Torque3D/Engine/source/Verve/Extension/Motion/VMotionEvent.cpp
2019-03-07 16:23:41 -06:00

212 lines
6.7 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 "Verve/Core/VController.h"
#include "Verve/Core/VGroup.h"
#include "Verve/Extension/Motion/VMotionEvent.h"
#include "Verve/Extension/Motion/VMotionTrack.h"
#include "console/consoleTypes.h"
#include "math/mMathFn.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VMotionEvent );
//-----------------------------------------------------------------------------
VMotionEvent::VMotionEvent( void )
{
setLabel( "MotionEvent" );
}
//-----------------------------------------------------------------------------
//
// Callback Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VMotionEvent::onTrigger( pDelta, pDelta );
//
// The path object is told to move to the next node. If this event corresponds
// to Node 0, the object will move to Node 1. If the object reaches the node
// before the next event is triggered, then the object will stop moving.
//
// The object's position is only reset when the track is reset and not when an
// event is triggered.
//
//-----------------------------------------------------------------------------
void VMotionEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
{
Parent::onTrigger( pTime, pDelta );
// Fetch Parent Track.
VMotionTrack *track;
if ( !getTrack( track ) )
{
// Invalid Track.
return;
}
// Fetch Path & Reference Object.
VTorque::PathObjectType *path = track->getPath();
VTorque::SceneObjectType *object = getSceneObject();
if ( !path || !object )
{
// Invalid.
return;
}
// Valid Destination Node?
if ( !isControllerLooping() && !getNextEvent() )
{
// Clear Active.
VTorque::setPathObjectActive( path, object, false );
// Quit.
return;
}
// Set Active.
VTorque::setPathObjectActive( path, object, true );
// Apply Speed.
VTorque::setPathObjectSpeed( path, object, getObjectSpeed() );
}
//-----------------------------------------------------------------------------
//
// Reference Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VMotionTrack::getPath();
//
// Returns the path that this track is referencing.
//
//-----------------------------------------------------------------------------
VTorque::PathObjectType *VMotionEvent::getPath( void )
{
// Fetch Track.
VMotionTrack *track;
if ( !getTrack( track ) )
{
// Invalid.
return NULL;
}
// Return Path.
return track->getPath();
}
//-----------------------------------------------------------------------------
//
// VMotionTrack::getObjectSpeed();
//
// Determine the Speed that an object must move at to travel over the segment
// length of the Path.
//
//-----------------------------------------------------------------------------
F32 VMotionEvent::getObjectSpeed( void )
{
// Fetch Parent Track.
VMotionTrack *track;
if ( !getTrack( track ) )
{
// Invalid Track.
return 0.f;
}
// Fetch Path & Reference Object.
VTorque::PathObjectType *path = track->getPath();
VTorque::SceneObjectType *object = getSceneObject();
if ( !path || !object )
{
// Invalid Object(s).
return 0.f;
}
// Fetch Node Index.
const S32 &srcNodeIndex = getNodeIndex( ( isControllerPlayingForward() ) ? 0 : -1 );
// Fetch the Next Event.
VEvent *nextEvent = getNextEvent();
// Valid Destination Node?
if ( !isControllerLooping() && !nextEvent )
{
// No Next Node.
return 0.f;
}
// Valid Next Node?
if ( nextEvent )
{
// Fetch Segment Length & Duration.
const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
const F32 &duration = mAbs( getTriggerTime() - nextEvent->getTriggerTime() );
// Speed = Distance / Duration.
return ( length / ( duration / 1000.f ) );
}
// Playing Forwards?
if ( isControllerPlayingForward() )
{
// Fetch the First Event.
VEvent *firstEvent = dynamic_cast<VEvent*>( track->getChild() );
// Fetch Segment Length & Duration.
const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
const F32 &duration = ( getControllerDuration() - getTriggerTime() ) + firstEvent->getTriggerTime();
// Speed = Distance / Duration.
return ( length / ( duration / 1000.f ) );
}
// Fetch the Last Event.
VEvent *lastEvent = dynamic_cast<VEvent*>( track->getLastChild() );
// Fetch Segment Length & Duration.
const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
const F32 &duration = ( getControllerDuration() - lastEvent->getTriggerTime() ) + getTriggerTime();
// Speed = Distance / Duration.
return ( length / ( duration / 1000.f ) );
}
//-----------------------------------------------------------------------------
//
// VMotionEvent::getNodeIndex( pDelta );
//
// Returns the index of the path node associated with this event object.
//
//-----------------------------------------------------------------------------
S32 VMotionEvent::getNodeIndex( const S32 &pDelta )
{
// Fetch Event Count.
const S32 eventCount = ( ( VTreeNode* )getParent() )->size();
// Return Index.
return ( getIndex() + pDelta ) % eventCount;
}