Torque3D/Engine/modules/Verve/Extension/Animation/VShapeAnimationTrack.cpp
2019-03-07 16:23:41 -06:00

185 lines
6.3 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.
//-----------------------------------------------------------------------------
#include "Verve/Extension/Animation/VShapeAnimationTrack.h"
#include "Verve/Extension/Animation/VShapeAnimationEvent.h"
#include "Verve/Core/VGroup.h"
#include "console/consoleTypes.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VShapeAnimationTrack );
//-----------------------------------------------------------------------------
VShapeAnimationTrack::VShapeAnimationTrack( void ) :
mThreadIndex( 0 )
{
setLabel( "AnimationTrack" );
}
//-----------------------------------------------------------------------------
void VShapeAnimationTrack::initPersistFields( void )
{
Parent::initPersistFields();
addField( "ThreadIndex", TypeS32, Offset( mThreadIndex, VShapeAnimationTrack ), "The index of the Animation Thread to play." );
}
//-----------------------------------------------------------------------------
//
// Controller Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VShapeAnimationTrack::onControllerEvent( pEvent );
//
// When the controller's state changes, this method is called. If the
// controller is paused, or stops playing, then the animation will cease to
// play. If the controller resumes play, the animation will continue.
//
// For a full list of possible events, see the 'eControllerEventType'
// declaration in VController.h.
//
//-----------------------------------------------------------------------------
bool VShapeAnimationTrack::onControllerEvent( VController::eControllerEventType pEvent )
{
if ( !Parent::onControllerEvent( pEvent ) )
{
// Skip.
return false;
}
// Enabled?
if ( !isEnabled() )
{
// Continue Processing Events.
return true;
}
switch ( pEvent )
{
case VController::k_EventPlay :
{
// Play Animation.
VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, ( ( isControllerPlayingForward() ) ? 1.f : -1.f ) );
} break;
case VController::k_EventPause :
case VController::k_EventStop :
{
// Stop Animation.
VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, 0.f );
} break;
}
return true;
}
//-----------------------------------------------------------------------------
//
// VShapeAnimationTrack::onControllerReset( pTime, pForward );
//
// Reset the animation state of the target object. If there is a Next Event,
// then the animation is positioned accordingly.
//
//-----------------------------------------------------------------------------
void VShapeAnimationTrack::onControllerReset( const S32 &pTime, const bool &pForward )
{
VTorque::SceneObjectType *object = getSceneObject();
if ( !object )
{
// Parent Call.
Parent::onControllerReset( pTime, pForward );
return;
}
VShapeAnimationEvent *event;
if ( getCurrentEvent( event ) )
{
// Stop Animation.
VTorque::stopAnimation( object, mThreadIndex );
}
// Parent Call.
Parent::onControllerReset( pTime, pForward );
if ( getCurrentEvent( event ) )
{
// Play Animation.
VTorque::playAnimation( object, mThreadIndex, event->mAnimationData );
// Set Position.
VTorque::setAnimationPosition( object, mThreadIndex, event->getAnimationPosition( pTime ) );
// Stop Animation.
VTorque::setAnimationTimeScale( object, mThreadIndex, 0.f );
}
}
#ifdef VT_EDITOR
//-----------------------------------------------------------------------------
//
// Debug Methods.
//
//-----------------------------------------------------------------------------
ConsoleMethod( VShapeAnimationTrack, updateTrack, void, 2, 2, "( void ) - Update the Track.\n"
"@return No return value." )
{
for ( ITreeNode *node = object->mChildNode; node != NULL; node = node->mSiblingNextNode )
{
VShapeAnimationEvent *currEvent = ( VShapeAnimationEvent* )node;
VShapeAnimationEvent *nextEvent = ( VShapeAnimationEvent* )node->mSiblingNextNode;
if ( !currEvent->mAutoDuration )
{
// Skip.
continue;
}
if ( VTorque::isAnimationLooping( object->getSceneObject(), currEvent->mAnimationData ) )
{
if ( !nextEvent )
{
// Update Duration.
currEvent->setDuration( object->getControllerDuration() - currEvent->getTriggerTime() );
}
else
{
// Update Duration.
currEvent->setDuration( mAbs( nextEvent->getTriggerTime() - currEvent->getTriggerTime() ) );
}
}
else
{
// Update Duration.
currEvent->setDuration( ( S32 )( 1000 * VTorque::getAnimationDuration( object->getSceneObject(), currEvent->mAnimationData ) ) );
}
}
}
#endif