Torque3D/Engine/source/T3D/pathShape.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

116 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PATHSHAPE_H_
#define _PATHSHAPE_H_
#ifndef _STATICSHAPE_H_
#include "T3D/staticShape.h"
#endif
#ifndef _CAMERASPLINE_H_
#include "T3D/cameraSpline.h"
#endif
#ifndef _SIMPATH_H_
#include "scene/simPath.h"
#endif
//----------------------------------------------------------------------------
struct PathShapeData: public StaticShapeData {
typedef StaticShapeData Parent;
PathShapeData();
static void consoleInit();
DECLARE_CONOBJECT(PathShapeData);
bool preload(bool server, String &errorStr) override;
static void initPersistFields();
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
};
//----------------------------------------------------------------------------
class PathShape: public StaticShape
{
public:
enum State {
Forward,
Backward,
Stop,
StateBits = 3
};
private:
typedef StaticShape Parent;
enum MaskBits {
WindowMask = Parent::NextFreeMask,
PositionMask = WindowMask << 1,
TargetMask = PositionMask << 1,
StateMask = TargetMask << 1,
NextFreeMask = StateMask << 1
};
struct StateDelta {
F32 time;
F32 timeVec;
};
StateDelta delta;
enum Constants {
NodeWindow = 20 // Maximum number of active nodes
};
PathShapeData* mDataBlock;
CameraSpline mSpline;
S32 mNodeBase;
S32 mNodeCount;
F32 mPosition;
S32 mState;
F32 mTarget;
bool mTargetSet;
void interpolateMat(F32 pos,MatrixF* mat);
void advancePosition(S32 ms);
public:
DECLARE_CONOBJECT(PathShape);
DECLARE_CATEGORY("Cinematic");
PathShape();
~PathShape();
StringTableEntry mControl[4];
static void initPersistFields();
static void consoleInit();
bool onAdd() override;
void onRemove() override;
bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
void onNode(S32 node);
void processTick(const Move*) override;
void interpolateTick(F32 dt) override;
U32 packUpdate(NetConnection *, U32 mask, BitStream *stream) override;
void unpackUpdate(NetConnection *, BitStream *stream) override;
void reset(F32 speed = 1);
void pushFront(CameraSpline::Knot *knot);
void pushBack(CameraSpline::Knot *knot);
void popFront();
void setPosition(F32 pos);
void setTarget(F32 pos);
void setState(State s);
S32 getState();
SimObjectRef< SimPath::Path > mSimPath;
};
#endif