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

72 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.
//-----------------------------------------------------------------------------
#ifndef _VT_VACTORPHYSICSSTATES_H_
#define _VT_VACTORPHYSICSSTATES_H_
#ifndef _VT_VACTORSTATETABLE_H_
#include "VActorStateTable.h"
#endif
#ifndef _TSINGLETON_H_
#include "core/util/tSingleton.h"
#endif
//-----------------------------------------------------------------------------
struct Move;
//-----------------------------------------------------------------------------
class VActorPhysicsState : public VActorState
{
public:
virtual void exit( VActor *pObject ) {};
virtual void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0;
};
//-----------------------------------------------------------------------------
#define DeclareActorPhysicsState( name ) \
class VActor##name##PhysicsState : public VActorPhysicsState \
{ \
public: \
void enter( VActor *pObject ); \
bool execute( VActor *pObject ); \
void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \
}
#define ActorPhysicsStateInstance( name ) \
Singleton<VActor##name##PhysicsState>::instance()
#define ImplementActorPhysicsState( name, state ) \
void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
#define ExecuteActorPhysicsState( name ) \
bool VActor##name##PhysicsState::execute( VActor *pObject )
#define ProcessActorPhysicsState( name ) \
void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove )
//-----------------------------------------------------------------------------
#endif // _VT_VACTORPHYSICSSTATES_H_