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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 "VHumanoidPhysicsStates.h"
- #include "VHumanoidActor.h"
- #include "../VActorPhysicsController.h"
- //-----------------------------------------------------------------------------
- //
- // Implement Physics States.
- //
- //-----------------------------------------------------------------------------
- ImplementActorPhysicsState( HumanoidOnGround, VHumanoidActorData::k_OnGroundPhysics );
- ImplementActorPhysicsState( HumanoidInAir, VHumanoidActorData::k_InAirPhysics );
- ImplementActorPhysicsState( HumanoidInWater, VHumanoidActorData::k_InWaterPhysics );
- //-----------------------------------------------------------------------------
- //
- // Execute Animation States.
- //
- //-----------------------------------------------------------------------------
- ExecuteActorPhysicsState( HumanoidOnGround )
- {
- // Fetch Controller.
- VActorPhysicsController *physicsController = pObject->getPhysicsController();
- // On the Ground?
- if ( !physicsController->isOnGround() )
- {
- // No.
- return false;
- }
- // On Ground.
- return true;
- }
- ProcessActorPhysicsState( HumanoidOnGround )
- {
- // Void.
- }
- //-----------------------------------------------------------------------------
- ExecuteActorPhysicsState( HumanoidInAir )
- {
- // Fetch Controller.
- VActorPhysicsController *physicsController = pObject->getPhysicsController();
- // In the Air?
- if ( !physicsController->isInAir() )
- {
- // No.
- return false;
- }
- // In Air.
- return true;
- }
- ProcessActorPhysicsState( HumanoidInAir )
- {
- // Apply Gravity for the Tick.
- pObject->getPhysicsController()->applyGravity( pElapsedTime );
- }
- //-----------------------------------------------------------------------------
- ExecuteActorPhysicsState( HumanoidInWater )
- {
- // Fetch Controller.
- VActorPhysicsController *physicsController = pObject->getPhysicsController();
- // Sumberged?
- if ( !physicsController->isInWater() )
- {
- // No.
- return false;
- }
- // Swimming
- return true;
- }
- ProcessActorPhysicsState( HumanoidInWater )
- {
- // Void.
- }
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