afxPlayerPuppet.cpp
Engine/source/afx/ce/afxPlayerPuppet.cpp
Public Defines
define
myOffset(field) (field, )
Public Functions
ConsoleDocClass(afxPlayerPuppetData , "@brief A datablock that specifies <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> Puppet <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">effect.\n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Puppet effects are defined using the <a href="/coding/class/classafxplayerpuppetdata/">afxPlayerPuppetData</a> datablock and are used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> the movement of " "<a href="/coding/class/classplayer/">Player</a> objects with the AFX constraint system. The <a href="/coding/class/classplayer/">Player</a> Puppet effect is similar <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the <a href="/coding/class/classplayer/">Player</a> Movement effect, but " "where 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, <a href="/coding/class/classplayer/">Player</a> 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/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Puppet can be configured <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> directly move <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> 's client ghosts as well as its server instance. When doing this, " "it is important <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> keep the general motion of the <a href="/coding/class/classplayer/">Player</a> object and its ghosts somewhat consistent. Otherwise, obvious " "discontinuities in the motion will result when the <a href="/coding/class/classplayer/">Player</a> Puppet ends and <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> is restored <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the server Player." "\<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>" )
Detailed Description
Public Defines
myOffset(field) (field, )
Public Functions
ConsoleDocClass(afxPlayerPuppetData , "@brief A datablock that specifies <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> Puppet <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">effect.\n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Puppet effects are defined using the <a href="/coding/class/classafxplayerpuppetdata/">afxPlayerPuppetData</a> datablock and are used <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> the movement of " "<a href="/coding/class/classplayer/">Player</a> objects with the AFX constraint system. The <a href="/coding/class/classplayer/">Player</a> Puppet effect is similar <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the <a href="/coding/class/classplayer/">Player</a> Movement effect, but " "where 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, <a href="/coding/class/classplayer/">Player</a> 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/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">n\n</a>" "<a href="/coding/class/classplayer/">Player</a> Puppet can be configured <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> directly move <a href="/coding/file/pointer_8h/#pointer_8h_1aeeddce917cf130d62c370b8f216026dd">a</a> <a href="/coding/class/classplayer/">Player</a> 's client ghosts as well as its server instance. When doing this, " "it is important <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> keep the general motion of the <a href="/coding/class/classplayer/">Player</a> object and its ghosts somewhat consistent. Otherwise, obvious " "discontinuities in the motion will result when the <a href="/coding/class/classplayer/">Player</a> Puppet ends and <a href="/coding/file/guieditctrl_8cpp/#guieditctrl_8cpp_1abb04e3738c4c5a96b3ade6fa47013a6c">control</a> is restored <a href="/coding/file/cmdgram_8cpp/#cmdgram_8cpp_1a5bafda9519252aa2d0fd038153f77dca">to</a> the server Player." "\<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(afxPlayerPuppetData )
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/afxPlayerPuppet.h" 36 37//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 38// afxPlayerPuppetData 39 40IMPLEMENT_CO_DATABLOCK_V1(afxPlayerPuppetData); 41 42ConsoleDocClass( afxPlayerPuppetData, 43 "@brief A datablock that specifies a Player Puppet effect.\n\n" 44 45 "Player Puppet effects are defined using the afxPlayerPuppetData datablock and are used to control the movement of " 46 "Player objects with the AFX constraint system. The Player Puppet effect is similar to the Player Movement effect, but " 47 "where movement effects 'steer' the player using the same mechanisms that allow Player control from mouse and keyboard " 48 "input, Player Puppet effects totally take over a Player's transformation using the AFX constraint system." 49 "\n\n" 50 51 "Player Puppet can be configured to directly move a Player's client ghosts as well as its server instance. When doing this, " 52 "it is important to keep the general motion of the Player object and its ghosts somewhat consistent. Otherwise, obvious " 53 "discontinuities in the motion will result when the Player Puppet ends and control is restored to the server Player." 54 "\n\n" 55 56 "@ingroup afxEffects\n" 57 "@ingroup AFX\n" 58 "@ingroup Datablocks\n" 59); 60 61afxPlayerPuppetData::afxPlayerPuppetData() 62{ 63 obj_spec = ST_NULLSTRING; 64 networking = SERVER_ONLY; 65} 66 67afxPlayerPuppetData::afxPlayerPuppetData(const afxPlayerPuppetData& other, bool temp_clone) : GameBaseData(other, temp_clone) 68{ 69 obj_spec = other.obj_spec; 70 networking = other.networking; 71} 72 73#define myOffset(field) Offset(field, afxPlayerPuppetData) 74 75void afxPlayerPuppetData::initPersistFields() 76{ 77 addField("objectSpec", TypeString, myOffset(obj_spec), 78 "..."); 79 addField("networking", TypeS8, myOffset(networking), 80 "..."); 81 82 Parent::initPersistFields(); 83 84 // disallow some field substitutions 85 disableFieldSubstitutions("objectSpec"); 86 disableFieldSubstitutions("networking"); 87} 88 89bool afxPlayerPuppetData::onAdd() 90{ 91 if (Parent::onAdd() == false) 92 return false; 93 94 bool runs_on_s = ((networking & (SERVER_ONLY | SERVER_AND_CLIENT)) != 0); 95 bool runs_on_c = ((networking & (CLIENT_ONLY | SERVER_AND_CLIENT)) != 0); 96 obj_def.parseSpec(obj_spec, runs_on_s, runs_on_c); 97 98 return true; 99} 100 101void afxPlayerPuppetData::packData(BitStream* stream) 102{ 103 Parent::packData(stream); 104 105 stream->writeString(obj_spec); 106 stream->write(networking); 107} 108 109void afxPlayerPuppetData::unpackData(BitStream* stream) 110{ 111 Parent::unpackData(stream); 112 113 obj_spec = stream->readSTString(); 114 stream->read(&networking); 115} 116 117void afxPlayerPuppetData::gather_cons_defs(Vector<afxConstraintDef>& defs) 118{ 119 if (obj_def.isDefined()) 120 defs.push_back(obj_def); 121}; 122 123//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 124