afxEA_PlayerMovement.cpp
Engine/source/afx/ea/afxEA_PlayerMovement.cpp
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Detailed Description
1 2 3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 5// Copyright (C) 2015 Faust Logic, Inc. 6// 7// Permission is hereby granted, free of charge, to any person obtaining a copy 8// of this software and associated documentation files (the "Software"), to 9// deal in the Software without restriction, including without limitation the 10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 11// sell copies of the Software, and to permit persons to whom the Software is 12// furnished to do so, subject to the following conditions: 13// 14// The above copyright notice and this permission notice shall be included in 15// all copies or substantial portions of the Software. 16// 17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 23// IN THE SOFTWARE. 24// 25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 26 27#include <typeinfo> 28#include "afx/arcaneFX.h" 29 30#include "T3D/player.h" 31 32#include "afx/afxChoreographer.h" 33#include "afx/afxEffectDefs.h" 34#include "afx/afxEffectWrapper.h" 35#include "afx/ce/afxPlayerMovement.h" 36 37//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 38// afxEA_PlayerMovement 39 40class afxEA_PlayerMovement : public afxEffectWrapper 41{ 42 typedef afxEffectWrapper Parent; 43 44 afxPlayerMovementData* movement_data; 45 U32 tag; 46 47 void do_runtime_substitutions(); 48 49public: 50 /*C*/ afxEA_PlayerMovement(); 51 /*C*/ ~afxEA_PlayerMovement(); 52 53 virtual void ea_set_datablock(SimDataBlock*); 54 virtual bool ea_start(); 55 virtual bool ea_update(F32 dt); 56 virtual void ea_finish(bool was_stopped); 57}; 58 59//~~~~~~~~~~~~~~~~~~~~// 60 61afxEA_PlayerMovement::afxEA_PlayerMovement() 62{ 63 movement_data = 0; 64 tag = 0; 65} 66 67afxEA_PlayerMovement::~afxEA_PlayerMovement() 68{ 69 if (movement_data && movement_data->isTempClone()) 70 delete movement_data; 71 movement_data = 0; 72} 73 74void afxEA_PlayerMovement::ea_set_datablock(SimDataBlock* db) 75{ 76 movement_data = dynamic_cast<afxPlayerMovementData*>(db); 77} 78 79bool afxEA_PlayerMovement::ea_start() 80{ 81 if (!movement_data) 82 { 83 Con::errorf("afxEA_PlayerMovement::ea_start() -- missing or incompatible datablock."); 84 return false; 85 } 86 87 do_runtime_substitutions(); 88 tag = 0; 89 90 afxConstraint* pos_cons = getPosConstraint(); 91 if (!pos_cons) 92 { 93 Con::warnf("afxEA_PlayerMovement::ea_start() -- missing position constraint."); 94 return false; 95 } 96 97 Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject()); 98 if (!player) 99 { 100 Con::warnf("afxEA_PlayerMovement::ea_start() -- position constraint is not a Player."); 101 return false; 102 } 103 104 // setup player overrides 105 if (movement_data->hasMovementOverride()) 106 tag = player->setMovementOverride(movement_data->speed_bias, &movement_data->movement, movement_data->movement_op); 107 else 108 tag = player->setMovementOverride(movement_data->speed_bias); 109 110 return true; 111} 112 113bool afxEA_PlayerMovement::ea_update(F32 dt) 114{ 115 return true; 116} 117 118void afxEA_PlayerMovement::ea_finish(bool was_stopped) 119{ 120 afxConstraint* pos_cons = getPosConstraint(); 121 if (!pos_cons) 122 return; 123 124 Player* player = dynamic_cast<Player*>(pos_cons->getSceneObject()); 125 if (!player) 126 return; 127 128 // restore player overrides 129 player->restoreMovement(tag); 130} 131 132void afxEA_PlayerMovement::do_runtime_substitutions() 133{ 134 // only clone the datablock if there are substitutions 135 if (movement_data->getSubstitutionCount() > 0) 136 { 137 // clone the datablock and perform substitutions 138 afxPlayerMovementData* orig_db = movement_data; 139 movement_data = new afxPlayerMovementData(*orig_db, true); 140 orig_db->performSubstitutions(movement_data, mChoreographer, mGroup_index); 141 } 142} 143 144//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 145 146class afxEA_PlayerMovementDesc : public afxEffectAdapterDesc, public afxEffectDefs 147{ 148 static afxEA_PlayerMovementDesc desc; 149 150public: 151 virtual bool testEffectType(const SimDataBlock*) const; 152 virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const; 153 virtual bool runsOnServer(const afxEffectWrapperData*) const { return true; } 154 virtual bool runsOnClient(const afxEffectWrapperData*) const { return false; } 155 156 virtual afxEffectWrapper* create() const { return new afxEA_PlayerMovement; } 157}; 158 159afxEA_PlayerMovementDesc afxEA_PlayerMovementDesc::desc; 160 161bool afxEA_PlayerMovementDesc::testEffectType(const SimDataBlock* db) const 162{ 163 return (typeid(afxPlayerMovementData) == typeid(*db)); 164} 165 166bool afxEA_PlayerMovementDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const 167{ 168 return (timing.lifetime < 0); 169} 170 171//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 172