mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
212 lines
6.7 KiB
C++
212 lines
6.7 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Verve/Core/VController.h"
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#include "Verve/Core/VGroup.h"
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#include "Verve/Extension/Motion/VMotionEvent.h"
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#include "Verve/Extension/Motion/VMotionTrack.h"
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#include "console/consoleTypes.h"
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#include "math/mMathFn.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VMotionEvent );
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//-----------------------------------------------------------------------------
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VMotionEvent::VMotionEvent( void )
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{
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setLabel( "MotionEvent" );
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}
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//-----------------------------------------------------------------------------
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//
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// Callback Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VMotionEvent::onTrigger( pDelta, pDelta );
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//
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// The path object is told to move to the next node. If this event corresponds
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// to Node 0, the object will move to Node 1. If the object reaches the node
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// before the next event is triggered, then the object will stop moving.
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//
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// The object's position is only reset when the track is reset and not when an
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// event is triggered.
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//
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//-----------------------------------------------------------------------------
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void VMotionEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
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{
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Parent::onTrigger( pTime, pDelta );
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// Fetch Parent Track.
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VMotionTrack *track;
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if ( !getTrack( track ) )
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{
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// Invalid Track.
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return;
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}
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// Fetch Path & Reference Object.
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VTorque::PathObjectType *path = track->getPath();
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VTorque::SceneObjectType *object = getSceneObject();
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if ( !path || !object )
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{
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// Invalid.
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return;
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}
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// Valid Destination Node?
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if ( !isControllerLooping() && !getNextEvent() )
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{
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// Clear Active.
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VTorque::setPathObjectActive( path, object, false );
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// Quit.
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return;
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}
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// Set Active.
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VTorque::setPathObjectActive( path, object, true );
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// Apply Speed.
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VTorque::setPathObjectSpeed( path, object, getObjectSpeed() );
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}
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//-----------------------------------------------------------------------------
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//
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// Reference Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VMotionTrack::getPath();
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//
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// Returns the path that this track is referencing.
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//
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//-----------------------------------------------------------------------------
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VTorque::PathObjectType *VMotionEvent::getPath( void )
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{
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// Fetch Track.
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VMotionTrack *track;
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if ( !getTrack( track ) )
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{
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// Invalid.
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return NULL;
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}
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// Return Path.
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return track->getPath();
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}
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//-----------------------------------------------------------------------------
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//
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// VMotionTrack::getObjectSpeed();
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//
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// Determine the Speed that an object must move at to travel over the segment
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// length of the Path.
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//
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//-----------------------------------------------------------------------------
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F32 VMotionEvent::getObjectSpeed( void )
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{
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// Fetch Parent Track.
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VMotionTrack *track;
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if ( !getTrack( track ) )
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{
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// Invalid Track.
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return 0.f;
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}
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// Fetch Path & Reference Object.
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VTorque::PathObjectType *path = track->getPath();
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VTorque::SceneObjectType *object = getSceneObject();
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if ( !path || !object )
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{
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// Invalid Object(s).
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return 0.f;
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}
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// Fetch Node Index.
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const S32 &srcNodeIndex = getNodeIndex( ( isControllerPlayingForward() ) ? 0 : -1 );
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// Fetch the Next Event.
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VEvent *nextEvent = getNextEvent();
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// Valid Destination Node?
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if ( !isControllerLooping() && !nextEvent )
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{
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// No Next Node.
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return 0.f;
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}
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// Valid Next Node?
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if ( nextEvent )
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{
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// Fetch Segment Length & Duration.
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const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
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const F32 &duration = mAbs( getTriggerTime() - nextEvent->getTriggerTime() );
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// Speed = Distance / Duration.
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return ( length / ( duration / 1000.f ) );
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}
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// Playing Forwards?
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if ( isControllerPlayingForward() )
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{
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// Fetch the First Event.
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VEvent *firstEvent = dynamic_cast<VEvent*>( track->getChild() );
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// Fetch Segment Length & Duration.
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const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
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const F32 &duration = ( getControllerDuration() - getTriggerTime() ) + firstEvent->getTriggerTime();
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// Speed = Distance / Duration.
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return ( length / ( duration / 1000.f ) );
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}
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// Fetch the Last Event.
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VEvent *lastEvent = dynamic_cast<VEvent*>( track->getLastChild() );
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// Fetch Segment Length & Duration.
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const F32 &length = VTorque::getPathNodeLength( path, srcNodeIndex );
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const F32 &duration = ( getControllerDuration() - lastEvent->getTriggerTime() ) + getTriggerTime();
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// Speed = Distance / Duration.
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return ( length / ( duration / 1000.f ) );
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}
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//-----------------------------------------------------------------------------
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//
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// VMotionEvent::getNodeIndex( pDelta );
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//
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// Returns the index of the path node associated with this event object.
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//
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//-----------------------------------------------------------------------------
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S32 VMotionEvent::getNodeIndex( const S32 &pDelta )
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{
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// Fetch Event Count.
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const S32 eventCount = ( ( VTreeNode* )getParent() )->size();
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// Return Index.
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return ( getIndex() + pDelta ) % eventCount;
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} |