor *pObject ); \
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bool execute( VActor *pObject ); \
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void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \
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}
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#define ActorPhysicsStateInstance( name ) \
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Singleton<VActor##name##PhysicsState>::instance()
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#define ImplementActorPhysicsState( name, state ) \
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void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
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#define ExecuteActorPhysicsState( name ) \
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bool VActor##name##PhysicsState::execute( VActor *pObject )
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#define ProcessActorPhysicsState( name ) \
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void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove )
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//-----------------------------------------------------------------------------
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#endif // _VT_VACTORPHYSICSSTATES_H_
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