mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
170 lines
4.8 KiB
C++
170 lines
4.8 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 "VActorData.h"
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#include "console/consoleTypes.h"
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#include "core/stream/bitStream.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1( VActorData );
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//-----------------------------------------------------------------------------
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VActorData::VActorData( void ) :
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mMaxStepHeight( 1.f ),
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mRunSpeed( 6.f ),
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mSubmergeCoverage( 0.25f )
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{
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// Setup Shadowing.
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shadowSize = 256;
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shadowProjectionDistance = 14.0f;
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VECTOR_SET_ASSOCIATION( mAnimationSequenceList );
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VECTOR_SET_ASSOCIATION( mPhysicsList );
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}
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VActorData::~VActorData( void )
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{
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// Void.
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}
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void VActorData::initPersistFields( void )
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{
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Parent::initPersistFields();
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addField( "MaxStepHeight", TypeF32, Offset( mMaxStepHeight, VActorData ) );
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addField( "RunSpeed", TypeF32, Offset( mRunSpeed, VActorData ) );
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addField( "SubmergeCoverage", TypeF32, Offset( mSubmergeCoverage, VActorData ) );
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}
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//-----------------------------------------------------------------------------
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bool VActorData::initAnimationSequenceList( const S32 &pSize, const sAnimationSequence *pTable )
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{
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if ( !mShape )
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{
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// Sanity!
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return false;
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}
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// Clear the List.
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mAnimationSequenceList.clear();
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// Initialise each Animation Sequence.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Fetch Sequence Definition.
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const sAnimationSequence &animSequenceDef = pTable[i];
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// Update Animation Details.
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sAnimationSequence animSequence = animSequenceDef;
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// Find Sequence.
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animSequence.Sequence = mShape->findSequence( animSequenceDef.Name );
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// Store.
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mAnimationSequenceList.push_back( animSequence );
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}
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return true;
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}
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bool VActorData::initAnimationTransitionList( const S32 &pSize, const sAnimationTransition *pTable )
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{
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if ( !mShape )
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{
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// Sanity!
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return false;
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}
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// Clear the List.
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mAnimationTransitionList.clear();
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// Store each Animation Transition.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Store.
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mAnimationTransitionList.push_back( pTable[i] );
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}
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return true;
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}
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bool VActorData::initPhysicsStateList( const S32 &pSize, const sPhysicsState *pTable )
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{
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// Clear the List.
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mPhysicsList.clear();
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// Initialise each Animation Sequence.
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for ( U32 i = 0; i < pSize; i++ )
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{
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// Store.
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mPhysicsList.push_back( pTable[i] );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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void VActorData::packData( BitStream *pStream )
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{
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Parent::packData( pStream );
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pStream->write( mMaxStepHeight );
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pStream->write( mRunSpeed );
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pStream->write( mSubmergeCoverage );
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}
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void VActorData::unpackData( BitStream *pStream )
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{
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Parent::unpackData( pStream );
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pStream->read( &mMaxStepHeight );
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pStream->read( &mRunSpeed );
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pStream->read( &mSubmergeCoverage );
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}
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//-----------------------------------------------------------------------------
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S32 VActorData::getAnimationSequence( const U32 &pIndex )
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{
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// Iterate over the Registered Animations.
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for ( tAnimationSequenceVector::iterator itr = mAnimationSequenceList.begin(); itr != mAnimationSequenceList.end(); itr++ )
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{
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// Fetch Sequence Defintion.
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const sAnimationSequence &animSequence = ( *itr );
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// Target Index?
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if ( animSequence.Index == pIndex )
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{
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// Return Sequence ID.
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return animSequence.Sequence;
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}
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}
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// Invalid Sequence.
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return -1;
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};
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