mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
132 lines
4.1 KiB
C++
132 lines
4.1 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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#ifndef _VT_VACTORDATA_H_
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#define _VT_VACTORDATA_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.h"
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#endif
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//-----------------------------------------------------------------------------
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class VActor;
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class VActorStateTable;
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class VActorAnimationState;
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class VActorPhysicsState;
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//-----------------------------------------------------------------------------
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struct VActorData : public ShapeBaseData
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{
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private:
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typedef ShapeBaseData Parent;
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friend class VActor;
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public:
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// Animation Data.
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enum eAnimationList
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{
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k_NextAnimation = 0,
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};
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struct sAnimationSequence
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{
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U32 Index;
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const char *Name;
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F32 Priority;
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VActorAnimationState *State;
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S32 Sequence;
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};
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struct sAnimationTransition
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{
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U32 FromIndex;
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U32 ToIndex;
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F32 Duration;
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bool Ordered;
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U32 Sequence;
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};
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typedef Vector<sAnimationSequence> tAnimationSequenceVector;
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typedef Vector<sAnimationTransition> tAnimationTransitionVector;
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// Physics Data.
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enum ePhysicsStateList
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{
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k_NextPhysicsState = 0,
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};
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struct sPhysicsState
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{
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U32 Index;
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F32 Priority;
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VActorPhysicsState *State;
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};
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typedef Vector<sPhysicsState> tPhysicsStateVector;
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protected:
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tAnimationSequenceVector mAnimationSequenceList;
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tAnimationTransitionVector mAnimationTransitionList;
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tPhysicsStateVector mPhysicsList;
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F32 mMaxStepHeight;
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F32 mRunSpeed;
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F32 mSubmergeCoverage;
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public:
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VActorData( void );
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~VActorData( void );
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static void initPersistFields( void );
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virtual bool initAnimationSequenceList( const S32 &pSize, const sAnimationSequence *pTable );
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virtual bool initAnimationTransitionList( const S32 &pSize, const sAnimationTransition *pTable );
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virtual bool initPhysicsStateList( const S32 &pSize, const sPhysicsState *pTable );
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virtual void packData( BitStream *pStream );
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virtual void unpackData( BitStream *pStream );
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DECLARE_CONOBJECT( VActorData );
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public:
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tAnimationSequenceVector *getAnimationList( void ) { return &mAnimationSequenceList; };
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S32 getAnimationSequence( const U32 &pIndex );
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tPhysicsStateVector *getPhysicsStateList( void ) { return &mPhysicsList; };
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inline const F32 &getMaxStepHeight( void ) const { return mMaxStepHeight; };
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inline const F32 &getRunSpeed( void ) const { return mRunSpeed; };
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inline const F32 &getSumbergeCoverage( void ) const { return mSubmergeCoverage; };
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};
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#endif // _VT_VACTORDATA_H_
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