VHumanoidPhysicsStates.cpp
Engine/source/Verve/VActor/Humanoid/VHumanoidPhysicsStates.cpp
Public Functions
ExecuteActorPhysicsState(HumanoidInAir )
ExecuteActorPhysicsState(HumanoidInWater )
ExecuteActorPhysicsState(HumanoidOnGround )
ImplementActorPhysicsState(HumanoidInAir , VHumanoidActorData::k_InAirPhysics )
ImplementActorPhysicsState(HumanoidInWater , VHumanoidActorData::k_InWaterPhysics )
ImplementActorPhysicsState(HumanoidOnGround , VHumanoidActorData::k_OnGroundPhysics )
ProcessActorPhysicsState(HumanoidInAir )
ProcessActorPhysicsState(HumanoidInWater )
ProcessActorPhysicsState(HumanoidOnGround )
Detailed Description
Public Functions
ExecuteActorPhysicsState(HumanoidInAir )
ExecuteActorPhysicsState(HumanoidInWater )
ExecuteActorPhysicsState(HumanoidOnGround )
ImplementActorPhysicsState(HumanoidInAir , VHumanoidActorData::k_InAirPhysics )
ImplementActorPhysicsState(HumanoidInWater , VHumanoidActorData::k_InWaterPhysics )
ImplementActorPhysicsState(HumanoidOnGround , VHumanoidActorData::k_OnGroundPhysics )
ProcessActorPhysicsState(HumanoidInAir )
ProcessActorPhysicsState(HumanoidInWater )
ProcessActorPhysicsState(HumanoidOnGround )
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#include "VHumanoidPhysicsStates.h" 25#include "VHumanoidActor.h" 26 27#include "../VActorPhysicsController.h" 28 29//----------------------------------------------------------------------------- 30// 31// Implement Physics States. 32// 33//----------------------------------------------------------------------------- 34 35ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics ); 36ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics ); 37ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics ); 38 39 40 41 42//----------------------------------------------------------------------------- 43// 44// Execute Animation States. 45// 46//----------------------------------------------------------------------------- 47 48ExecuteActorPhysicsState( HumanoidOnGround ) 49{ 50 // Fetch Controller. 51 VActorPhysicsController *physicsController = pObject->getPhysicsController(); 52 53 // On the Ground? 54 if ( !physicsController->isOnGround() ) 55 { 56 // No. 57 return false; 58 } 59 60 // On Ground. 61 return true; 62} 63 64ProcessActorPhysicsState( HumanoidOnGround ) 65{ 66 // Void. 67} 68 69//----------------------------------------------------------------------------- 70 71ExecuteActorPhysicsState( HumanoidInAir ) 72{ 73 // Fetch Controller. 74 VActorPhysicsController *physicsController = pObject->getPhysicsController(); 75 76 // In the Air? 77 if ( !physicsController->isInAir() ) 78 { 79 // No. 80 return false; 81 } 82 83 // In Air. 84 return true; 85} 86 87ProcessActorPhysicsState( HumanoidInAir ) 88{ 89 // Apply Gravity for the Tick. 90 pObject->getPhysicsController()->applyGravity( pElapsedTime ); 91} 92 93//----------------------------------------------------------------------------- 94 95ExecuteActorPhysicsState( HumanoidInWater ) 96{ 97 // Fetch Controller. 98 VActorPhysicsController *physicsController = pObject->getPhysicsController(); 99 100 // Sumberged? 101 if ( !physicsController->isInWater() ) 102 { 103 // No. 104 return false; 105 } 106 107 // Swimming 108 return true; 109} 110 111ProcessActorPhysicsState( HumanoidInWater ) 112{ 113 // Void. 114} 115