Torque3D/Engine/source/Verve/VActor/VActorData.cpp

171 lines
4.8 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 "VActorData.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1( VActorData );
//-----------------------------------------------------------------------------
VActorData::VActorData( void ) :
mMaxStepHeight( 1.f ),
mRunSpeed( 6.f ),
mSubmergeCoverage( 0.25f )
{
// Setup Shadowing.
shadowSize = 256;
shadowProjectionDistance = 14.0f;
VECTOR_SET_ASSOCIATION( mAnimationSequenceList );
VECTOR_SET_ASSOCIATION( mPhysicsList );
}
VActorData::~VActorData( void )
{
// Void.
}
void VActorData::initPersistFields()
{
docsURL;
Parent::initPersistFields();
addField( "MaxStepHeight", TypeF32, Offset( mMaxStepHeight, VActorData ) );
addField( "RunSpeed", TypeF32, Offset( mRunSpeed, VActorData ) );
addField( "SubmergeCoverage", TypeF32, Offset( mSubmergeCoverage, VActorData ) );
}
//-----------------------------------------------------------------------------
bool VActorData::initAnimationSequenceList( const S32 &pSize, const sAnimationSequence *pTable )
{
if ( !mShape )
{
// Sanity!
return false;
}
// Clear the List.
mAnimationSequenceList.clear();
// Initialise each Animation Sequence.
for ( U32 i = 0; i < pSize; i++ )
{
// Fetch Sequence Definition.
const sAnimationSequence &animSequenceDef = pTable[i];
// Update Animation Details.
sAnimationSequence animSequence = animSequenceDef;
// Find Sequence.
animSequence.Sequence = mShape->findSequence( animSequenceDef.Name );
// Store.
mAnimationSequenceList.push_back( animSequence );
}
return true;
}
bool VActorData::initAnimationTransitionList( const S32 &pSize, const sAnimationTransition *pTable )
{
if ( !mShape )
{
// Sanity!
return false;
}
// Clear the List.
mAnimationTransitionList.clear();
// Store each Animation Transition.
for ( U32 i = 0; i < pSize; i++ )
{
// Store.
mAnimationTransitionList.push_back( pTable[i] );
}
return true;
}
bool VActorData::initPhysicsStateList( const S32 &pSize, const sPhysicsState *pTable )
{
// Clear the List.
mPhysicsList.clear();
// Initialise each Animation Sequence.
for ( U32 i = 0; i < pSize; i++ )
{
// Store.
mPhysicsList.push_back( pTable[i] );
}
return true;
}
//-----------------------------------------------------------------------------
void VActorData::packData( BitStream *pStream )
{
Parent::packData( pStream );
pStream->write( mMaxStepHeight );
pStream->write( mRunSpeed );
pStream->write( mSubmergeCoverage );
}
void VActorData::unpackData( BitStream *pStream )
{
Parent::unpackData( pStream );
pStream->read( &mMaxStepHeight );
pStream->read( &mRunSpeed );
pStream->read( &mSubmergeCoverage );
}
//-----------------------------------------------------------------------------
S32 VActorData::getAnimationSequence( const U32 &pIndex )
{
// Iterate over the Registered Animations.
for ( tAnimationSequenceVector::iterator itr = mAnimationSequenceList.begin(); itr != mAnimationSequenceList.end(); itr++ )
{
// Fetch Sequence Defintion.
const sAnimationSequence &animSequence = ( *itr );
// Target Index?
if ( animSequence.Index == pIndex )
{
// Return Sequence ID.
return animSequence.Sequence;
}
}
// Invalid Sequence.
return -1;
};