Torque3D/Engine/modules/Verve/VActor/VActorData.h
2019-03-07 16:23:41 -06:00

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