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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 "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 );
- }
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