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- //-----------------------------------------------------------------------------
- // 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 "VHumanoidActor.h"
- #include "core/stream/bitStream.h"
- //-----------------------------------------------------------------------------
- IMPLEMENT_CO_NETOBJECT_V1( VHumanoidActor );
- //-----------------------------------------------------------------------------
- VHumanoidActor::VHumanoidActor( void )
- {
- // Void.
- }
- VHumanoidActor::~VHumanoidActor( void )
- {
- // Void.
- }
- //-----------------------------------------------------------------------------
- //
- // Initialisation Methods.
- //
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::onNewDataBlock( pDataBlock );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- bool VHumanoidActor::onNewDataBlock( GameBaseData *pDataBlock, bool pReload )
- {
- // Store DataBlock Reference.
- mDataBlock = dynamic_cast<VHumanoidActorData*>( pDataBlock );
- // Valid Data?
- if ( !mDataBlock || !Parent::onNewDataBlock( pDataBlock, pReload ) )
- {
- // Invalid Data.
- return false;
- }
- // Initialise the Controllers.
- if ( !initAnimationController() || !initPhysicsController() )
- {
- // Invalid.
- return false;
- }
- // Initialise the Base Animation Thread.
- mAnimationController.initBaseAnimation( VHumanoidActorData::k_IdleAnimation, 0.f, 1.f );
- // Initialise the Arm Animation Thread.
- mAnimationController.initArmAnimation( VHumanoidActorData::k_ArmsUpDownAnimation, 0.5f, 1.f );
- /*
- // Initialise Head Threads.
- initAnimationSequence( VHumanoidActorData::k_HeadHorizontalAnimation, mHeadAnimation.HThread, 0.5f );
- initAnimationSequence( VHumanoidActorData::k_HeadVerticalAnimation, mHeadAnimation.VThread, 0.5f );
- */
- // Valid Data.
- return true;
- }
- //-----------------------------------------------------------------------------
- //
- // Update Methods.
- //
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::processTick( pMove );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- void VHumanoidActor::processTick( const Move *pMove )
- {
- // Parent Call.
- Parent::processTick( pMove );
- // Update Physics.
- mPhysicsController.update( TickSec, pMove );
- // Update Container.
- updateContainer();
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::interpolateTick( pDelta );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- void VHumanoidActor::interpolateTick( F32 pDelta )
- {
- // Parent Call.
- Parent::interpolateTick( pDelta );
- // Update Physics.
- mPhysicsController.interpolateTick( pDelta );
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::advanceTime( pDelta );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- void VHumanoidActor::advanceTime( F32 pDelta )
- {
- // Parent Call.
- Parent::advanceTime( pDelta );
- // Valid Animation Controller?
- if ( getAnimationController() )
- {
- // Update Animations.
- getAnimationController()->update( pDelta );
- }
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::packUpdate( pConnection, pMask, pStream );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- U32 VHumanoidActor::packUpdate( NetConnection *pConnection, U32 pMask, BitStream *pStream )
- {
- // Parent Call.
- U32 retMask = Parent::packUpdate( pConnection, pMask, pStream );
- // Physics Controller?
- if ( pStream->writeFlag( pMask & PhysicsMask ) )
- {
- // Pack Physics.
- retMask &= mPhysicsController.packUpdate( pConnection, pMask, pStream );
- }
- return retMask;
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::unpackUpdate( pConnection, pStream );
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- void VHumanoidActor::unpackUpdate( NetConnection *pConnection, BitStream *pStream )
- {
- // Parent Call.
- Parent::unpackUpdate( pConnection, pStream );
- // Physics Controller?
- if ( pStream->readFlag() )
- {
- // Unpack Physics.
- mPhysicsController.unpackUpdate( pConnection, pStream );
- }
- }
- //-----------------------------------------------------------------------------
- //
- // Animation Methods.
- //
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::initAnimationController();
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- bool VHumanoidActor::initAnimationController( void )
- {
- // Reference Object.
- mAnimationController.setObject( this );
- // Initialise.
- return mAnimationController.initAnimationTable();
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::getAnimationController();
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- VActorAnimationController *VHumanoidActor::getAnimationController( void )
- {
- return &mAnimationController;
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::initPhysicsController();
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- bool VHumanoidActor::initPhysicsController( void )
- {
- // Initialise.
- return mPhysicsController.initPhysicsController( this );
- }
- //-----------------------------------------------------------------------------
- //
- // VHumanoidActor::getAnimationController();
- //
- // ...
- //
- //-----------------------------------------------------------------------------
- VActorPhysicsController *VHumanoidActor::getPhysicsController( void )
- {
- return &mPhysicsController;
- }
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