VHumanoidPhysicsStates.cpp 3.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Verve
  3. // Copyright (C) 2014 - Violent Tulip
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #include "VHumanoidPhysicsStates.h"
  24. #include "VHumanoidActor.h"
  25. #include "../VActorPhysicsController.h"
  26. //-----------------------------------------------------------------------------
  27. //
  28. // Implement Physics States.
  29. //
  30. //-----------------------------------------------------------------------------
  31. ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics );
  32. ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics );
  33. ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics );
  34. //-----------------------------------------------------------------------------
  35. //
  36. // Execute Animation States.
  37. //
  38. //-----------------------------------------------------------------------------
  39. ExecuteActorPhysicsState( HumanoidOnGround )
  40. {
  41. // Fetch Controller.
  42. VActorPhysicsController *physicsController = pObject->getPhysicsController();
  43. // On the Ground?
  44. if ( !physicsController->isOnGround() )
  45. {
  46. // No.
  47. return false;
  48. }
  49. // On Ground.
  50. return true;
  51. }
  52. ProcessActorPhysicsState( HumanoidOnGround )
  53. {
  54. // Void.
  55. }
  56. //-----------------------------------------------------------------------------
  57. ExecuteActorPhysicsState( HumanoidInAir )
  58. {
  59. // Fetch Controller.
  60. VActorPhysicsController *physicsController = pObject->getPhysicsController();
  61. // In the Air?
  62. if ( !physicsController->isInAir() )
  63. {
  64. // No.
  65. return false;
  66. }
  67. // In Air.
  68. return true;
  69. }
  70. ProcessActorPhysicsState( HumanoidInAir )
  71. {
  72. // Apply Gravity for the Tick.
  73. pObject->getPhysicsController()->applyGravity( pElapsedTime );
  74. }
  75. //-----------------------------------------------------------------------------
  76. ExecuteActorPhysicsState( HumanoidInWater )
  77. {
  78. // Fetch Controller.
  79. VActorPhysicsController *physicsController = pObject->getPhysicsController();
  80. // Sumberged?
  81. if ( !physicsController->isInWater() )
  82. {
  83. // No.
  84. return false;
  85. }
  86. // Swimming
  87. return true;
  88. }
  89. ProcessActorPhysicsState( HumanoidInWater )
  90. {
  91. // Void.
  92. }