Torque3D Documentation / _generateds / VActorPhysicsStates.h

VActorPhysicsStates.h

Engine/source/Verve/VActor/VActorPhysicsStates.h

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Classes:

Public Defines

define
ActorPhysicsStateInstance(name)     <##name##>::instance()
define
DeclareActorPhysicsState(name)     class ##name## : public                  \
    {                                                                            \
    public:                                                                      \
                    enter(  *pObject );                                \
        bool            execute(  *pObject );                              \
                    processTick(  *pObject,   &pElapsedTime,   *pMove ); \
    }
define
ExecuteActorPhysicsState(name)     bool ##name##PhysicsState::execute(  *pObject )
define
ImplementActorPhysicsState(name, state)      ##name##PhysicsState::enter(  *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
define
ProcessActorPhysicsState(name)      ##name##PhysicsState::processTick(  *pObject,   &pElapsedTime,   *pMove )

Detailed Description

Public Defines

ActorPhysicsStateInstance(name)     <##name##>::instance()
DeclareActorPhysicsState(name)     class ##name## : public                  \
    {                                                                            \
    public:                                                                      \
                    enter(  *pObject );                                \
        bool            execute(  *pObject );                              \
                    processTick(  *pObject,   &pElapsedTime,   *pMove ); \
    }
ExecuteActorPhysicsState(name)     bool ##name##PhysicsState::execute(  *pObject )
ImplementActorPhysicsState(name, state)      ##name##PhysicsState::enter(  *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
ProcessActorPhysicsState(name)      ##name##PhysicsState::processTick(  *pObject,   &pElapsedTime,   *pMove )
 1
 2//-----------------------------------------------------------------------------
 3// Verve
 4// Copyright (C) 2014 - Violent Tulip
 5//
 6// Permission is hereby granted, free of charge, to any person obtaining a copy
 7// of this software and associated documentation files (the "Software"), to
 8// deal in the Software without restriction, including without limitation the
 9// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
10// sell copies of the Software, and to permit persons to whom the Software is
11// furnished to do so, subject to the following conditions:
12//
13// The above copyright notice and this permission notice shall be included in
14// all copies or substantial portions of the Software.
15//
16// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22// IN THE SOFTWARE.
23//-----------------------------------------------------------------------------
24#ifndef _VT_VACTORPHYSICSSTATES_H_
25#define _VT_VACTORPHYSICSSTATES_H_
26
27#ifndef _VT_VACTORSTATETABLE_H_
28#include "VActorStateTable.h"
29#endif
30
31#ifndef _TSINGLETON_H_
32#include "core/util/tSingleton.h"
33#endif
34
35//-----------------------------------------------------------------------------
36struct Move;
37//-----------------------------------------------------------------------------
38
39class VActorPhysicsState : public VActorState
40{
41public:
42
43    virtual void    exit( VActor *pObject ) {};
44
45    virtual void    processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0;
46};
47
48//-----------------------------------------------------------------------------
49
50#define DeclareActorPhysicsState( name )                                         \
51    class VActor##name##PhysicsState : public VActorPhysicsState                 \
52    {                                                                            \
53    public:                                                                      \
54        void            enter( VActor *pObject );                                \
55        bool            execute( VActor *pObject );                              \
56        void            processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \
57    }
58
59#define ActorPhysicsStateInstance( name )                                        \
60    Singleton<VActor##name##PhysicsState>::instance()
61
62#define ImplementActorPhysicsState( name, state )                                \
63    void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
64
65#define ExecuteActorPhysicsState( name )                                         \
66    bool VActor##name##PhysicsState::execute( VActor *pObject )
67
68#define ProcessActorPhysicsState( name )                                         \
69    void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove )
70
71//-----------------------------------------------------------------------------
72
73#endif // _VT_VACTORPHYSICSSTATES_H_
74