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118 lines
4.4 KiB
118 lines
4.4 KiB
4 years ago
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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 plLOSRequestMsg_inc
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#define plLOSRequestMsg_inc
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#include "../pnMessage/plMessage.h"
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#include "../plPhysical/plSimDefs.h"
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#include "hsGeometry3.h"
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class plLOSRequestMsg : public plMessage
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{
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public:
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enum TestType {
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kTestClosest, // this test has to keep going after finding a hit until it's ruled out others
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kTestAny // this is faster because it will stop as soon as it finds any hit
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};
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enum ReportType
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{
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kReportHit,
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kReportMiss,
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kReportHitOrMiss
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};
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plLOSRequestMsg();
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plLOSRequestMsg(const plKey& sender, hsPoint3& fromPoint, hsPoint3& toPoint, plSimDefs::plLOSDB db,
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TestType test = kTestAny, ReportType report = kReportHit);
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void SetFrom(const hsPoint3& from) { fFrom = from; }
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void SetTo(const hsPoint3& to) { fTo = to; }
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void SetWorldKey(plKey world) { fWorldKey = world; }
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/** Determines which database we're testing against.
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See plSimDefs::plLOSDB for a list of valid databases. */
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void SetRequestType(plSimDefs::plLOSDB type) { fRequestType = type; }
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plSimDefs::plLOSDB GetRequestType() const { return fRequestType; }
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/** Determine whether we'll return on the first hit we get (kTestAny)
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or keep looking until we're sure we've found the closest hit (kTestClosest)
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The latter is slower because it has to look at all possible hits. */
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void SetTestType(TestType type) { fTestType = type; }
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TestType GetTestType() const { return fTestType; }
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/** Do we report when we find a hit, when we don't find a hit, or both? */
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void SetReportType(ReportType type) { fReportType = type; }
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ReportType GetReportType() const { return fReportType; }
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/** An ID invented by the caller for their own bookkeeping. */
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void SetRequestID(UInt32 id) { fRequestID = id; }
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UInt32 GetRequestID() { return fRequestID; }
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/** If we get a hit on the first pass, we'll then double-check the remaining
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segment (start->first hit) against the "cull db". If *any* hit is found,
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the entire test fails. */
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void SetCullDB(plSimDefs::plLOSDB db) { fCullDB = db; }
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plSimDefs::plLOSDB GetCullDB() { return fCullDB; }
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CLASSNAME_REGISTER( plLOSRequestMsg );
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GETINTERFACE_ANY( plLOSRequestMsg, plMessage );
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// Local only, runtime, no IO necessary
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virtual void Read(hsStream* s, hsResMgr* mgr) {}
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virtual void Write(hsStream* s, hsResMgr* mgr) {}
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private:
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friend class plLOSDispatch;
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hsPoint3 fFrom;
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hsPoint3 fTo;
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plKey fWorldKey; // Force the query to happen in a particular subworld.
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plSimDefs::plLOSDB fRequestType; // which database are we probing?
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plSimDefs::plLOSDB fCullDB; // if we find a hit, see if anything in this DB blocks it.
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TestType fTestType; // testing closest hit or just any?
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ReportType fReportType; // reporting hits, misses, or both?
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UInt32 fRequestID;
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};
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#endif // plLOSRequestMsg_inc
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