Torque3D/Engine/modules/Verve/VActor/Humanoid/VHumanoidPhysicsStates.cpp
2019-03-07 16:23:41 -06:00

113 lines
3.3 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.
//-----------------------------------------------------------------------------
#include "VHumanoidPhysicsStates.h"
#include "VHumanoidActor.h"
#include "../VActorPhysicsController.h"
//-----------------------------------------------------------------------------
//
// Implement Physics States.
//
//-----------------------------------------------------------------------------
ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics );
ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics );
ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics );
//-----------------------------------------------------------------------------
//
// Execute Animation States.
//
//-----------------------------------------------------------------------------
ExecuteActorPhysicsState( HumanoidOnGround )
{
// Fetch Controller.
VActorPhysicsController *physicsController = pObject->getPhysicsController();
// On the Ground?
if ( !physicsController->isOnGround() )
{
// No.
return false;
}
// On Ground.
return true;
}
ProcessActorPhysicsState( HumanoidOnGround )
{
// Void.
}
//-----------------------------------------------------------------------------
ExecuteActorPhysicsState( HumanoidInAir )
{
// Fetch Controller.
VActorPhysicsController *physicsController = pObject->getPhysicsController();
// In the Air?
if ( !physicsController->isInAir() )
{
// No.
return false;
}
// In Air.
return true;
}
ProcessActorPhysicsState( HumanoidInAir )
{
// Apply Gravity for the Tick.
pObject->getPhysicsController()->applyGravity( pElapsedTime );
}
//-----------------------------------------------------------------------------
ExecuteActorPhysicsState( HumanoidInWater )
{
// Fetch Controller.
VActorPhysicsController *physicsController = pObject->getPhysicsController();
// Sumberged?
if ( !physicsController->isInWater() )
{
// No.
return false;
}
// Swimming
return true;
}
ProcessActorPhysicsState( HumanoidInWater )
{
// Void.
}