//----------------------------------------------------------------------------- // 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 "VHumanoidAnimationStates.h" #include "VHumanoidActor.h" #include "../VActorAnimationController.h" #include "../VActorPhysicsController.h" //----------------------------------------------------------------------------- // // Implement Animation States. // //----------------------------------------------------------------------------- ImplementActorAnimationState( HumanoidIdle, VHumanoidActorData::k_IdleAnimation ); ImplementActorAnimationState( HumanoidWalkForward, VHumanoidActorData::k_WalkForwardAnimation ); ImplementActorAnimationState( HumanoidWalkBackward, VHumanoidActorData::k_WalkBackwardAnimation ); ImplementActorAnimationState( HumanoidRunForward, VHumanoidActorData::k_RunForwardAnimation ); ImplementActorAnimationState( HumanoidRunBackward, VHumanoidActorData::k_RunBackwardAnimation ); ImplementActorAnimationState( HumanoidSwimIdle, VHumanoidActorData::k_SwimIdleAnimation ); ImplementActorAnimationState( HumanoidSwimForward, VHumanoidActorData::k_SwimForwardAnimation ); ImplementActorAnimationState( HumanoidSwimBackward, VHumanoidActorData::k_SwimBackwardAnimation ); //----------------------------------------------------------------------------- // // Execute Animation States. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // OnGround Animation States // //----------------------------------------------------------------------------- ExecuteActorAnimationState( HumanoidIdle ) { // Always Enter. return true; } ExecuteActorAnimationState( HumanoidWalkForward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // On the Ground? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics ) { // Can't Run Forward. return false; } // Fetch Velocity. const VectorF &velocity = physicsController->getVelocity(); // Determine Move Speed. const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y ); // Moving Forward & Slow Enough? return ( ( physicsController->getMoveState() & k_ForwardMove ) && ( moveSpeed < pObject->getDataBlock()->getRunSpeed() ) ); } ExecuteActorAnimationState( HumanoidWalkBackward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // On the Ground? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics ) { // Can't Run Backward. return false; } // Fetch Velocity. const VectorF &velocity = physicsController->getVelocity(); // Determine Move Speed. const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y ); // Moving Backward? return ( ( physicsController->getMoveState() & k_BackwardMove ) && ( moveSpeed < pObject->getDataBlock()->getRunSpeed() ) ); } ExecuteActorAnimationState( HumanoidRunForward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // On the Ground? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics ) { // Can't Run Forward. return false; } // Fetch Velocity. const VectorF &velocity = physicsController->getVelocity(); // Determine Move Speed. const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y ); // Moving Forward? return ( ( physicsController->getMoveState() & k_ForwardMove ) && ( moveSpeed >= pObject->getDataBlock()->getRunSpeed() ) ); } ExecuteActorAnimationState( HumanoidRunBackward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // On the Ground? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_OnGroundPhysics ) { // Can't Run Backward. return false; } // Fetch Velocity. const VectorF &velocity = physicsController->getVelocity(); // Determine Move Speed. const F32 moveSpeed = mSqrt( velocity.x * velocity.x + velocity.y * velocity.y ); // Moving Backward? return ( ( physicsController->getMoveState() & k_BackwardMove ) && ( moveSpeed >= pObject->getDataBlock()->getRunSpeed() ) ); } //----------------------------------------------------------------------------- // // InWater Animation States // //----------------------------------------------------------------------------- ExecuteActorAnimationState( HumanoidSwimIdle ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // In the Water? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics ) { // Can't Swim. return false; } // Idle? return ( physicsController->getMoveState() & k_NullMove ); } ExecuteActorAnimationState( HumanoidSwimForward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // In the Water? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics ) { // Can't Swim. return false; } // Moving Around? return ( physicsController->getMoveState() & ( k_ForwardMove | k_UpMove | k_DownMove ) ); } ExecuteActorAnimationState( HumanoidSwimBackward ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // In the Water? if ( physicsController->getPhysicsState() != VHumanoidActorData::k_InWaterPhysics ) { // Can't Swim. return false; } // Moving Backward? return ( physicsController->getMoveState() & k_BackwardMove ); }