//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "Verve/Torque/TAnimation.h" #include "T3D/shapeBase.h" //----------------------------------------------------------------------------- // // Animation Methods. // //----------------------------------------------------------------------------- bool VTorque::isAnimationLooping( SceneObjectType *pObject, const char *pData ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape || !shape->getShape() ) { // Sanity! return false; } // Find Sequence. const S32 sequenceIndex = shape->getShape()->findSequence( pData ); if ( sequenceIndex == -1 ) { // Invalid Sequence. return false; } // Return Cyclic. return shape->getShape()->sequences[sequenceIndex].isCyclic(); } String VTorque::getAnimation( SceneObjectType *pObject, const U32 &pThreadIndex ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return ""; } // Return Name. return shape->getThreadSequenceName( pThreadIndex ); } F32 VTorque::getAnimationDuration( SceneObjectType *pObject, const char *pData ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape || !shape->getShape() ) { // Sanity! return 0.f; } // Find Sequence. const S32 sequenceIndex = shape->getShape()->findSequence( pData ); if ( sequenceIndex == -1 ) { // Invalid Sequence. return 0.f; } // Return Duration. return shape->getShape()->sequences[sequenceIndex].duration; } void VTorque::setAnimationPosition( SceneObjectType *pObject, const U32 &pThreadIndex, const F32 &pPosition ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return; } // Set Position. shape->setThreadPosition( 0, pPosition ); } void VTorque::setAnimationTimeScale( SceneObjectType *pObject, const U32 &pThreadIndex, const F32 &pTimeScale ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return; } // Set TimeScale. shape->setThreadTimeScale( pThreadIndex, pTimeScale ); } void VTorque::playAnimation( SceneObjectType *pObject, const U32 &pThreadIndex, const char *pData ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape || !shape->getShape() ) { // Sanity! return; } // Find Sequence. const S32 sequenceIndex = shape->getShape()->findSequence( pData ); if ( sequenceIndex == -1 ) { // Invalid Sequence. return; } // Play Sequence. shape->setThreadSequence( pThreadIndex, sequenceIndex ); } void VTorque::playAnimation( SceneObjectType *pObject, const U32 &pThreadIndex ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return; } // Play Sequence. shape->playThread( pThreadIndex ); } void VTorque::stopAnimation( SceneObjectType *pObject, const U32 &pThreadIndex ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return; } // Pause Thread. shape->stopThread( pThreadIndex ); } void VTorque::pauseAnimation( SceneObjectType *pObject, const U32 &pThreadIndex ) { ShapeBase *shape = dynamic_cast( pObject ); if ( !shape ) { // Sanity! return; } // Pause Thread. shape->pauseThread( pThreadIndex ); }