mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
185 lines
6.3 KiB
C++
185 lines
6.3 KiB
C++
//-----------------------------------------------------------------------------
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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 "Verve/Extension/Animation/VShapeAnimationTrack.h"
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#include "Verve/Extension/Animation/VShapeAnimationEvent.h"
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#include "Verve/Core/VGroup.h"
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#include "console/consoleTypes.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VShapeAnimationTrack );
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//-----------------------------------------------------------------------------
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VShapeAnimationTrack::VShapeAnimationTrack( void ) :
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mThreadIndex( 0 )
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{
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setLabel( "AnimationTrack" );
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}
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//-----------------------------------------------------------------------------
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void VShapeAnimationTrack::initPersistFields( void )
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{
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Parent::initPersistFields();
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addField( "ThreadIndex", TypeS32, Offset( mThreadIndex, VShapeAnimationTrack ), "The index of the Animation Thread to play." );
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}
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//-----------------------------------------------------------------------------
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//
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// Controller Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VShapeAnimationTrack::onControllerEvent( pEvent );
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//
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// When the controller's state changes, this method is called. If the
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// controller is paused, or stops playing, then the animation will cease to
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// play. If the controller resumes play, the animation will continue.
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//
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// For a full list of possible events, see the 'eControllerEventType'
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// declaration in VController.h.
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//
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//-----------------------------------------------------------------------------
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bool VShapeAnimationTrack::onControllerEvent( VController::eControllerEventType pEvent )
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{
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if ( !Parent::onControllerEvent( pEvent ) )
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{
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// Skip.
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return false;
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}
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// Enabled?
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if ( !isEnabled() )
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{
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// Continue Processing Events.
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return true;
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}
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switch ( pEvent )
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{
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case VController::k_EventPlay :
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{
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// Play Animation.
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VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, ( ( isControllerPlayingForward() ) ? 1.f : -1.f ) );
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} break;
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case VController::k_EventPause :
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case VController::k_EventStop :
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{
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// Stop Animation.
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VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, 0.f );
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} break;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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// VShapeAnimationTrack::onControllerReset( pTime, pForward );
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//
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// Reset the animation state of the target object. If there is a Next Event,
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// then the animation is positioned accordingly.
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//
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//-----------------------------------------------------------------------------
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void VShapeAnimationTrack::onControllerReset( const S32 &pTime, const bool &pForward )
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{
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VTorque::SceneObjectType *object = getSceneObject();
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if ( !object )
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{
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// Parent Call.
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Parent::onControllerReset( pTime, pForward );
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return;
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}
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VShapeAnimationEvent *event;
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if ( getCurrentEvent( event ) )
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{
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// Stop Animation.
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VTorque::stopAnimation( object, mThreadIndex );
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}
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// Parent Call.
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Parent::onControllerReset( pTime, pForward );
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if ( getCurrentEvent( event ) )
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{
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// Play Animation.
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VTorque::playAnimation( object, mThreadIndex, event->mAnimationData );
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// Set Position.
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VTorque::setAnimationPosition( object, mThreadIndex, event->getAnimationPosition( pTime ) );
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// Stop Animation.
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VTorque::setAnimationTimeScale( object, mThreadIndex, 0.f );
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}
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}
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#ifdef VT_EDITOR
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//-----------------------------------------------------------------------------
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//
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// Debug Methods.
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//
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//-----------------------------------------------------------------------------
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ConsoleMethod( VShapeAnimationTrack, updateTrack, void, 2, 2, "( void ) - Update the Track.\n"
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"@return No return value." )
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{
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for ( ITreeNode *node = object->mChildNode; node != NULL; node = node->mSiblingNextNode )
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{
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VShapeAnimationEvent *currEvent = ( VShapeAnimationEvent* )node;
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VShapeAnimationEvent *nextEvent = ( VShapeAnimationEvent* )node->mSiblingNextNode;
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if ( !currEvent->mAutoDuration )
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{
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// Skip.
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continue;
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}
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if ( VTorque::isAnimationLooping( object->getSceneObject(), currEvent->mAnimationData ) )
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{
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if ( !nextEvent )
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{
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// Update Duration.
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currEvent->setDuration( object->getControllerDuration() - currEvent->getTriggerTime() );
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}
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else
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{
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// Update Duration.
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currEvent->setDuration( mAbs( nextEvent->getTriggerTime() - currEvent->getTriggerTime() ) );
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}
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}
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else
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{
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// Update Duration.
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currEvent->setDuration( ( S32 )( 1000 * VTorque::getAnimationDuration( object->getSceneObject(), currEvent->mAnimationData ) ) );
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}
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}
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}
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#endif |