mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
282 lines
7.8 KiB
C++
282 lines
7.8 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "math/mathIO.h"
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#include "afx/afxChoreographer.h"
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#include "afx/ce/afxMooring.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxMooringData
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IMPLEMENT_CO_DATABLOCK_V1(afxMooringData);
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ConsoleDocClass( afxMooringData,
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"@brief A datablock that specifies a Mooring effect.\n\n"
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"A Mooring is an invisible effect object which can be positioned and oriented within a scene like other objects. Its main "
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"purpose is to serve as a common mount point for other effects within the same choreographer. Typically one uses AFX "
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"animation features to create movement for a Mooring and then other effects are bound to it using effect-to-effect "
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"constraints (#effect)."
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"\n\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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"@ingroup Datablocks\n"
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);
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afxMooringData::afxMooringData()
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{
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track_pos_only = false;
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networking = SCOPE_ALWAYS;
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display_axis_marker = false;
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}
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afxMooringData::afxMooringData(const afxMooringData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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track_pos_only = other.track_pos_only;
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networking = other.networking;
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display_axis_marker = other.display_axis_marker;
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}
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#define myOffset(field) Offset(field, afxMooringData)
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void afxMooringData::initPersistFields()
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{
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docsURL;
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addField("displayAxisMarker", TypeBool, myOffset(display_axis_marker),
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"Specifies whether to display an axis to help visualize the position and orientation "
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"of the mooring.");
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addField("trackPosOnly", TypeBool, myOffset(track_pos_only),
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"This field is only meaningful for networking settings of SCOPE_ALWAYS and GHOSTABLE. "
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"In these cases, client moorings are ghosting a mooring on the server, and "
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"trackPosOnly determines if the client moorings need to be updated with the server "
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"mooring's complete transform or just its position. If only the position needs to be "
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"tracked, setting trackPosOnly to true will reduce the network traffic.");
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addField("networking", TypeS8, myOffset(networking),
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"Specifies the networking model used for the mooring and should be one of: "
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"$AFX::SCOPE_ALWAYS, $AFX::GHOSTABLE, $AFX::SERVER_ONLY, or $AFX::CLIENT_ONLY");
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Parent::initPersistFields();
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}
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bool afxMooringData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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return true;
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}
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void afxMooringData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(display_axis_marker);
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stream->write(track_pos_only);
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stream->write(networking);
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}
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void afxMooringData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&display_axis_marker);
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stream->read(&track_pos_only);
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stream->read(&networking);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxMooring
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IMPLEMENT_CO_NETOBJECT_V1(afxMooring);
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ConsoleDocClass( afxMooring,
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"@brief A Mooring effect as defined by an afxMooringData datablock.\n\n"
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"A Mooring is an invisible effect object which can be positioned and oriented within "
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"a scene like other objects. Its main purpose is to serve as a common mount point for "
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"other effects within the same choreographer. Typically one uses AFX animation "
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"features to create movement for a Mooring and then other effects are bound to it "
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"using effect-to-effect constraints (#effect).\n"
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"@ingroup afxEffects\n"
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"@ingroup AFX\n"
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);
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afxMooring::afxMooring()
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{
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mNetFlags.set(Ghostable | ScopeAlways);
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chor_id = 0;
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hookup_with_chor = false;
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ghost_cons_name = ST_NULLSTRING;
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mDataBlock = NULL;
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}
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afxMooring::afxMooring(U32 networking, U32 chor_id, StringTableEntry cons_name)
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{
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if (networking & SCOPE_ALWAYS)
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{
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mNetFlags.clear();
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mNetFlags.set(Ghostable | ScopeAlways);
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}
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else if (networking & GHOSTABLE)
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{
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mNetFlags.clear();
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mNetFlags.set(Ghostable);
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}
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else if (networking & SERVER_ONLY)
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{
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mNetFlags.clear();
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}
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else // if (networking & CLIENT_ONLY)
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{
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mNetFlags.clear();
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mNetFlags.set(IsGhost);
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}
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this->chor_id = chor_id;
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hookup_with_chor = false;
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this->ghost_cons_name = cons_name;
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mDataBlock = NULL;
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}
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afxMooring::~afxMooring()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//
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bool afxMooring::onNewDataBlock(GameBaseData* dptr, bool reload)
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{
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mDataBlock = dynamic_cast<afxMooringData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
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return false;
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return true;
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}
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void afxMooring::advanceTime(F32 dt)
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{
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Parent::advanceTime(dt);
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if (hookup_with_chor)
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{
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afxChoreographer* chor = arcaneFX::findClientChoreographer(chor_id);
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if (chor)
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{
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chor->setGhostConstraintObject(this, ghost_cons_name);
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hookup_with_chor = false;
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}
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}
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Point3F pos = getRenderPosition();
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}
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U32 afxMooring::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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U32 retMask = Parent::packUpdate(conn, mask, stream);
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// InitialUpdate
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if (stream->writeFlag(mask & InitialUpdateMask))
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{
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stream->write(chor_id);
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stream->writeString(ghost_cons_name);
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}
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if (stream->writeFlag(mask & PositionMask))
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{
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if (mDataBlock->track_pos_only)
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mathWrite(*stream, mObjToWorld.getPosition());
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else
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stream->writeAffineTransform(mObjToWorld);
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}
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return retMask;
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}
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//~~~~~~~~~~~~~~~~~~~~//
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void afxMooring::unpackUpdate(NetConnection * conn, BitStream * stream)
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{
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Parent::unpackUpdate(conn, stream);
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// InitialUpdate
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if (stream->readFlag())
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{
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stream->read(&chor_id);
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ghost_cons_name = stream->readSTString();
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if (chor_id != 0 && ghost_cons_name != ST_NULLSTRING)
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hookup_with_chor = true;
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}
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if (stream->readFlag())
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{
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if (mDataBlock->track_pos_only)
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{
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Point3F pos;
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mathRead(*stream, &pos);
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setPosition(pos);
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}
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else
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{
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MatrixF mat;
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stream->readAffineTransform(&mat);
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setTransform(mat);
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setRenderTransform(mat);
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}
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}
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}
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void afxMooring::setTransform(const MatrixF& mat)
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{
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Parent::setTransform(mat);
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setMaskBits(PositionMask);
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}
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bool afxMooring::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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mObjBox = Box3F(Point3F(-0.5, -0.5, -0.5), Point3F(0.5, 0.5, 0.5));
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addToScene();
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return true;
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}
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void afxMooring::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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