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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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 "console/consoleTypes.h"
- #include "core/stream/bitStream.h"
- #include "scene/sceneRenderState.h"
- #include "math/mathIO.h"
- #include "afx/afxChoreographer.h"
- #include "afx/forces/afxForce.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxForceData
- afxForceData::afxForceData()
- {
- force_set_name = ST_NULLSTRING;
- force_desc = 0;
- }
- afxForceData::afxForceData(const afxForceData& other, bool temp_clone) : GameBaseData(other, temp_clone)
- {
- force_set_name = other.force_set_name;
- force_desc = other.force_desc;
- }
- #define myOffset(field) Offset(field, afxForceData)
- void afxForceData::initPersistFields()
- {
- addField("forceSetName", TypeString, myOffset(force_set_name),
- "...");
- Parent::initPersistFields();
- }
- bool afxForceData::onAdd()
- {
- if (Parent::onAdd() == false)
- return false;
- return true;
- }
- void afxForceData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- stream->writeString(force_set_name);
- }
- void afxForceData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- force_set_name = stream->readSTString();
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxForce
- afxForce::afxForce()
- {
- datablock = 0;
- fade_amt = 1.0f;
- }
- afxForce::~afxForce()
- {
- }
- bool afxForce::onNewDataBlock(afxForceData* dptr, bool reload)
- {
- datablock = dptr;
- return true;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- Vector<afxForceDesc*>* afxForceDesc::forces = 0;
- afxForceDesc::afxForceDesc()
- {
- if (!forces)
- forces = new Vector<afxForceDesc*>;
- forces->push_back(this);
- }
- bool afxForceDesc::identifyForce(afxForceData* force_data)
- {
- if (!force_data)
- {
- Con::errorf("afxForceDesc::identifyForce() -- force datablock was not specified.");
- return false;
- }
- if (!forces)
- {
- Con::errorf("afxForceDesc::identifyForce() -- force registration list has not been allocated.");
- return false;
- }
- if (forces->size() == 0)
- {
- Con::errorf("afxForceDesc::identifyForce() -- no forces have been registered.");
- return false;
- }
- for (S32 i = 0; i < forces->size(); i++)
- {
- if ((*forces)[i]->testForceType(force_data))
- {
- force_data->force_desc = (*forces)[i];
- return true;
- }
- }
- Con::errorf("afxForceDesc::identifyForce() -- force %s has an undefined type. -- %d",
- force_data, forces->size());
- return false;
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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