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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 plMaxNodeData_inc
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#define plMaxNodeData_inc
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#include "hsBitVector.h"
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#include "plLoadMask.h"
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#include "plPhysicalProps.h"
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#include "hsTemplates.h"
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class hsGMesh;
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class plGeometrySpan;
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class plLocation;
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class plKey;
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class plMaxBoneMap;
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class plMaxNode;
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class plMaxNodeBase;
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class plSceneObject;
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class plSharedMesh;
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class plMaxNodeBaseTab : public Tab<plMaxNodeBase*>
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{
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};
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//
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// Created hoping to trim some fat so to speak for all the bools that
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// we are tossing around.
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//
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class DataBF
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{
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public:
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enum DatBit
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{
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kCanConvert = 0x0,
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kForceLocal,
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kDrawable, // Absence of this prop forbids making this drawable
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kBlendToFB,
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kItinerant,
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kRunTimeLight,
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kMovable,
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kIsBarney,
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kForceMatCopy,
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kNoPreShade,
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kIsInstanced,
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kParticleRelated,
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kNoSpanReSort,
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kHasFade,
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kNoFaceSort,
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kNoSpanSort,
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kNoDeferDraw,
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kBLevelSet,
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kOLevelSet,
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kDup2Sided,
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kRadiateNorms,
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kGeoDice,
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kForcePreShade,
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kIsGUI,
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kSwappableGeomTarget,
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kNoShadow,
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kForceShadow,
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kFilterInherit,
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kReverseSort,
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kVS,
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kConcave,
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kCalcEdgeLens,
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kEnviron,
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kEnvironOnly,
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kPhysical, // Absence of this prop forbids making this physical
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kSmoothAll,
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kForceSortable,
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kOverrideHighLevelSDL,
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kDisableNormal,
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kHasLoadMask,
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kWaterDecEnv,
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kWaterHeight,
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kAlphaTestHigh,
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kForceMatShade,
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kUnBounded,
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kForceVisLOS,
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kSortAsOpaque,
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};
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hsBitVector* fBitVector;
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DataBF()
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{
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fBitVector = new hsBitVector;
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fBitVector->SetBit(kDrawable);
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fBitVector->SetBit(kPhysical);
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}
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virtual ~DataBF() { delete fBitVector; }
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DataBF& operator=(const DataBF& ot)
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{
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*fBitVector = *ot.fBitVector;
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return *this;
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}
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DataBF(const DataBF& ot)
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{
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fBitVector = new hsBitVector;
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*fBitVector = *ot.fBitVector;
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}
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void Init()
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{
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fBitVector = new hsBitVector;
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fBitVector->SetBit(kDrawable);
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fBitVector->SetBit(kPhysical);
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}
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void DeInit() { delete fBitVector; fBitVector = nil; }
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bool CanBF(DatBit bitChoice) { return fBitVector->IsBitSet(bitChoice); }
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void SetBF(bool b, DatBit bitChoice) { fBitVector->SetBit(bitChoice, b); }
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};
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class plMaxNodeData
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{
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public:
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plMaxNodeData() :
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fpKey(nil),
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fpSO(nil) ,
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fDecalLevel(0),
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fpMesh(nil),
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fpRoomKey(nil),
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fSoundIdxCounter( 0 ),
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fAvatarSO(nil),
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fFade(Point3(0,0,0), Point3(0,0,0)),
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fNormalChan(0),
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fWaterHeight(0),
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fGDMaxFaces(0), fGDMaxSize(0), fGDMinFaces(0),
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fSwapMesh(nil),
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fSwapTargetID((uint32_t)-1),
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fCachedAlphaHackLayerCounts(nil),
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fBoneMap(nil),
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fAnimCompression(1), // Should be plAnimCompressComp::kCompressionLow,
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// but I don't want to include the entire header.
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fKeyReduceThreshold(0.0002)
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{ }
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~plMaxNodeData()
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{
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fpKey = nil;
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fpRoomKey = nil;
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fpSO = 0;
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fAvatarSO = nil;
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delete fCachedAlphaHackLayerCounts;
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MaxDatBF.DeInit();
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}
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// Call init on MaxNodeData whose constructor was never called, e.g. if it was malloc'd.
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plMaxNodeData& Init()
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{
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memset( &fpKey, 0, sizeof( plKey ) );
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memset( &fpRoomKey, 0, sizeof( plKey ) );
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fRenderDependencies.Init();
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fBones.Init();
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fCachedAlphaHackLayerCounts = nil;
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MaxDatBF.Init();
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return *this;
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}
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// Ditto
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void DeInit( void )
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{
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fpKey = nil;
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fpRoomKey = nil;
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fpSO = 0; fAvatarSO = nil;
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delete fCachedAlphaHackLayerCounts;
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fCachedAlphaHackLayerCounts = nil;
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MaxDatBF.DeInit();
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}
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plKey GetKey() { return fpKey; }
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void SetKey(plKey p ) { fpKey = p; }
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plSceneObject * GetSceneObject() { return fpSO; }
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void SetSceneObject(plSceneObject *p) { fpSO = p; }
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bool CanConvert() { return MaxDatBF.CanBF(MaxDatBF.kCanConvert); }
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void SetCanConvert(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kCanConvert); }
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bool GetForceLocal() { return MaxDatBF.CanBF(MaxDatBF.kForceLocal); }
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void SetForceLocal(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceLocal); }
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void * GetMesh() { return fpMesh; } // void pointer for header simplicity
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void SetMesh(hsGMesh *p) { fpMesh = p; }
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bool GetDrawable() {return MaxDatBF.CanBF(MaxDatBF.kDrawable); }
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void SetDrawable(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kDrawable); }
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bool GetPhysical() {return MaxDatBF.CanBF(MaxDatBF.kPhysical); }
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void SetPhysical(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kPhysical); }
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bool GetRunTimeLight() {return MaxDatBF.CanBF(MaxDatBF.kRunTimeLight); }
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void SetRunTimeLight(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kRunTimeLight); }
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bool GetForceMatShade() {return MaxDatBF.CanBF(MaxDatBF.kForceMatShade); }
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void SetForceMatShade(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceMatShade); }
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bool GetForceVisLOS() {return MaxDatBF.CanBF(MaxDatBF.kForceVisLOS); }
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void SetForceVisLOS(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceVisLOS); }
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bool GetEnviron() {return MaxDatBF.CanBF(MaxDatBF.kEnviron); }
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void SetEnviron(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kEnviron); }
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bool GetEnvironOnly() {return MaxDatBF.CanBF(MaxDatBF.kEnvironOnly); }
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void SetEnvironOnly(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kEnvironOnly); }
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bool GetWaterDecEnv() { return MaxDatBF.CanBF(MaxDatBF.kWaterDecEnv); }
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void SetWaterDecEnv(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kWaterDecEnv); }
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bool GetItinerant() {return MaxDatBF.CanBF(MaxDatBF.kItinerant); }
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void SetItinerant(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kItinerant); }
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bool GetUnBounded() {return MaxDatBF.CanBF(MaxDatBF.kUnBounded); }
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void SetUnBounded(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kUnBounded); }
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bool GetDisableNormal() {return MaxDatBF.CanBF(MaxDatBF.kDisableNormal); }
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void SetDisableNormal(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kDisableNormal); }
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bool GetMovable() {return MaxDatBF.CanBF(MaxDatBF.kMovable); }
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void SetMovable(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kMovable); }
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bool GetNoPreShade() {return MaxDatBF.CanBF(MaxDatBF.kNoPreShade); }
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void SetNoPreShade(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoPreShade); }
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bool GetForcePreShade() {return MaxDatBF.CanBF(MaxDatBF.kForcePreShade); }
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void SetForcePreShade(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForcePreShade); }
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bool GetNoShadow() {return MaxDatBF.CanBF(MaxDatBF.kNoShadow); }
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void SetNoShadow(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoShadow); }
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bool GetForceShadow() {return MaxDatBF.CanBF(MaxDatBF.kForceShadow); }
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void SetForceShadow(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceShadow); }
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bool GetAlphaTestHigh() {return MaxDatBF.CanBF(MaxDatBF.kAlphaTestHigh); }
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void SetAlphaTestHigh(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kAlphaTestHigh); }
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bool GetFilterInherit() {return MaxDatBF.CanBF(MaxDatBF.kFilterInherit); }
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void SetFilterInherit(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kFilterInherit); }
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bool GetIsBarney() {return MaxDatBF.CanBF(MaxDatBF.kIsBarney); }
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void SetIsBarney(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kIsBarney); }
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bool GetNoSpanSort() {return MaxDatBF.CanBF(MaxDatBF.kNoSpanSort); }
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void SetNoSpanSort(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoSpanSort); }
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bool GetNoSpanReSort() {return MaxDatBF.CanBF(MaxDatBF.kNoSpanReSort); }
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void SetNoSpanReSort(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoSpanReSort); }
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bool GetNoFaceSort() {return MaxDatBF.CanBF(MaxDatBF.kNoFaceSort); }
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void SetNoFaceSort(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoFaceSort); }
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bool GetReverseSort() {return MaxDatBF.CanBF(MaxDatBF.kReverseSort); }
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void SetReverseSort(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kReverseSort); }
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bool GetSortAsOpaque() {return MaxDatBF.CanBF(MaxDatBF.kSortAsOpaque); }
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void SetSortAsOpaque(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kSortAsOpaque); }
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bool GetVS() {return MaxDatBF.CanBF(MaxDatBF.kVS); }
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void SetVS(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kVS); }
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bool GetHasWaterHeight() { return MaxDatBF.CanBF(MaxDatBF.kWaterHeight); }
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void SetHasWaterHeight(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kWaterHeight); }
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float GetWaterHeight() { return fWaterHeight; }
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void SetWaterHeight(float f) { SetHasWaterHeight(true); fWaterHeight = f; }
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bool GetSmoothAll() {return MaxDatBF.CanBF(MaxDatBF.kSmoothAll); }
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void SetSmoothAll(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kSmoothAll); }
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bool GetForceSortable() {return MaxDatBF.CanBF(MaxDatBF.kForceSortable); }
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void SetForceSortable(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceSortable); }
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bool GetConcave() {return MaxDatBF.CanBF(MaxDatBF.kConcave); }
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void SetConcave(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kConcave); }
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bool GetCalcEdgeLens() {return MaxDatBF.CanBF(MaxDatBF.kCalcEdgeLens); }
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void SetCalcEdgeLens(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kCalcEdgeLens); }
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bool GetNoDeferDraw() {return MaxDatBF.CanBF(MaxDatBF.kNoDeferDraw); }
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void SetNoDeferDraw(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kNoDeferDraw); }
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bool GetBlendToFB() {return MaxDatBF.CanBF(MaxDatBF.kBlendToFB); }
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void SetBlendToFB(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kBlendToFB); }
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bool GetForceMaterialCopy() {return MaxDatBF.CanBF(MaxDatBF.kForceMatCopy); }
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void SetForceMaterialCopy(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kForceMatCopy); }
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bool GetInstanced() {return MaxDatBF.CanBF(MaxDatBF.kIsInstanced); }
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void SetInstanced(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kIsInstanced); }
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bool GetParticleRelated() {return MaxDatBF.CanBF(MaxDatBF.kParticleRelated); }
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void SetParticleRelated(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kParticleRelated); }
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bool GetDup2Sided() {return MaxDatBF.CanBF(MaxDatBF.kDup2Sided); }
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void SetDup2Sided(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kDup2Sided); }
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bool GetRadiateNorms() {return MaxDatBF.CanBF(MaxDatBF.kRadiateNorms); }
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void SetRadiateNorms(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kRadiateNorms); }
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bool GetGeoDice() {return MaxDatBF.CanBF(MaxDatBF.kGeoDice); }
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void SetGeoDice(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kGeoDice); }
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bool GetIsGUI() {return MaxDatBF.CanBF(MaxDatBF.kIsGUI); }
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void SetIsGUI(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kIsGUI); }
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plSharedMesh* GetSwappableGeom() { return fSwapMesh;}
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void SetSwappableGeom(plSharedMesh *sm) { fSwapMesh = sm; }
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uint32_t GetSwappableGeomTarget() { return fSwapTargetID;}
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void SetSwappableGeomTarget(uint32_t id) { fSwapTargetID = id;}
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plMaxBoneMap* GetBoneMap() { return fBoneMap;}
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void SetBoneMap(plMaxBoneMap *bones) { fBoneMap = bones;}
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int GetGeoDiceMaxFaces() { return fGDMaxFaces; }
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void SetGeoDiceMaxFaces(int f) { fGDMaxFaces = f; }
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float GetGeoDiceMaxSize() { return fGDMaxSize; }
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void SetGeoDiceMaxSize(float f) { fGDMaxSize = f; }
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int GetGeoDiceMinFaces() { return fGDMinFaces; }
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void SetGeoDiceMinFaces(int f) { fGDMinFaces = f; }
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plKey GetRoomKey() { return fpRoomKey; }
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void SetRoomKey(plKey p) { fpRoomKey = p; }
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uint32_t GetDecalLevel() { return fDecalLevel; }
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void SetDecalLevel(uint32_t i) { fDecalLevel = i; }
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uint32_t GetSoundIdxCounter() { return fSoundIdxCounter; }
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void SetSoundIdxCounter( uint32_t i ) { fSoundIdxCounter = i; }
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plSceneObject * GetAvatarSO() { return fAvatarSO; }
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void SetAvatarSO(plSceneObject *so) { fAvatarSO = so; }
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int NumRenderDependencies() { return fRenderDependencies.Count(); }
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plMaxNodeBase* GetRenderDependency(int i) { return fRenderDependencies[i]; }
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void AddRenderDependency(plMaxNodeBase* m) { fRenderDependencies.Append(1, &m); }
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void ClearRenderDependencies() { fRenderDependencies.ZeroCount(); }
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int NumBones() { return fBones.Count(); }
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plMaxNodeBase* GetBone(int i) { return fBones[i]; }
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void AddBone(plMaxNodeBase* m) { fBones.Append(1, &m); }
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void ClearBones() { fBones.ZeroCount(); }
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bool HasFade() { return MaxDatBF.CanBF(MaxDatBF.kHasFade); }
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void SetFade(const Box3& b) { MaxDatBF.SetBF((b.Min()[2] != 0)||(b.Max()[2] != 0), MaxDatBF.kHasFade); fFade = b; }
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Box3 GetFade() { return fFade; }
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bool HasLoadMask() { return MaxDatBF.CanBF(MaxDatBF.kHasLoadMask); }
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plLoadMask GetLoadMask() { return HasLoadMask() ? fLoadMask : plLoadMask::kAlways; }
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void AddLoadMask(const plLoadMask& m) { if( !HasLoadMask() ) { fLoadMask = m; MaxDatBF.SetBF(true, MaxDatBF.kHasLoadMask); }else{ fLoadMask |= m; } }
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bool HasNormalChan() { return fNormalChan > 0; }
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void SetNormalChan(int n) { fNormalChan = n; }
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int GetNormalChan() { return fNormalChan; }
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bool BlendLevelSet() { return MaxDatBF.CanBF(MaxDatBF.kBLevelSet); }
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void SetBlendLevel(const plRenderLevel& l) { fBlendLevel = l; MaxDatBF.SetBF(true, MaxDatBF.kBLevelSet); }
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const plRenderLevel& GetBlendLevel() { return fBlendLevel; }
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bool OpaqueLevelSet() { return MaxDatBF.CanBF(MaxDatBF.kOLevelSet); }
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void SetOpaqueLevel(const plRenderLevel& l) { fOpaqueLevel = l; MaxDatBF.SetBF(true, MaxDatBF.kOLevelSet); }
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const plRenderLevel& GetOpaqueLevel() { return fOpaqueLevel; }
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plPhysicalProps* GetPhysicalProps() { return &fPhysicalProps; }
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hsTArray<int> *GetAlphaHackLayersCache( void ) { return fCachedAlphaHackLayerCounts; }
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void SetAlphaHackLayersCache( hsTArray<int> *cache ) { fCachedAlphaHackLayerCounts = cache; }
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bool GetOverrideHighLevelSDL() { return MaxDatBF.CanBF(MaxDatBF.kOverrideHighLevelSDL); }
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void SetOverrideHighLevelSDL(bool b) { MaxDatBF.SetBF(b, MaxDatBF.kOverrideHighLevelSDL); }
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uint8_t GetAnimCompress() { return fAnimCompression; }
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void SetAnimCompress(uint8_t v) { fAnimCompression = v; }
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float GetKeyReduceThreshold() { return fKeyReduceThreshold; }
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void SetKeyReduceThreshold(float v) { fKeyReduceThreshold = v; }
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protected:
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plKey fpKey;
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plSceneObject * fpSO;
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// hacking this in here temporarily because everything's about to change in the mesh world...
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hsGMesh* fpMesh;
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plKey fpRoomKey;
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uint32_t fDecalLevel;
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int32_t fNormalChan;
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uint32_t fSoundIdxCounter;
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plSceneObject * fAvatarSO;
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plMaxNodeBaseTab fRenderDependencies;
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plMaxNodeBaseTab fBones;
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Box3 fFade;
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int fGDMaxFaces;
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float fGDMaxSize;
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int fGDMinFaces;
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plRenderLevel fBlendLevel;
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plRenderLevel fOpaqueLevel;
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plPhysicalProps fPhysicalProps;
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uint32_t fSwapTargetID;
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hsTArray<int> *fCachedAlphaHackLayerCounts;
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plSharedMesh *fSwapMesh;
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plMaxBoneMap *fBoneMap;
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plLoadMask fLoadMask;
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float fWaterHeight;
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uint8_t fAnimCompression;
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float fKeyReduceThreshold;
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DataBF MaxDatBF;
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};
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#endif // plSimpleConvert_inc
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