mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
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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 "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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#include "scene/sceneRenderState.h"
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#include "math/mathIO.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxPlayerMovement.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxPlayerMovementData
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IMPLEMENT_CO_DATABLOCK_V1(afxPlayerMovementData);
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ConsoleDocClass( afxPlayerMovementData,
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"@brief A datablock that specifies a Player Movement effect.\n\n"
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"Player Movement effects are used to directly alter the speed and/or movement direction of Player objects. The Player "
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"Movement effect is similar to the Player Puppet effect, but where puppet effects totally take over a Player's transformation "
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"using the AFX constraint system, Player Movement effects 'steer' the player using the same mechanisms that allow "
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"Player control from mouse and keyboard input. Another difference is that Player Movement effects only influence the "
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"server instance of a Player. Puppet effects can influence both the Player's server instance and its client ghosts."
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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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static Point3F default_movement(F32_MAX, F32_MAX, F32_MAX);
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afxPlayerMovementData::afxPlayerMovementData()
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{
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speed_bias = 1.0f;
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movement = default_movement;
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movement_op = OP_MULTIPLY;
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}
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afxPlayerMovementData::afxPlayerMovementData(const afxPlayerMovementData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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speed_bias = other.speed_bias;
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movement = other.movement;
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movement_op = other.movement_op;
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}
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ImplementEnumType( afxPlayerMovement_OpType, "Possible player movement operation types.\n" "@ingroup afxPlayerMovemen\n\n" )
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{ afxPlayerMovementData::OP_ADD, "add", "..." },
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{ afxPlayerMovementData::OP_MULTIPLY, "multiply", "..." },
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{ afxPlayerMovementData::OP_REPLACE, "replace", "..." },
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{ afxPlayerMovementData::OP_MULTIPLY, "mult", "..." },
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EndImplementEnumType;
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#define myOffset(field) Offset(field, afxPlayerMovementData)
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void afxPlayerMovementData::initPersistFields()
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{
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addField("speedBias", TypeF32, myOffset(speed_bias),
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"A floating-point multiplier that scales the constraint Player's movement speed.");
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addField("movement", TypePoint3F, myOffset(movement),
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"");
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addField("movementOp", TYPEID<afxPlayerMovementData::OpType>(), myOffset(movement_op),
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"Possible values: add, multiply, or replace.");
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Parent::initPersistFields();
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}
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bool afxPlayerMovementData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxPlayerMovementData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(speed_bias);
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if (stream->writeFlag(movement != default_movement))
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{
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stream->write(movement.x);
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stream->write(movement.y);
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stream->write(movement.z);
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stream->writeInt(movement_op, OP_BITS);
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}
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}
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void afxPlayerMovementData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&speed_bias);
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if (stream->readFlag())
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{
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stream->read(&movement.x);
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stream->read(&movement.y);
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stream->read(&movement.z);
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movement_op = stream->readInt(OP_BITS);
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}
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else
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{
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movement = default_movement;
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movement_op = OP_MULTIPLY;
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}
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}
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bool afxPlayerMovementData::hasMovementOverride()
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{
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return (movement != default_movement);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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