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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plMaxNodeBase_inc
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#define plMaxNodeBase_inc
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#include "hsTypes.h"
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#include "hsTemplates.h"
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#include "max.h"
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#include "hsMatrix44.h"
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#include "hsColorRGBA.h"
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#include "pnKeyedObject/plKey.h"
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#include "plLoadMask.h"
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class plLocation;
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class plSceneObject;
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class plModifier;
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class plComponentBase;
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class ISkin;
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class plMaxNodeData;
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class hsGMesh;
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class plRenderLevel;
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class plGeometrySpan;
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class plSharedMesh;
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class plMaxBoneMap;
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//-------------------------------------------
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// plMaxNodeBase
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//-------------------------------------------
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// CAREFUL! This class is different, it is derived from Max's INode (as you can see)
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// But we can only add (NON Virtual) functions to plMaxNodeBase directly
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// If you want some new Data members, you can add them by adding to the class
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// plMaxNodeData This data is stored in each INode through some mechanisms supplied
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// It would be nice of you to add GetFunctions for each new data member you add (see below)
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//--------------------------------------------
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// NOTE: an INode can be cast to a plMaxNodeBase, but currently it is the MakeSceneObject Pass which
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// Adds the plMaxNodeData to the Node
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//
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// This class should only reference classes that are in the nucleus. Anything
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// that needs more should go into plMaxNode
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class plMaxNodeBase : public INode
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{
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public:
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plMaxNodeData *GetMaxNodeData(); // perhaps with full getters and Setters, we can make this protected
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void SetMaxNodeData(plMaxNodeData * pDat);
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//------------------------------
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// Get Data from MaxNodeData
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//------------------------------
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// If recalculate is true the cached value is ignored. (Useful in the SceneViewer)
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hsBool CanConvert(bool recalculate=false);
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plLocation GetLocation();
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plKey GetKey();
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plSceneObject* GetSceneObject();
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hsBool GetForceLocal();
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hsBool GetReverseSort();
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hsBool GetSortAsOpaque();
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hsBool GetRunTimeLight();
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hsBool GetForceMatShade();
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hsBool GetForceVisLOS();
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hsBool GetEnviron();
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hsBool GetEnvironOnly();
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hsBool GetWaterDecEnv();
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hsBool GetVS();
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hsBool GetHasWaterHeight();
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hsScalar GetWaterHeight();
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hsBool GetSmoothAll();
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hsBool GetForceSortable();
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hsBool GetConcave();
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hsBool GetCalcEdgeLens();
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hsBool GetNoPreShade();
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hsBool GetForcePreShade();
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plKey GetRoomKey();
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hsBool GetDrawable();
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hsBool GetPhysical();
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hsBool GetItinerant();
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hsBool GetUnBounded();
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hsBool GetDisableNormal();
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UInt32 GetDecalLevel();
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hsBool GetMovable();
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hsBool GetNoShadow();
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hsBool GetForceShadow();
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hsBool GetAlphaTestHigh();
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hsBool GetFilterInherit();
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hsBool GetIsBarney();
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hsBool GetNoSpanSort();
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hsBool GetNoSpanReSort();
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hsBool GetNoFaceSort();
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hsBool GetNoDeferDraw();
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hsBool GetBlendToFB();
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hsBool GetForceMaterialCopy();
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hsBool GetInstanced();
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hsBool GetParticleRelated();
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UInt32 GetSoundIdxCounter();
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plSceneObject* GetAvatarSO();
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BOOL HasFade();
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Box3 GetFade();
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hsBool GetDup2Sided();
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hsBool GetRadiateNorms();
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BOOL HasNormalChan();
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int GetNormalChan();
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BOOL GetGeoDice(int& maxFaces, float& maxSize, int& minFaces);
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hsBool GetIsGUI();
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plSharedMesh* GetSwappableGeom();
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UInt32 GetSwappableGeomTarget();
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plMaxBoneMap* GetBoneMap();
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hsBool GetOverrideHighLevelSDL();
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UInt8 GetAnimCompress();
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hsScalar GetKeyReduceThreshold();
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int NumRenderDependencies();
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plMaxNodeBase* GetRenderDependency(int i);
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int NumBones();
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plMaxNodeBase* GetBone(int i);
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//------------------------------
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// Set Data from MaxNodeData
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//------------------------------
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void SetCanConvert(hsBool b);
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void SetMesh(hsGMesh *p);
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void SetRoomKey(plKey p);
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void SetDrawable(hsBool b);
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void SetPhysical(hsBool b);
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void SetItinerant(hsBool b);
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void SetUnBounded(hsBool b);
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void SetDisableNormal(hsBool b);
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void SetDecalLevel(UInt32 i);
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void SetMovable(hsBool b);
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void SetNoPreShade(hsBool b);
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void SetForcePreShade(hsBool b);
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void SetReverseSort(hsBool b);
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void SetSortAsOpaque(hsBool b);
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void SetVS(hsBool b);
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void SetHasWaterHeight(hsBool b);
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void SetWaterHeight(hsScalar h);
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void SetSmoothAll(hsBool b);
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void SetForceSortable(hsBool b);
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void SetConcave(hsBool b);
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void SetCalcEdgeLens(hsBool b);
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void SetRunTimeLight(hsBool b);
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void SetForceMatShade(hsBool b);
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void SetForceVisLOS(hsBool b);
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void SetEnviron(hsBool b);
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void SetEnvironOnly(hsBool b);
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void SetWaterDecEnv(hsBool b);
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void SetForceLocal(hsBool b);
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void SetIsBarney(hsBool b);
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void SetForceShadow(hsBool b);
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void SetAlphaTestHigh(hsBool b);
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void SetFilterInherit(hsBool b);
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void SetNoShadow(hsBool b);
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void SetNoSpanSort(hsBool b);
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void SetNoSpanReSort(hsBool b);
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void SetNoFaceSort(hsBool b);
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void SetNoDeferDraw(hsBool b);
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void SetBlendToFB(hsBool b);
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void SetForceMaterialCopy(hsBool b);
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void SetInstanced(hsBool b);
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void SetParticleRelated(hsBool b);
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void SetSoundIdxCounter(UInt32 ctr);
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void SetAvatarSO(plSceneObject *so);
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void SetFade(const Box3& b);
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void SetDup2Sided(hsBool b);
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void SetRadiateNorms(hsBool b);
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void SetNormalChan(int n);
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void SetGeoDice(BOOL on, int maxFaces, float maxSize, int minFaces);
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void SetIsGUI(hsBool b);
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void SetSwappableGeom(plSharedMesh *sm);
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void SetSwappableGeomTarget(UInt32 id);
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void SetBoneMap(plMaxBoneMap *bones);
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void SetOverrideHighLevelSDL(hsBool b);
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void SetAnimCompress(UInt8 v);
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void SetKeyReduceThreshold(hsScalar v);
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hsBool AddRenderDependency(plMaxNodeBase* m);
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hsBool RenderDependsOn(plMaxNodeBase* m);
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void ClearRenderDependencies();
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void AddBone(plMaxNodeBase* m);
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void ClearBones();
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// Dirty flags for SceneWatcher use
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enum { kGeomDirty = 0x1, kMatDirty = 0x2, kAllDirty = 0xFF };
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hsBool GetDirty(UInt8 i);
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void SetDirty(UInt8 i, hsBool b);
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plKey GetParentKey() { plMaxNodeBase *pPar = (plMaxNodeBase*)GetParentNode(); hsAssert(pPar, "No Parent"); return pPar->GetKey(); }
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ISkin* FindSkinModifier(); // Returns the object's skin modifier if it has one, else nil
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const plRenderLevel& GetRenderLevel(hsBool forBlend);
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hsBool HasLoadMask();
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plLoadMask GetLoadMask();
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void AddLoadMask(const plLoadMask& m);
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hsBool IsTMAnimated();
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hsBool IsTMAnimatedRecur();
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hsBool IsMovable(); // Checks to see whether this node will ever move in the scene
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bool IsXRef(); // Returns true if object is an XRef or part of an XRef'd scene
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//----------
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// Component
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//----------
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hsBool IsComponent(Object *obj=nil); // Object pointer is only necessary for internal use,
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hsBool IsExternComponent(Object *obj=nil);
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plComponentBase *ConvertToComponent(); // Returns nil if node is not a component
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// Normally you will only want the components that are attached to you
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// because you are in their targets list. However, in some cases a
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// component will want to know what other components are attached to it. In
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// that case, set all to true, so that the attached components won't be
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// verified to be in your target list.
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UInt32 NumAttachedComponents(bool all=false);
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plComponentBase *GetAttachedComponent(UInt32 i, bool all=false);
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hsBool Contains(const Point3& worldPt); // is the world space point inside my (CONVEX) geometry or dummy box?
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hsBool Contains(const Box3& bnd, const Matrix3& l2w); // is the box contained entirely inside my (CONVEX) geometry or dummy box?
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hsScalar BoxVolume(const Box3& bnd, const Matrix3& l2w);
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hsScalar RegionPriority(); // returns a dominance factor. If a point is in more than one environmental
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// region, the region with highest priority wins.
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Interface *GetInterface() { return ::GetCOREInterface(); }
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static hsMatrix44 Matrix3ToMatrix44(const Matrix3& m3);
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static Matrix3 Matrix44ToMatrix3(const hsMatrix44& m44);
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// Don't use these two functions, they probably don't return what
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// you think they do. See code comments.
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Matrix3 GetWorldToParent(TimeValue t);
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Matrix3 GetParentToWorld(TimeValue t);
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hsMatrix44 GetLocalToParent44(TimeValue t = TimeValue(0));
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hsMatrix44 GetParentToLocal44(TimeValue t = TimeValue(0));
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hsMatrix44 GetLocalToWorld44(TimeValue t = TimeValue(0));
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hsMatrix44 GetWorldToLocal44(TimeValue t = TimeValue(0));
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hsMatrix44 GetOTM44(TimeValue t = TimeValue(0));
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hsMatrix44 GetVertToLocal44(TimeValue t = TimeValue(0));
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hsMatrix44 GetLocalToVert44(TimeValue t = TimeValue(0));
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hsMatrix44 GetOBBToLocal44(TimeValue t = TimeValue(0));
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hsMatrix44 GetLocalToOBB44(TimeValue t = TimeValue(0));
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Matrix3 GetLocalToParent(TimeValue t = TimeValue(0));
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Matrix3 GetParentToLocal(TimeValue t = TimeValue(0));
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Matrix3 GetLocalToWorld(TimeValue t = TimeValue(0));
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Matrix3 GetWorldToLocal(TimeValue t = TimeValue(0));
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Matrix3 GetOTM(TimeValue t = TimeValue(0));
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Matrix3 GetVertToLocal(TimeValue t = TimeValue(0));
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Matrix3 GetLocalToVert(TimeValue t = TimeValue(0));
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Matrix3 GetOBBToLocal(TimeValue t = TimeValue(0));
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Matrix3 GetLocalToOBB(TimeValue t = TimeValue(0));
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protected:
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// AppDataChunk sub-chunk id's
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enum
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{
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kPlasmaAgeChunk, // No longer in use, but cleared from old files
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kPlasmaDistChunk, // No longer in use, but cleared from old files
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kPlasmaRoomChunk, // No longer in use, but cleared from old files
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kPlasmaMaxNodeDataChunk,
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kPlasmaSceneViewerChunk,
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kPlasmaLightChunk, // No longer in use, but cleared from old files
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};
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UInt8 *IGetSceneViewerChunk();
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// Attempts to convert a RefMaker pointer to a component. Returns nil if it is not a component.
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plComponentBase *IRefMakerToComponent(ReferenceMaker *maker, bool all);
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UInt32 IGetMajorRenderLevel(hsBool forBlend);
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UInt32 IGetMinorRenderLevel(hsBool forBlend);
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hsBool IRenderLevelSet(hsBool forBlend);
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void ISetRenderLevel(const plRenderLevel& l, hsBool forBlend);
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const plRenderLevel& IGetRenderLevel(hsBool forBlend);
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plRenderLevel ICalcRenderLevel(hsBool forBlend);
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};
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#endif //plMaxNodeBase_inc
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