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

184 lines
5.6 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/afxPlayerPuppet.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_PlayerPuppet
class afxEA_PlayerPuppet : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxPlayerPuppetData* mover_data;
afxConstraint* obj_cons;
void do_runtime_substitutions();
public:
/*C*/ afxEA_PlayerPuppet();
virtual void ea_set_datablock(SimDataBlock*);
virtual bool ea_start();
virtual bool ea_update(F32 dt);
virtual void ea_finish(bool was_stopped);
virtual void getUnconstrainedPosition(Point3F& pos);
virtual void getUnconstrainedTransform(MatrixF& xfm);
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_PlayerPuppet::afxEA_PlayerPuppet()
{
mover_data = 0;
obj_cons = 0;
}
void afxEA_PlayerPuppet::ea_set_datablock(SimDataBlock* db)
{
mover_data = dynamic_cast<afxPlayerPuppetData*>(db);
}
bool afxEA_PlayerPuppet::ea_start()
{
if (!mover_data)
{
Con::errorf("afxEA_PlayerPuppet::ea_start() -- missing or incompatible datablock.");
return false;
}
do_runtime_substitutions();
afxConstraintID obj_id = cons_mgr->getConstraintId(mover_data->obj_def);
obj_cons = cons_mgr->getConstraint(obj_id);
Player* player = dynamic_cast<Player*>((obj_cons) ? obj_cons->getSceneObject() : 0);
if (player)
player->ignore_updates = true;
return true;
}
bool afxEA_PlayerPuppet::ea_update(F32 dt)
{
SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
if (obj && in_scope)
{
obj->setTransform(updated_xfm);
}
return true;
}
void afxEA_PlayerPuppet::ea_finish(bool was_stopped)
{
Player* player = dynamic_cast<Player*>((obj_cons) ? obj_cons->getSceneObject() : 0);
if (player)
{
player->resetContactTimer();
player->ignore_updates = false;
}
}
void afxEA_PlayerPuppet::getUnconstrainedPosition(Point3F& pos)
{
SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
if (obj)
pos = obj->getRenderPosition();
else
pos.zero();
}
void afxEA_PlayerPuppet::getUnconstrainedTransform(MatrixF& xfm)
{
SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
if (obj)
xfm = obj->getRenderTransform();
else
xfm.identity();
}
void afxEA_PlayerPuppet::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (mover_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxPlayerPuppetData* orig_db = mover_data;
mover_data = new afxPlayerPuppetData(*orig_db, true);
orig_db->performSubstitutions(mover_data, choreographer, group_index);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_PlayerPuppetDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_PlayerPuppetDesc desc;
public:
virtual bool testEffectType(const SimDataBlock*) const;
virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const;
virtual bool runsOnServer(const afxEffectWrapperData*) const;
virtual bool runsOnClient(const afxEffectWrapperData*) const;
virtual afxEffectWrapper* create() const { return new afxEA_PlayerPuppet; }
};
afxEA_PlayerPuppetDesc afxEA_PlayerPuppetDesc::desc;
bool afxEA_PlayerPuppetDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxPlayerPuppetData) == typeid(*db));
}
bool afxEA_PlayerPuppetDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
bool afxEA_PlayerPuppetDesc::runsOnServer(const afxEffectWrapperData* ew) const
{
U8 networking = ((const afxPlayerPuppetData*)ew->effect_data)->networking;
return ((networking & (SERVER_ONLY | SERVER_AND_CLIENT)) != 0);
}
bool afxEA_PlayerPuppetDesc::runsOnClient(const afxEffectWrapperData* ew) const
{
U8 networking = ((const afxPlayerPuppetData*)ew->effect_data)->networking;
return ((networking & (CLIENT_ONLY | SERVER_AND_CLIENT)) != 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//