mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
145 lines
4.3 KiB
C++
145 lines
4.3 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 <typeinfo>
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#include "afx/arcaneFX.h"
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#include "T3D/fx/explosion.h"
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#include "afx/afxEffectDefs.h"
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#include "afx/afxEffectWrapper.h"
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#include "afx/afxChoreographer.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxEA_Explosion
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class afxEA_Explosion : public afxEffectWrapper
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{
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typedef afxEffectWrapper Parent;
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ExplosionData* explosion_data;
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Explosion* explosion;
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bool exploded;
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void do_runtime_substitutions();
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public:
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/*C*/ afxEA_Explosion();
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virtual bool isDone() { return exploded; }
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virtual void ea_set_datablock(SimDataBlock*);
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virtual bool ea_start();
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virtual bool ea_update(F32 dt);
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virtual void ea_finish(bool was_stopped);
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};
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//~~~~~~~~~~~~~~~~~~~~//
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afxEA_Explosion::afxEA_Explosion()
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{
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explosion_data = 0;
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explosion = 0;
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exploded = false;
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}
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void afxEA_Explosion::ea_set_datablock(SimDataBlock* db)
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{
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explosion_data = dynamic_cast<ExplosionData*>(db);
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}
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bool afxEA_Explosion::ea_start()
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{
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if (!explosion_data)
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{
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Con::errorf("afxEA_Explosion::ea_start() -- missing or incompatible datablock.");
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return false;
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}
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do_runtime_substitutions();
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explosion = new Explosion();
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explosion->setSubstitutionData(mChoreographer, mGroup_index);
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explosion->setDataBlock(explosion_data);
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return true;
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}
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bool afxEA_Explosion::ea_update(F32 dt)
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{
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if (!exploded && explosion)
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{
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if (mIn_scope)
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{
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Point3F norm(0,0,1); mUpdated_xfm.mulV(norm);
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explosion->setInitialState(mUpdated_pos, norm);
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if (!explosion->registerObject())
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{
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delete explosion;
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explosion = 0;
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Con::errorf("afxEA_Explosion::ea_update() -- effect failed to register.");
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return false;
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}
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}
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exploded = true;
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}
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return true;
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}
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void afxEA_Explosion::ea_finish(bool was_stopped)
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{
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explosion = 0;
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exploded = false;
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}
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void afxEA_Explosion::do_runtime_substitutions()
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{
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explosion_data = explosion_data->cloneAndPerformSubstitutions(mChoreographer, mGroup_index);
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxEA_ExplosionDesc : public afxEffectAdapterDesc, public afxEffectDefs
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{
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static afxEA_ExplosionDesc desc;
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public:
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virtual bool testEffectType(const SimDataBlock*) const;
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virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const { return false; }
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virtual bool runsOnServer(const afxEffectWrapperData*) const { return false; }
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virtual bool runsOnClient(const afxEffectWrapperData*) const { return true; }
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virtual afxEffectWrapper* create() const { return new afxEA_Explosion; }
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};
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afxEA_ExplosionDesc afxEA_ExplosionDesc::desc;
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bool afxEA_ExplosionDesc::testEffectType(const SimDataBlock* db) const
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{
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return (typeid(ExplosionData) == typeid(*db));
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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