Torque3D/Engine/source/afx/ce/afxPlayerMovement.cpp

142 lines
4.8 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 "afx/arcaneFX.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "scene/sceneRenderState.h"
#include "math/mathIO.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxPlayerMovement.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxPlayerMovementData
IMPLEMENT_CO_DATABLOCK_V1(afxPlayerMovementData);
ConsoleDocClass( afxPlayerMovementData,
"@brief A datablock that specifies a Player Movement effect.\n\n"
"Player Movement effects are used to directly alter the speed and/or movement direction of Player objects. The Player "
"Movement effect is similar to the Player Puppet effect, but where puppet effects totally take over a Player's transformation "
"using the AFX constraint system, Player Movement effects 'steer' the player using the same mechanisms that allow "
"Player control from mouse and keyboard input. Another difference is that Player Movement effects only influence the "
"server instance of a Player. Puppet effects can influence both the Player's server instance and its client ghosts."
"\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
static Point3F default_movement(F32_MAX, F32_MAX, F32_MAX);
afxPlayerMovementData::afxPlayerMovementData()
{
speed_bias = 1.0f;
movement = default_movement;
movement_op = OP_MULTIPLY;
}
afxPlayerMovementData::afxPlayerMovementData(const afxPlayerMovementData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
speed_bias = other.speed_bias;
movement = other.movement;
movement_op = other.movement_op;
}
ImplementEnumType( afxPlayerMovement_OpType, "Possible player movement operation types.\n" "@ingroup afxPlayerMovemen\n\n" )
{ afxPlayerMovementData::OP_ADD, "add", "..." },
{ afxPlayerMovementData::OP_MULTIPLY, "multiply", "..." },
{ afxPlayerMovementData::OP_REPLACE, "replace", "..." },
{ afxPlayerMovementData::OP_MULTIPLY, "mult", "..." },
EndImplementEnumType;
#define myOffset(field) Offset(field, afxPlayerMovementData)
void afxPlayerMovementData::initPersistFields()
{
docsURL;
addField("speedBias", TypeF32, myOffset(speed_bias),
"A floating-point multiplier that scales the constraint Player's movement speed.");
addField("movement", TypePoint3F, myOffset(movement),
"");
addField("movementOp", TYPEID<afxPlayerMovementData::OpType>(), myOffset(movement_op),
"Possible values: add, multiply, or replace.");
Parent::initPersistFields();
}
bool afxPlayerMovementData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void afxPlayerMovementData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(speed_bias);
if (stream->writeFlag(movement != default_movement))
{
stream->write(movement.x);
stream->write(movement.y);
stream->write(movement.z);
stream->writeInt(movement_op, OP_BITS);
}
}
void afxPlayerMovementData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&speed_bias);
if (stream->readFlag())
{
stream->read(&movement.x);
stream->read(&movement.y);
stream->read(&movement.z);
movement_op = stream->readInt(OP_BITS);
}
else
{
movement = default_movement;
movement_op = OP_MULTIPLY;
}
}
bool afxPlayerMovementData::hasMovementOverride()
{
return (movement != default_movement);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//