//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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 "afx/arcaneFX.h" #include "console/consoleTypes.h" #include "core/stream/bitStream.h" #include "scene/sceneRenderState.h" #include "math/mathIO.h" #include "afx/afxChoreographer.h" #include "afx/ce/afxPlayerPuppet.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxPlayerPuppetData IMPLEMENT_CO_DATABLOCK_V1(afxPlayerPuppetData); ConsoleDocClass( afxPlayerPuppetData, "@brief A datablock that specifies a Player Puppet effect.\n\n" "Player Puppet effects are defined using the afxPlayerPuppetData datablock and are used to control the movement of " "Player objects with the AFX constraint system. The Player Puppet effect is similar to the Player Movement effect, but " "where movement effects 'steer' the player using the same mechanisms that allow Player control from mouse and keyboard " "input, Player Puppet effects totally take over a Player's transformation using the AFX constraint system." "\n\n" "Player Puppet can be configured to directly move a Player's client ghosts as well as its server instance. When doing this, " "it is important to keep the general motion of the Player object and its ghosts somewhat consistent. Otherwise, obvious " "discontinuities in the motion will result when the Player Puppet ends and control is restored to the server Player." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxPlayerPuppetData::afxPlayerPuppetData() { obj_spec = ST_NULLSTRING; networking = SERVER_ONLY; } afxPlayerPuppetData::afxPlayerPuppetData(const afxPlayerPuppetData& other, bool temp_clone) : GameBaseData(other, temp_clone) { obj_spec = other.obj_spec; networking = other.networking; } #define myOffset(field) Offset(field, afxPlayerPuppetData) void afxPlayerPuppetData::initPersistFields() { addField("objectSpec", TypeString, myOffset(obj_spec), "..."); addField("networking", TypeS8, myOffset(networking), "..."); Parent::initPersistFields(); // disallow some field substitutions disableFieldSubstitutions("objectSpec"); disableFieldSubstitutions("networking"); } bool afxPlayerPuppetData::onAdd() { if (Parent::onAdd() == false) return false; bool runs_on_s = ((networking & (SERVER_ONLY | SERVER_AND_CLIENT)) != 0); bool runs_on_c = ((networking & (CLIENT_ONLY | SERVER_AND_CLIENT)) != 0); obj_def.parseSpec(obj_spec, runs_on_s, runs_on_c); return true; } void afxPlayerPuppetData::packData(BitStream* stream) { Parent::packData(stream); stream->writeString(obj_spec); stream->write(networking); } void afxPlayerPuppetData::unpackData(BitStream* stream) { Parent::unpackData(stream); obj_spec = stream->readSTString(); stream->read(&networking); } void afxPlayerPuppetData::gather_cons_defs(Vector& defs) { if (obj_def.isDefined()) defs.push_back(obj_def); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//