//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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 "afx/afxChoreographer.h" #include "afx/afxEffectDefs.h" #include "afx/afxEffectWrapper.h" #include "afx/forces/afxForce.h" #include "afx/forces/afxForceSet.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxEA_Force class afxEA_Force : public afxEffectWrapper { typedef afxEffectWrapper Parent; afxForceData* force_data; afxForce* force; afxForceSetMgr* force_set_mgr; void do_runtime_substitutions(); public: /*C*/ afxEA_Force(); /*D*/ ~afxEA_Force(); virtual void ea_set_datablock(SimDataBlock*); virtual bool ea_start(); virtual bool ea_update(F32 dt); virtual void ea_finish(bool was_stopped); }; //~~~~~~~~~~~~~~~~~~~~// afxEA_Force::afxEA_Force() { force_data = 0; force = 0; force_set_mgr = 0; } afxEA_Force::~afxEA_Force() { if (force) { if (force_set_mgr) force_set_mgr->unregisterForce(force_data->force_set_name, force); delete force; } if (force_data && force_data->isTempClone()) { delete force_data; force_data = 0; } force_set_mgr = 0; } void afxEA_Force::ea_set_datablock(SimDataBlock* db) { force_data = dynamic_cast(db); } bool afxEA_Force::ea_start() { if (!force_data) { Con::errorf("afxEA_Force::ea_start() -- missing or incompatible datablock."); return false; } do_runtime_substitutions(); force_set_mgr = mChoreographer->getForceSetMgr(); return true; } bool afxEA_Force::ea_update(F32 dt) { if (!force) { force = (force_data->force_desc) ? force_data->force_desc->create() : 0; if (!force) { delete force; force = 0; Con::errorf(ConsoleLogEntry::General, "Force effect failed to instantiate. (%s)", mDatablock->getName()); return false; } force->onNewDataBlock(force_data, false); if (force) { force_set_mgr->registerForce(force_data->force_set_name, force); force->start(); } } if (force) // && in_scope) { if (mDo_fades) force->setFadeAmount(mFade_value); force->update(dt); } return true; } void afxEA_Force::ea_finish(bool was_stopped) { if (!force) return; if (force_set_mgr) force_set_mgr->unregisterForce(force_data->force_set_name, force); delete force; force = 0; } void afxEA_Force::do_runtime_substitutions() { force_data = force_data->cloneAndPerformSubstitutions(mChoreographer, mGroup_index); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// class afxEA_ForceDesc : public afxEffectAdapterDesc, public afxEffectDefs { static afxEA_ForceDesc desc; public: virtual bool testEffectType(const SimDataBlock*) const; virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const; virtual bool runsOnServer(const afxEffectWrapperData*) const { return false; } virtual bool runsOnClient(const afxEffectWrapperData*) const { return true; } virtual afxEffectWrapper* create() const { return new afxEA_Force; } }; afxEA_ForceDesc afxEA_ForceDesc::desc; bool afxEA_ForceDesc::testEffectType(const SimDataBlock* db) const { if (dynamic_cast(db) != 0) return afxForceDesc::identifyForce((afxForceData*) db); return false; } bool afxEA_ForceDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const { return (timing.lifetime < 0); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//