hkpCharacterState.h
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- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_CHARACTER_STATE
- #define HK_CHARACTER_STATE
- #include <Common/Base/hkBase.h>
- class hkpCharacterContext;
- struct hkpCharacterInput;
- struct hkpCharacterOutput;
- /// The character state types.
- enum hkpCharacterStateType
- {
- // default states
- HK_CHARACTER_ON_GROUND = 0,
- HK_CHARACTER_JUMPING,
- HK_CHARACTER_IN_AIR,
- HK_CHARACTER_CLIMBING,
- HK_CHARACTER_FLYING,
- // user states
- HK_CHARACTER_USER_STATE_0,
- HK_CHARACTER_USER_STATE_1,
- HK_CHARACTER_USER_STATE_2,
- HK_CHARACTER_USER_STATE_3,
- HK_CHARACTER_USER_STATE_4,
- HK_CHARACTER_USER_STATE_5,
- HK_CHARACTER_MAX_STATE_ID
- };
- /// This class represents the behaviour for a typical character state.
- /// The state machine is built implicitly from a collection of states.
- /// Most of the real work is done in the update call where the state performs actions
- /// and transitions to other states through a given character context.
- class hkpCharacterState : public hkReferencedObject
- {
- public:
- HK_DECLARE_CLASS_ALLOCATOR(HK_MEMORY_CLASS_CHARACTER);
- /// Return the state type
- virtual hkpCharacterStateType getType() const = 0;
- /// Do something before we transition to this state
- virtual void enterState( hkpCharacterContext& context, hkpCharacterStateType prevState, const hkpCharacterInput& input, hkpCharacterOutput& output );
- /// Do something before we leave this state
- virtual void leaveState( hkpCharacterContext& context, hkpCharacterStateType nextState, const hkpCharacterInput& input, hkpCharacterOutput& output );
- /// Process the input - causes only state actions
- virtual void update( hkpCharacterContext& context, const hkpCharacterInput& input, hkpCharacterOutput& output ) = 0;
- /// Process the input - causes only state transitions
- virtual void change( hkpCharacterContext& context, const hkpCharacterInput& input, hkpCharacterOutput& output ) = 0;
- };
- #endif // HK_CHARACTER_STATE
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */