Torque3D/Engine/source/afx/ea/afxEA_PlayerMovement.cpp
2017-07-26 19:38:34 +01:00

170 lines
5.2 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 <typeinfo>
#include "afx/arcaneFX.h"
#include "T3D/player.h"
#include "afx/afxChoreographer.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/ce/afxPlayerMovement.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_PlayerMovement
class afxEA_PlayerMovement : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxPlayerMovementData* movement_data;
U32 tag;
void do_runtime_substitutions();
public:
/*C*/ afxEA_PlayerMovement();
/*C*/ ~afxEA_PlayerMovement();
virtual void ea_set_datablock(SimDataBlock*);
virtual bool ea_start();
virtual bool ea_update(F32 dt);
virtual void ea_finish(bool was_stopped);
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_PlayerMovement::afxEA_PlayerMovement()
{
movement_data = 0;
tag = 0;
}
afxEA_PlayerMovement::~afxEA_PlayerMovement()
{
if (movement_data && movement_data->isTempClone())
delete movement_data;
movement_data = 0;
}
void afxEA_PlayerMovement::ea_set_datablock(SimDataBlock* db)
{
movement_data = dynamic_cast<afxPlayerMovementData*>(db);
}
bool afxEA_PlayerMovement::ea_start()
{
if (!movement_data)
{
Con::errorf("afxEA_PlayerMovement::ea_start() -- missing or incompatible datablock.");
return false;
}
do_runtime_substitutions();
tag = 0;
afxConstraint* pos_cons = getPosConstraint();
if (!pos_cons)
{
Con::warnf("afxEA_PlayerMovement::ea_start() -- missing position constraint.");
return false;
}
Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject());
if (!player)
{
Con::warnf("afxEA_PlayerMovement::ea_start() -- position constraint is not a Player.");
return false;
}
// setup player overrides
if (movement_data->hasMovementOverride())
tag = player->setMovementOverride(movement_data->speed_bias, &movement_data->movement, movement_data->movement_op);
else
tag = player->setMovementOverride(movement_data->speed_bias);
return true;
}
bool afxEA_PlayerMovement::ea_update(F32 dt)
{
return true;
}
void afxEA_PlayerMovement::ea_finish(bool was_stopped)
{
afxConstraint* pos_cons = getPosConstraint();
if (!pos_cons)
return;
Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject());
if (!player)
return;
// restore player overrides
player->restoreMovement(tag);
}
void afxEA_PlayerMovement::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (movement_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxPlayerMovementData* orig_db = movement_data;
movement_data = new afxPlayerMovementData(*orig_db, true);
orig_db->performSubstitutions(movement_data, choreographer, group_index);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_PlayerMovementDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_PlayerMovementDesc desc;
public:
virtual bool testEffectType(const SimDataBlock*) const;
virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const;
virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; }
virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; }
virtual afxEffectWrapper* create() const { return new afxEA_PlayerMovement; }
};
afxEA_PlayerMovementDesc afxEA_PlayerMovementDesc::desc;
bool afxEA_PlayerMovementDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxPlayerMovementData) == typeid(*db));
}
bool afxEA_PlayerMovementDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//