//----------------------------------------------------------------------------- // 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 "VHumanoidPhysicsStates.h" #include "VHumanoidActor.h" #include "../VActorPhysicsController.h" //----------------------------------------------------------------------------- // // Implement Physics States. // //----------------------------------------------------------------------------- ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics ); ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics ); ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics ); //----------------------------------------------------------------------------- // // Execute Animation States. // //----------------------------------------------------------------------------- ExecuteActorPhysicsState( HumanoidOnGround ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // On the Ground? if ( !physicsController->isOnGround() ) { // No. return false; } // On Ground. return true; } ProcessActorPhysicsState( HumanoidOnGround ) { // Void. } //----------------------------------------------------------------------------- ExecuteActorPhysicsState( HumanoidInAir ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // In the Air? if ( !physicsController->isInAir() ) { // No. return false; } // In Air. return true; } ProcessActorPhysicsState( HumanoidInAir ) { // Apply Gravity for the Tick. pObject->getPhysicsController()->applyGravity( pElapsedTime ); } //----------------------------------------------------------------------------- ExecuteActorPhysicsState( HumanoidInWater ) { // Fetch Controller. VActorPhysicsController *physicsController = pObject->getPhysicsController(); // Sumberged? if ( !physicsController->isInWater() ) { // No. return false; } // Swimming return true; } ProcessActorPhysicsState( HumanoidInWater ) { // Void. }