Torque3D Documentation / _generateds / VShapeAnimationTrack.cpp

VShapeAnimationTrack.cpp

Engine/source/Verve/Extension/Animation/VShapeAnimationTrack.cpp

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Detailed Description

Public Functions

IMPLEMENT_CONOBJECT(VShapeAnimationTrack )

  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 "Verve/Extension/Animation/VShapeAnimationTrack.h"
 25#include "Verve/Extension/Animation/VShapeAnimationEvent.h"
 26#include "Verve/Core/VGroup.h"
 27
 28#include "console/consoleTypes.h"
 29
 30//-----------------------------------------------------------------------------
 31IMPLEMENT_CONOBJECT( VShapeAnimationTrack );
 32//-----------------------------------------------------------------------------
 33
 34VShapeAnimationTrack::VShapeAnimationTrack( void ) :
 35        mThreadIndex( 0 )
 36{
 37    setLabel( "AnimationTrack" );
 38}
 39
 40//-----------------------------------------------------------------------------
 41
 42void VShapeAnimationTrack::initPersistFields( void )
 43{
 44    Parent::initPersistFields();
 45
 46    addField( "ThreadIndex", TypeS32, Offset( mThreadIndex, VShapeAnimationTrack ), "The index of the Animation Thread to play." );
 47}
 48
 49//-----------------------------------------------------------------------------
 50//
 51// Controller Methods.
 52//
 53//-----------------------------------------------------------------------------
 54
 55//-----------------------------------------------------------------------------
 56// 
 57// VShapeAnimationTrack::onControllerEvent( pEvent );
 58// 
 59// When the controller's state changes, this method is called. If the
 60// controller is paused, or stops playing, then the animation will cease to
 61// play. If the controller resumes play, the animation will continue.
 62// 
 63// For a full list of possible events, see the 'eControllerEventType'
 64// declaration in VController.h.
 65// 
 66//-----------------------------------------------------------------------------
 67bool VShapeAnimationTrack::onControllerEvent( VController::eControllerEventType pEvent )
 68{
 69    if ( !Parent::onControllerEvent( pEvent ) )
 70    {
 71        // Skip.
 72        return false;
 73    }
 74
 75    // Enabled?
 76    if ( !isEnabled() )
 77    {
 78        // Continue Processing Events.
 79        return true;
 80    }
 81
 82    switch ( pEvent )
 83    {
 84        case VController::k_EventPlay :
 85            {
 86
 87                // Play Animation.
 88                VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, ( ( isControllerPlayingForward() ) ? 1.f : -1.f ) );
 89
 90            } break;
 91
 92        case VController::k_EventPause :
 93        case VController::k_EventStop :
 94            {
 95
 96                // Stop Animation.
 97                VTorque::setAnimationTimeScale( getSceneObject(), mThreadIndex, 0.f );
 98
 99            } break;
100    }
101
102    return true;
103}
104
105//-----------------------------------------------------------------------------
106// 
107// VShapeAnimationTrack::onControllerReset( pTime, pForward );
108// 
109// Reset the animation state of the target object. If there is a Next Event,
110// then the animation is positioned accordingly.
111// 
112//-----------------------------------------------------------------------------
113void VShapeAnimationTrack::onControllerReset( const S32 &pTime, const bool &pForward )
114{
115    VTorque::SceneObjectType *object = getSceneObject();
116    if ( !object )
117    {
118        // Parent Call.
119        Parent::onControllerReset( pTime, pForward );
120        return;
121    }
122
123    VShapeAnimationEvent *event;
124    if ( getCurrentEvent( event ) )
125    {
126        // Stop Animation.
127        VTorque::stopAnimation( object, mThreadIndex );
128    }
129
130    // Parent Call.
131    Parent::onControllerReset( pTime, pForward );
132
133    if ( getCurrentEvent( event ) )
134    {
135        // Play Animation.
136        VTorque::playAnimation( object, mThreadIndex, event->mAnimationData );
137
138        // Set Position.
139        VTorque::setAnimationPosition( object, mThreadIndex, event->getAnimationPosition( pTime ) );
140
141        // Stop Animation.
142        VTorque::setAnimationTimeScale( object, mThreadIndex, 0.f );
143    }
144}
145
146#ifdef VT_EDITOR
147//-----------------------------------------------------------------------------
148//
149// Debug Methods.
150//
151//-----------------------------------------------------------------------------
152
153DefineEngineMethod( VShapeAnimationTrack, updateTrack, void, (),, "( void ) - Update the Track.\n"
154                                                              "@return No return value." )
155{
156    for ( ITreeNode *node = object->mChildNode; node != NULL; node = node->mSiblingNextNode )
157    {
158        VShapeAnimationEvent *currEvent = ( VShapeAnimationEvent* )node;
159        VShapeAnimationEvent *nextEvent = ( VShapeAnimationEvent* )node->mSiblingNextNode;
160        if ( !currEvent->mAutoDuration )
161        {
162            // Skip.
163            continue;
164        }
165
166        if ( VTorque::isAnimationLooping( object->getSceneObject(), currEvent->mAnimationData ) )
167        {
168            if ( !nextEvent )
169            {
170                // Update Duration.
171                currEvent->setDuration( object->getControllerDuration() - currEvent->getTriggerTime() );
172            }
173            else
174            {
175                // Update Duration.
176                currEvent->setDuration( mAbs( nextEvent->getTriggerTime() - currEvent->getTriggerTime() ) );
177            }
178        }
179        else
180        {
181            // Update Duration.
182            currEvent->setDuration( ( S32 )( 1000 * VTorque::getAnimationDuration( object->getSceneObject(), currEvent->mAnimationData ) ) );
183        }
184    }
185}
186#endif
187