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

114 lines
4.6 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 "afx/arcaneFX.h"
#include "T3D/physicalZone.h"
#include "afx/ce/afxPhysicalZone.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxPhysicalZoneData
IMPLEMENT_CO_DATABLOCK_V1(afxPhysicalZoneData);
ConsoleDocClass( afxPhysicalZoneData,
"@brief A datablock that specifies a PhysicalZone effect.\n\n"
"A Physical Zone is a Torque effect that applies physical forces to Players and other movable objects that enter a specific "
"region of influence. AFX has enhanced Physical Zones by allowing orientation of vector forces and adding radial forces. "
"AFX has also optimized Physical Zone networking so that they can be constrained to moving objects for a variety of "
"effects including repelling and flying."
"\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
afxPhysicalZoneData::afxPhysicalZoneData()
{
mVelocityMod = 1.0f;
mGravityMod = 1.0f;
mAppliedForce.zero();
mPolyhedron = ST_NULLSTRING;
force_type = PhysicalZone::VECTOR;
orient_force = false;
exclude_cons_obj = false;
}
afxPhysicalZoneData::afxPhysicalZoneData(const afxPhysicalZoneData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
mVelocityMod = other.mVelocityMod;
mGravityMod = other.mGravityMod;
mAppliedForce = other.mAppliedForce;
mPolyhedron = other.mPolyhedron;
force_type = other.force_type;
orient_force = other.orient_force;
exclude_cons_obj = other.exclude_cons_obj;
}
#define myOffset(field) Offset(field, afxPhysicalZoneData)
void afxPhysicalZoneData::initPersistFields()
{
addField("velocityMod", TypeF32, myOffset(mVelocityMod),
"A multiplier that biases the velocity of an object every tick it is within the "
"zone.");
addField("gravityMod", TypeF32, myOffset(mGravityMod),
"A multiplier that biases the influence of gravity on objects within the zone.");
addField("appliedForce", TypePoint3F, myOffset(mAppliedForce),
"A three-valued vector representing a directional force applied to objects withing "
"the zone.");
addField("polyhedron", TypeString, myOffset(mPolyhedron),
"Floating point values describing the outer bounds of the PhysicalZone's region of "
"influence.");
addField("forceType", TYPEID<PhysicalZone::ForceType>(), myOffset(force_type),
"This enumerated attribute defines the type of force used in the PhysicalZone. "
"Possible values: vector, sphere, or cylinder.");
addField("orientForce", TypeBool, myOffset(orient_force),
"Determines if the force can be oriented by the PhysicalZone's transform matrix.");
addField("excludeConstraintObject", TypeBool, myOffset(exclude_cons_obj),
"When true, an object used as the primary position constraint of a physical-zone "
"effect will not be influenced by the forces of the zone.");
Parent::initPersistFields();
}
void afxPhysicalZoneData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void afxPhysicalZoneData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
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