123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184 |
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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 <typeinfo>
- #include "afx/arcaneFX.h"
- #include "T3D/player.h"
- #include "afx/afxChoreographer.h"
- #include "afx/afxEffectDefs.h"
- #include "afx/afxEffectWrapper.h"
- #include "afx/ce/afxPlayerPuppet.h"
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // afxEA_PlayerPuppet
- class afxEA_PlayerPuppet : public afxEffectWrapper
- {
- typedef afxEffectWrapper Parent;
- afxPlayerPuppetData* mover_data;
- afxConstraint* obj_cons;
- void do_runtime_substitutions();
- public:
- /*C*/ afxEA_PlayerPuppet();
- virtual void ea_set_datablock(SimDataBlock*);
- virtual bool ea_start();
- virtual bool ea_update(F32 dt);
- virtual void ea_finish(bool was_stopped);
- virtual void getUnconstrainedPosition(Point3F& pos);
- virtual void getUnconstrainedTransform(MatrixF& xfm);
- };
- //~~~~~~~~~~~~~~~~~~~~//
- afxEA_PlayerPuppet::afxEA_PlayerPuppet()
- {
- mover_data = 0;
- obj_cons = 0;
- }
- void afxEA_PlayerPuppet::ea_set_datablock(SimDataBlock* db)
- {
- mover_data = dynamic_cast<afxPlayerPuppetData*>(db);
- }
- bool afxEA_PlayerPuppet::ea_start()
- {
- if (!mover_data)
- {
- Con::errorf("afxEA_PlayerPuppet::ea_start() -- missing or incompatible datablock.");
- return false;
- }
- do_runtime_substitutions();
- afxConstraintID obj_id = mCons_mgr->getConstraintId(mover_data->obj_def);
- obj_cons = mCons_mgr->getConstraint(obj_id);
- Player* player = dynamic_cast<Player*>((obj_cons) ? obj_cons->getSceneObject() : 0);
- if (player)
- player->ignore_updates = true;
- return true;
- }
- bool afxEA_PlayerPuppet::ea_update(F32 dt)
- {
- SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
- if (obj && mIn_scope)
- {
- obj->setTransform(mUpdated_xfm);
- }
- return true;
- }
- void afxEA_PlayerPuppet::ea_finish(bool was_stopped)
- {
- Player* player = dynamic_cast<Player*>((obj_cons) ? obj_cons->getSceneObject() : 0);
- if (player)
- {
- player->resetContactTimer();
- player->ignore_updates = false;
- }
- }
- void afxEA_PlayerPuppet::getUnconstrainedPosition(Point3F& pos)
- {
- SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
- if (obj)
- pos = obj->getRenderPosition();
- else
- pos.zero();
- }
- void afxEA_PlayerPuppet::getUnconstrainedTransform(MatrixF& xfm)
- {
- SceneObject* obj = (obj_cons) ? obj_cons->getSceneObject() : 0;
- if (obj)
- xfm = obj->getRenderTransform();
- else
- xfm.identity();
- }
- void afxEA_PlayerPuppet::do_runtime_substitutions()
- {
- // only clone the datablock if there are substitutions
- if (mover_data->getSubstitutionCount() > 0)
- {
- // clone the datablock and perform substitutions
- afxPlayerPuppetData* orig_db = mover_data;
- mover_data = new afxPlayerPuppetData(*orig_db, true);
- orig_db->performSubstitutions(mover_data, mChoreographer, mGroup_index);
- }
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- class afxEA_PlayerPuppetDesc : public afxEffectAdapterDesc, public afxEffectDefs
- {
- static afxEA_PlayerPuppetDesc desc;
- public:
- virtual bool testEffectType(const SimDataBlock*) const;
- virtual bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const;
- virtual bool runsOnServer(const afxEffectWrapperData*) const;
- virtual bool runsOnClient(const afxEffectWrapperData*) const;
- virtual afxEffectWrapper* create() const { return new afxEA_PlayerPuppet; }
- };
- afxEA_PlayerPuppetDesc afxEA_PlayerPuppetDesc::desc;
- bool afxEA_PlayerPuppetDesc::testEffectType(const SimDataBlock* db) const
- {
- return (typeid(afxPlayerPuppetData) == typeid(*db));
- }
- bool afxEA_PlayerPuppetDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
- {
- return (timing.lifetime < 0);
- }
- bool afxEA_PlayerPuppetDesc::runsOnServer(const afxEffectWrapperData* ew) const
- {
- U8 networking = ((const afxPlayerPuppetData*)ew->effect_data)->networking;
- return ((networking & (SERVER_ONLY | SERVER_AND_CLIENT)) != 0);
- }
- bool afxEA_PlayerPuppetDesc::runsOnClient(const afxEffectWrapperData* ew) const
- {
- U8 networking = ((const afxPlayerPuppetData*)ew->effect_data)->networking;
- return ((networking & (CLIENT_ONLY | SERVER_AND_CLIENT)) != 0);
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|