Torque3D/Engine/source/afx/ea/afxEA_PhysicalZone.cpp
2018-03-29 17:46:57 -05:00

226 lines
6.4 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 <typeinfo>
#include "afx/arcaneFX.h"
#include "T3D/physicalZone.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxPhysicalZone.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_PhysicalZone
class afxEA_PhysicalZone : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxPhysicalZoneData* zone_data;
PhysicalZone* physical_zone;
SceneObject* cons_obj;
void do_runtime_substitutions();
void set_cons_object(SceneObject*);
public:
/*C*/ afxEA_PhysicalZone();
/*D*/ ~afxEA_PhysicalZone();
virtual void ea_set_datablock(SimDataBlock*);
virtual bool ea_start();
virtual bool ea_update(F32 dt);
virtual void ea_finish(bool was_stopped);
virtual void ea_set_scope_status(bool flag);
virtual void onDeleteNotify(SimObject*);
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_PhysicalZone::afxEA_PhysicalZone()
{
zone_data = 0;
physical_zone = 0;
cons_obj = 0;
}
afxEA_PhysicalZone::~afxEA_PhysicalZone()
{
if (physical_zone)
physical_zone->deleteObject();
if (zone_data && zone_data->isTempClone())
delete zone_data;
zone_data = 0;
}
void afxEA_PhysicalZone::ea_set_datablock(SimDataBlock* db)
{
zone_data = dynamic_cast<afxPhysicalZoneData*>(db);
}
bool afxEA_PhysicalZone::ea_start()
{
if (!zone_data)
{
Con::errorf("afxEA_PhysicalZone::ea_start() -- missing or incompatible datablock.");
return false;
}
do_runtime_substitutions();
return true;
}
bool afxEA_PhysicalZone::ea_update(F32 dt)
{
if (!physical_zone)
{
// create and register effect
physical_zone = new PhysicalZone();
physical_zone->mVelocityMod = zone_data->mVelocityMod;
physical_zone->mGravityMod = zone_data->mGravityMod;
physical_zone->mAppliedForce = zone_data->mAppliedForce;
physical_zone->force_type = zone_data->force_type;
physical_zone->orient_force = zone_data->orient_force;
physical_zone->setField("polyhedron", zone_data->mPolyhedron);
if (!physical_zone->registerObject())
{
delete physical_zone;
physical_zone = 0;
Con::errorf("afxEA_PhysicalZone::ea_update() -- effect failed to register.");
return false;
}
deleteNotify(physical_zone);
physical_zone->activate();
}
if (physical_zone)
{
if (zone_data->exclude_cons_obj)
{
afxConstraint* pos_constraint = getPosConstraint();
set_cons_object((pos_constraint) ? pos_constraint->getSceneObject() : 0);
}
if (mDo_fades)
physical_zone->setFadeAmount(mFade_value);
physical_zone->setTransform(mUpdated_xfm);
}
return true;
}
void afxEA_PhysicalZone::ea_finish(bool was_stopped)
{
if (physical_zone)
{
set_cons_object(0);
physical_zone->deleteObject();
physical_zone = 0;
}
}
void afxEA_PhysicalZone::ea_set_scope_status(bool in_scope)
{
if (physical_zone)
{
if (in_scope && !physical_zone->isActive())
physical_zone->activate();
else if (!in_scope && physical_zone->isActive())
physical_zone->deactivate();
}
}
void afxEA_PhysicalZone::onDeleteNotify(SimObject* obj)
{
if (physical_zone == dynamic_cast<PhysicalZone*>(obj))
physical_zone = 0;
Parent::onDeleteNotify(obj);
}
void afxEA_PhysicalZone::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (zone_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxPhysicalZoneData* orig_db = zone_data;
zone_data = new afxPhysicalZoneData(*orig_db, true);
orig_db->performSubstitutions(zone_data, mChoreographer, mGroup_index);
}
}
void afxEA_PhysicalZone::set_cons_object(SceneObject* new_obj)
{
if (cons_obj == new_obj)
return;
if (cons_obj)
{
physical_zone->unregisterExcludedObject(cons_obj);
//clearNotify(shape);
}
cons_obj = new_obj;
if (cons_obj)
{
//deleteNotify(shape);
physical_zone->registerExcludedObject(cons_obj);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_PhysicalZoneDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_PhysicalZoneDesc desc;
public:
virtual bool testEffectType(const SimDataBlock*) const;
virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const;
virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; }
virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; }
virtual afxEffectWrapper* create() const { return new afxEA_PhysicalZone; }
};
afxEA_PhysicalZoneDesc afxEA_PhysicalZoneDesc::desc;
bool afxEA_PhysicalZoneDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxPhysicalZoneData) == typeid(*db));
}
bool afxEA_PhysicalZoneDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//