Torque3D/Engine/modules/Verve/Extension/Animation/VShapeAnimationEvent.cpp
2019-03-07 16:23:41 -06:00

154 lines
5.6 KiB
C++

//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "Verve/Extension/Animation/VShapeAnimationEvent.h"
#include "Verve/Extension/Animation/VShapeAnimationTrack.h"
#include "console/consoleTypes.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VShapeAnimationEvent );
//-----------------------------------------------------------------------------
VShapeAnimationEvent::VShapeAnimationEvent( void ) :
mAnimationData( String::EmptyString ),
mAutoDuration( true )
{
setLabel( "AnimationEvent" );
}
//-----------------------------------------------------------------------------
void VShapeAnimationEvent::initPersistFields( void )
{
Parent::initPersistFields();
addField( "AnimationData", TypeRealString, Offset( mAnimationData, VShapeAnimationEvent ), "The name of the Animation Sequence to play upon triggering." );
addField( "AutoDuration", TypeBool, Offset( mAutoDuration, VShapeAnimationEvent ), "Force the Event's Duration to match the length of the Animation." );
}
//-----------------------------------------------------------------------------
//
// Callback Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VShapeAnimationEvent::onTrigger( pTime, pDelta );
//
// Play the desired animation. Also account for any offet in playtime, and
// timescale.
//
//-----------------------------------------------------------------------------
void VShapeAnimationEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
{
Parent::onTrigger( pTime, pDelta );
VTorque::SceneObjectType *object = getSceneObject();
VShapeAnimationTrack *track;
if ( !object || !getTrack( track ) )
{
// Sanity!
return;
}
// Play Animation.
VTorque::playAnimation( object, track->getThreadIndex(), mAnimationData );
// Set Position.
VTorque::setAnimationPosition( object, track->getThreadIndex(), getAnimationPosition( pTime + pDelta ) );
// Set Time Scale.
VTorque::setAnimationTimeScale( object, track->getThreadIndex(), ( ( pDelta > 0 ) ? 1.f : -1.f ) );
}
//-----------------------------------------------------------------------------
//
// VShapeAnimationEvent::onComplete( pTime, pDelta );
//
// If the animation is cyclic, then it needs to be paused once the event has
// finished playing.
//
//-----------------------------------------------------------------------------
void VShapeAnimationEvent::onComplete( const S32 &pTime, const S32 &pDelta )
{
// Fetch Object.
VTorque::SceneObjectType *object = getSceneObject();
VShapeAnimationTrack *track;
if ( object && VTorque::isAnimationLooping( object, mAnimationData ) && getTrack( track ) )
{
// Pause Animation.
VTorque::pauseAnimation( object, track->getThreadIndex() );
}
}
//-----------------------------------------------------------------------------
//
// Property Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VShapeAnimationEvent::getAnimationPosition( pTime );
//
// Returns the time that the animation should be positioned at, at the given
// time. This method considers whether the animation is cyclic or not and will
// return the appropriate time regardless. Time is expressed in seconds and not
// milliseconds.
//
//-----------------------------------------------------------------------------
F32 VShapeAnimationEvent::getAnimationPosition( const S32 &pTime )
{
// Fetch Object.
VSceneObjectTrack *track;
VTorque::SceneObjectType *object = getSceneObject();
if ( !getTrack( track ) || !object )
{
// Null.
return 0.f;
}
// Fetch Interp.
F32 interp = track->calculateInterp( pTime );
if ( !isControllerPlayingForward() )
{
// Flip.
interp = ( 1.f - interp );
}
// Not Looping?
if ( !VTorque::isAnimationLooping( object, mAnimationData ) )
{
// Return Interp.
return interp;
}
// Fetch Sequence Duration.
const S32 duration = ( S32 )( 1000 * VTorque::getAnimationDuration( object, mAnimationData ) );
// Fetch Loop Interp.
const S32 loopInterp = S32( mDuration * interp ) % duration;
return ( F32 )loopInterp / ( F32 )duration;
}