Torque3D/Engine/source/afx/ce/afxAnimClip.cpp
2017-07-26 19:38:34 +01:00

218 lines
8.5 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 "afx/ce/afxAnimClip.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxAnimClipData
IMPLEMENT_CO_DATABLOCK_V1(afxAnimClipData);
ConsoleDocClass( afxAnimClipData,
"@brief A datablock that specifies an Animation Clip effect.\n\n"
"An Animation Clip forces a target ShapeBase-derived object, such as Player or AIPlayer, to perform a particular "
"animation sequence. Animation Clip does not supply any new animation data, but simply selects, by name, a "
"sequence that is already defined in the target. Animation Clip can also target afxModel effects within the same "
"choreographer."
"\n\n"
"The target of an Animation Clip is the constraint source object specified by the posConstraint field of the enclosing "
"effect wrapper. The target must be a ShapeBase-derived object, or an afxModel and it must contain an animation "
"sequence with the same name as the clipName field."
"\n\n"
"Animation Clip controls the rate of animation playback and can even play a sequence in reverse. When an Animation "
"Clip selects a blended animation sequence, it is mixed with the current animation instead of replacing it. Animation "
"Clips can be used to activate multiple, overlapping blend sequences."
"\n\n"
"Normally when an Animation Clip is applied to a user-controlled Player, any interactive user actions will override the "
"animation selected by the clip, but Animation Clips can be configured to temporarily block out some user actions for "
"the duration of the clip."
"\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
afxAnimClipData::afxAnimClipData()
{
clip_name = ST_NULLSTRING;
rate = 1.0f;
pos_offset = 0.0;
trans = 0.12f;
flags = 0;
ignore_disabled = false;
ignore_enabled = false;
is_death_anim = false;
lock_anim = false;
ignore_first_person = false;
ignore_third_person = false;
}
afxAnimClipData::afxAnimClipData(const afxAnimClipData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
clip_name = other.clip_name;
rate = other.rate;
pos_offset = other.pos_offset;
trans = other.trans;
flags = other.flags;
expand_flags();
}
void afxAnimClipData::onStaticModified(const char* slot, const char* newValue)
{
Parent::onStaticModified(slot, newValue);
merge_flags();
}
#define myOffset(field) Offset(field, afxAnimClipData)
void afxAnimClipData::initPersistFields()
{
addField("clipName", TYPEID< StringTableEntry >(), myOffset(clip_name),
"The name of an animation sequence to be played by a ShapeBase-derived object to which this effect is "
"constrained. Also works on afxModel effects.\n"
"default: \"\"\n");
addField("rate", TYPEID< F32 >(), myOffset(rate),
"The desired playback speed for the sequence. A value of 1.0 indicates forward playback at a normal rate. Negative "
"values cause the sequence to play backwards.\n"
"default: 1.0\n");
addField("posOffset", TYPEID< F32 >(), myOffset(pos_offset),
"Sets a starting offset for the selected animation clip. It directly specifies an animation thread position in the 0.0 to "
"1.0 range as a fraction of the clip's duration.\n"
"default: 1.0\n");
addField("transitionTime", TYPEID< F32 >(), myOffset(trans),
"The duration in which the active animation overlaps and blends into the sequence selected by the animation clip.\n"
"default: 0.12\n");
addField("ignoreCorpse", TYPEID< bool >(), myOffset(ignore_disabled),
"Specifies if the animation clip should not be applied to corpses or anything else with a disabled damage state.\n"
"default: false\n");
addField("ignoreLiving", TYPEID< bool >(), myOffset(ignore_enabled),
"Specifies if the animation clip should not be applied to living objects or anything else with an enabled damage "
"state.\n"
"default: false\n");
addField("treatAsDeathAnim", TYPEID< bool >(), myOffset(is_death_anim),
"Indicates if the animation clip is a death animation. If the target object dies during the effect, this will prevent "
"the object from playing another standard death animation after this clip finishes.\n"
"default: false\n");
addField("lockAnimation", TYPEID< bool >(), myOffset(lock_anim),
"Indicates if user control of a Player should be temporarily blocked during the clip. (See afxAnimLockData.)\n"
"default: false\n");
addField("ignoreFirstPerson", TYPEID< bool >(), myOffset(ignore_first_person),
"If true, the clip will not be played on targets that are the control object and the camera is in first person mode.\n"
"default: false\n");
addField("ignoreThirdPerson", TYPEID< bool >(), myOffset(ignore_third_person),
"If true, the clip will not be played on targets that are the control object and the camera is in third person mode.\n"
"default: false\n");
// synonyms
addField("ignoreDisabled", TYPEID< bool >(), myOffset(ignore_disabled),
"A synonym for ignoreLiving.");
addField("ignoreEnabled", TYPEID< bool >(), myOffset(ignore_enabled),
"A synonym for ignoreCorpse.");
Parent::initPersistFields();
}
bool afxAnimClipData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void afxAnimClipData::packData(BitStream* stream)
{
Parent::packData(stream);
merge_flags();
stream->writeString(clip_name);
stream->write(rate);
stream->write(pos_offset);
stream->write(trans);
stream->write(flags);
}
void afxAnimClipData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
clip_name = stream->readSTString();
stream->read(&rate);
stream->read(&pos_offset);
stream->read(&trans);
stream->read(&flags);
expand_flags();
}
bool afxAnimClipData::writeField(StringTableEntry fieldname, const char* value)
{
if (!Parent::writeField(fieldname, value))
return false;
// don't write the synonyms
if( fieldname == StringTable->insert("ignoreDisabled") )
return false;
if( fieldname == StringTable->insert("ignoreEnabled") )
return false;
return true;
}
void afxAnimClipData::expand_flags()
{
ignore_disabled = ((flags & IGNORE_DISABLED) != 0);
ignore_enabled = ((flags & IGNORE_ENABLED) != 0);
lock_anim = ((flags & BLOCK_USER_CONTROL) != 0);
is_death_anim = ((flags & IS_DEATH_ANIM) != 0);
ignore_first_person = ((flags & IGNORE_FIRST_PERSON) != 0);
ignore_third_person = ((flags & IGNORE_THIRD_PERSON) != 0);
}
void afxAnimClipData::merge_flags()
{
flags = (((ignore_disabled) ? IGNORE_DISABLED : 0) |
((ignore_enabled) ? IGNORE_ENABLED : 0) |
((lock_anim) ? BLOCK_USER_CONTROL : 0) |
((ignore_first_person) ? IGNORE_FIRST_PERSON : 0) |
((ignore_third_person) ? IGNORE_THIRD_PERSON : 0) |
((is_death_anim) ? IS_DEATH_ANIM : 0));
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//