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Add all new AFX files
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Engine/source/afx/ce/afxPhysicalZone.cpp
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114
Engine/source/afx/ce/afxPhysicalZone.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "T3D/physicalZone.h"
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#include "afx/ce/afxPhysicalZone.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxPhysicalZoneData
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IMPLEMENT_CO_DATABLOCK_V1(afxPhysicalZoneData);
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ConsoleDocClass( afxPhysicalZoneData,
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"@brief A datablock that specifies a PhysicalZone effect.\n\n"
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"A Physical Zone is a Torque effect that applies physical forces to Players and other movable objects that enter a specific "
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"region of influence. AFX has enhanced Physical Zones by allowing orientation of vector forces and adding radial forces. "
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"AFX has also optimized Physical Zone networking so that they can be constrained to moving objects for a variety of "
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"effects including repelling and flying."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxPhysicalZoneData::afxPhysicalZoneData()
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{
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mVelocityMod = 1.0f;
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mGravityMod = 1.0f;
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mAppliedForce.zero();
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mPolyhedron = ST_NULLSTRING;
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force_type = PhysicalZone::VECTOR;
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orient_force = false;
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exclude_cons_obj = false;
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}
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afxPhysicalZoneData::afxPhysicalZoneData(const afxPhysicalZoneData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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mVelocityMod = other.mVelocityMod;
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mGravityMod = other.mGravityMod;
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mAppliedForce = other.mAppliedForce;
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mPolyhedron = other.mPolyhedron;
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force_type = other.force_type;
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orient_force = other.orient_force;
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exclude_cons_obj = other.exclude_cons_obj;
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}
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#define myOffset(field) Offset(field, afxPhysicalZoneData)
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void afxPhysicalZoneData::initPersistFields()
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{
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addField("velocityMod", TypeF32, myOffset(mVelocityMod),
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"A multiplier that biases the velocity of an object every tick it is within the "
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"zone.");
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addField("gravityMod", TypeF32, myOffset(mGravityMod),
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"A multiplier that biases the influence of gravity on objects within the zone.");
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addField("appliedForce", TypePoint3F, myOffset(mAppliedForce),
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"A three-valued vector representing a directional force applied to objects withing "
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"the zone.");
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addField("polyhedron", TypeString, myOffset(mPolyhedron),
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"Floating point values describing the outer bounds of the PhysicalZone's region of "
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"influence.");
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addField("forceType", TYPEID<PhysicalZone::ForceType>(), myOffset(force_type),
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"This enumerated attribute defines the type of force used in the PhysicalZone. "
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"Possible values: vector, sphere, or cylinder.");
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addField("orientForce", TypeBool, myOffset(orient_force),
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"Determines if the force can be oriented by the PhysicalZone's transform matrix.");
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addField("excludeConstraintObject", TypeBool, myOffset(exclude_cons_obj),
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"When true, an object used as the primary position constraint of a physical-zone "
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"effect will not be influenced by the forces of the zone.");
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Parent::initPersistFields();
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}
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void afxPhysicalZoneData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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}
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void afxPhysicalZoneData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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