afxPlayerMovement.cpp
Engine/source/afx/ce/afxPlayerMovement.cpp
Public Defines
define
myOffset(field) (field, )
Public Variables
default_movement (F32_MAX, F32_MAX, F32_MAX)
Public Functions
ConsoleDocClass(afxPlayerMovementData , "@brief A datablock that specifies <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> Movement <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">effect.\n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Movement effects are used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> directly alter the speed and/or movement direction of <a href="/coding/class/classplayer/">Player</a> objects. The <a href="/coding/class/classplayer/">Player</a> " "Movement effect is similar <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the <a href="/coding/class/classplayer/">Player</a> Puppet effect, but where puppet effects totally take over <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> 's transformation " "using the AFX constraint system, <a href="/coding/class/classplayer/">Player</a> Movement effects 'steer' the player using the same mechanisms that allow " "<a href="/coding/class/classplayer/">Player</a> <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> from mouse and keyboard input. Another difference is that <a href="/coding/class/classplayer/">Player</a> Movement effects only influence the " "server instance of <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> Player. Puppet effects can influence both the <a href="/coding/class/classplayer/">Player</a> 's server instance and its client ghosts." "\<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">afxEffects\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">AFX\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Datablocks\n</a>" )
ImplementEnumType(afxPlayerMovement_OpType , "Possible player movement operation <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">types.\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">afxPlayerMovemen\n\n</a>" )
Detailed Description
Public Defines
myOffset(field) (field, )
Public Variables
Point3F default_movement (F32_MAX, F32_MAX, F32_MAX)
EndImplementEnumType
Public Functions
ConsoleDocClass(afxPlayerMovementData , "@brief A datablock that specifies <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> Movement <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">effect.\n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Movement effects are used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> directly alter the speed and/or movement direction of <a href="/coding/class/classplayer/">Player</a> objects. The <a href="/coding/class/classplayer/">Player</a> " "Movement effect is similar <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the <a href="/coding/class/classplayer/">Player</a> Puppet effect, but where puppet effects totally take over <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> 's transformation " "using the AFX constraint system, <a href="/coding/class/classplayer/">Player</a> Movement effects 'steer' the player using the same mechanisms that allow " "<a href="/coding/class/classplayer/">Player</a> <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> from mouse and keyboard input. Another difference is that <a href="/coding/class/classplayer/">Player</a> Movement effects only influence the " "server instance of <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> Player. Puppet effects can influence both the <a href="/coding/class/classplayer/">Player</a> 's server instance and its client ghosts." "\<a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">afxEffects\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">AFX\n</a>" " @ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">Datablocks\n</a>" )
IMPLEMENT_CO_DATABLOCK_V1(afxPlayerMovementData )
ImplementEnumType(afxPlayerMovement_OpType , "Possible player movement operation <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">types.\n</a>" "@ingroup <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">afxPlayerMovemen\n\n</a>" )
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 "afx/arcaneFX.h" 28 29#include "console/consoleTypes.h" 30#include "core/stream/bitStream.h" 31#include "scene/sceneRenderState.h" 32#include "math/mathIO.h" 33 34#include "afx/afxChoreographer.h" 35#include "afx/ce/afxPlayerMovement.h" 36 37//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 38// afxPlayerMovementData 39 40IMPLEMENT_CO_DATABLOCK_V1(afxPlayerMovementData); 41 42ConsoleDocClass( afxPlayerMovementData, 43 "@brief A datablock that specifies a Player Movement effect.\n\n" 44 45 "Player Movement effects are used to directly alter the speed and/or movement direction of Player objects. The Player " 46 "Movement effect is similar to the Player Puppet effect, but where puppet effects totally take over a Player's transformation " 47 "using the AFX constraint system, Player Movement effects 'steer' the player using the same mechanisms that allow " 48 "Player control from mouse and keyboard input. Another difference is that Player Movement effects only influence the " 49 "server instance of a Player. Puppet effects can influence both the Player's server instance and its client ghosts." 50 "\n\n" 51 52 "@ingroup afxEffects\n" 53 "@ingroup AFX\n" 54 "@ingroup Datablocks\n" 55); 56 57static Point3F default_movement(F32_MAX, F32_MAX, F32_MAX); 58 59afxPlayerMovementData::afxPlayerMovementData() 60{ 61 speed_bias = 1.0f; 62 movement = default_movement; 63 movement_op = OP_MULTIPLY; 64} 65 66afxPlayerMovementData::afxPlayerMovementData(const afxPlayerMovementData& other, bool temp_clone) : GameBaseData(other, temp_clone) 67{ 68 speed_bias = other.speed_bias; 69 movement = other.movement; 70 movement_op = other.movement_op; 71} 72 73ImplementEnumType( afxPlayerMovement_OpType, "Possible player movement operation types.\n" "@ingroup afxPlayerMovemen\n\n" ) 74 { afxPlayerMovementData::OP_ADD, "add", "..." }, 75 { afxPlayerMovementData::OP_MULTIPLY, "multiply", "..." }, 76 { afxPlayerMovementData::OP_REPLACE, "replace", "..." }, 77 { afxPlayerMovementData::OP_MULTIPLY, "mult", "..." }, 78EndImplementEnumType; 79 80#define myOffset(field) Offset(field, afxPlayerMovementData) 81 82void afxPlayerMovementData::initPersistFields() 83{ 84 addField("speedBias", TypeF32, myOffset(speed_bias), 85 "A floating-point multiplier that scales the constraint Player's movement speed."); 86 addField("movement", TypePoint3F, myOffset(movement), 87 ""); 88 addField("movementOp", TYPEID<afxPlayerMovementData::OpType>(), myOffset(movement_op), 89 "Possible values: add, multiply, or replace."); 90 91 Parent::initPersistFields(); 92} 93 94bool afxPlayerMovementData::onAdd() 95{ 96 if (Parent::onAdd() == false) 97 return false; 98 99 return true; 100} 101 102void afxPlayerMovementData::packData(BitStream* stream) 103{ 104 Parent::packData(stream); 105 106 stream->write(speed_bias); 107 if (stream->writeFlag(movement != default_movement)) 108 { 109 stream->write(movement.x); 110 stream->write(movement.y); 111 stream->write(movement.z); 112 stream->writeInt(movement_op, OP_BITS); 113 } 114} 115 116void afxPlayerMovementData::unpackData(BitStream* stream) 117{ 118 Parent::unpackData(stream); 119 120 stream->read(&speed_bias); 121 if (stream->readFlag()) 122 { 123 stream->read(&movement.x); 124 stream->read(&movement.y); 125 stream->read(&movement.z); 126 movement_op = stream->readInt(OP_BITS); 127 } 128 else 129 { 130 movement = default_movement; 131 movement_op = OP_MULTIPLY; 132 } 133} 134 135bool afxPlayerMovementData::hasMovementOverride() 136{ 137 return (movement != default_movement); 138} 139 140 141//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 142