//----------------------------------------------------------------------------- // 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 "VHumanoidActorData.h" #include "VHumanoidAnimationStates.h" #include "VHumanoidPhysicsStates.h" //----------------------------------------------------------------------------- // Animation Table. //----------------------------------------------------------------------------- static VActorData::sAnimationSequence animSequenceLookup[] = { // State Based Animations. { VHumanoidActorData::k_IdleAnimation, "root", 0.0f, ActorAnimationStateInstance( HumanoidIdle ) }, { VHumanoidActorData::k_WalkForwardAnimation, "walk", 0.1f, ActorAnimationStateInstance( HumanoidWalkForward ) }, { VHumanoidActorData::k_WalkBackwardAnimation, "walkback", 0.1f, ActorAnimationStateInstance( HumanoidWalkBackward ) }, { VHumanoidActorData::k_RunForwardAnimation, "run", 0.1f, ActorAnimationStateInstance( HumanoidRunForward ) }, { VHumanoidActorData::k_RunBackwardAnimation, "runback", 0.1f, ActorAnimationStateInstance( HumanoidRunBackward ) }, { VHumanoidActorData::k_SwimIdleAnimation, "swimroot", 1.0f, ActorAnimationStateInstance( HumanoidSwimIdle ) }, { VHumanoidActorData::k_SwimForwardAnimation, "swim", 1.0f, ActorAnimationStateInstance( HumanoidSwimForward ) }, { VHumanoidActorData::k_SwimBackwardAnimation, "swimback", 1.0f, ActorAnimationStateInstance( HumanoidSwimBackward ) }, // Support Animations. { VHumanoidActorData::k_HeadHorizontalAnimation, "headside" }, { VHumanoidActorData::k_HeadVerticalAnimation, "head" }, { VHumanoidActorData::k_ArmsUpDownAnimation, "look" }, }; //----------------------------------------------------------------------------- // Physics Table. //----------------------------------------------------------------------------- static VActorData::sPhysicsState physStateLookup[] = { { VHumanoidActorData::k_OnGroundPhysics, 0.f, ActorPhysicsStateInstance( HumanoidOnGround ) }, { VHumanoidActorData::k_InAirPhysics, 0.f, ActorPhysicsStateInstance( HumanoidInAir ) }, { VHumanoidActorData::k_InWaterPhysics, 0.f, ActorPhysicsStateInstance( HumanoidInWater ) }, }; //----------------------------------------------------------------------------- IMPLEMENT_CO_DATABLOCK_V1( VHumanoidActorData ); //----------------------------------------------------------------------------- VHumanoidActorData::VHumanoidActorData( void ) { // Void. }; bool VHumanoidActorData::preload( bool pServer, String &pErrorStr ) { if ( !Parent::preload( pServer, pErrorStr ) ) { return false; } // Initialise Animation List. if ( !initAnimationSequenceList( sizeof( animSequenceLookup ) / sizeof( VActorData::sAnimationSequence ), &animSequenceLookup[0] ) ) { Con::errorf( "VHumanoidActorData::preload() - Failed to Initialise Actor Animations." ); return false; } // Initialise Physics State List. if ( !initPhysicsStateList( sizeof( physStateLookup ) / sizeof( VActorData::sPhysicsState ), &physStateLookup[0] ) ) { Con::errorf( "VHumanoidActorData::preload() - Failed to Initialise Actor Physics States." ); return false; } // Valid Load. return true; }