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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 plDrawable_inc
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#define plDrawable_inc
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#include "../pnKeyedObject/hsKeyedObject.h"
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#include "plLoadMask.h"
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#include "hsTemplates.h"
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#include "plRenderLevel.h"
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class plSpaceTree;
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class hsStream;
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class hsResMgr;
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struct hsMatrix44;
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class hsBounds3Ext;
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class plPipeline;
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class plGeometrySpan;
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class hsGMaterial;
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class plParticleEmitter;
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class plAccessSpan;
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class plDrawableCriteria
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{
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public:
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plDrawableCriteria(UInt32 crit, const plRenderLevel& lev, const plLoadMask& m, UInt32 ty=1 /* Normal */ ) : fCriteria(crit), fLevel(lev), fType(ty), fLoadMask(m) {}
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UInt32 fCriteria;
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plRenderLevel fLevel;
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UInt32 fType;
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plLoadMask fLoadMask;
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};
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class plDrawable : public hsKeyedObject
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{
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public:
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enum {
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// Renumber these the next time we bump major version #s (no reason to do it now)
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kPropNoDraw = 0x01,
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kPropUNUSED = 0x02,
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kPropSortSpans = 0x04,
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kPropSortFaces = 0x08,
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kPropVolatile = 0x10, // Means that spans DEFAULT to kPropVolatile, but if this
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// is not set, spans can still be volatile
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kPropNoReSort = 0x20, // Don't do sorting of spans for optimization.
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kPropPartialSort = 0x40, // Sort spans on an individual basis.
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kPropCharacter = 0x80, // Lights want to know if this is in the general class of "characters"
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kPropSortAsOne = 0x100,
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kPropHasVisLOS = 0x200
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};
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// Criteria for drawables. Used when searching through a sceneNode for a particular drawable
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enum
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{
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kCritStatic = 0x01,
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kCritSortSpans = 0x02,
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kCritSortFaces = 0x08,
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kCritCharacter = 0x10
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};
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// Types of drawables for rendering filtering.
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enum plDrawableType {
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kNormal = 0x00000001,
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kNonDrawable = 0x00000002, //e.g. a light, affects drawing, but isn't drawn.
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kEnviron = 0x00000004,
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// Proxies in the upper 16 bits.
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kLightProxy = 0x00010000,
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kOccluderProxy = 0x00020000,
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kAudibleProxy = 0x00040000,
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kPhysicalProxy = 0x00080000,
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kCoordinateProxy = 0x00100000,
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kOccSnapProxy = 0x00200000,
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kGenericProxy = 0x00400000,
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kCameraProxy = 0x00800000,
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kAllProxies = 0x00ff0000,
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kAllTypes = 0xffffffff
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};
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enum plSubDrawableType {
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kSubNormal = 0x00000001,
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kSubNonDrawable = 0x00000002,
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kSubEnviron = 0x00000004,
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kSubAllTypes = 0xffffffff
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};
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enum plAccessFlags {
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kReadSrc = 0x1,
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kWriteDst = 0x2,
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kWriteSrc = 0x4
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};
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enum MsgTypes
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{
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kMsgMaterial,
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kMsgDISpans, // UNUSED
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kMsgFogEnviron,
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kMsgPermaLight,
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kMsgPermaProj,
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kMsgPermaLightDI,
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kMsgPermaProjDI
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};
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CLASSNAME_REGISTER( plDrawable );
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GETINTERFACE_ANY( plDrawable, hsKeyedObject );
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virtual plDrawable& SetProperty( int prop, hsBool on ) = 0;
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virtual hsBool GetProperty( int prop ) const = 0;
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virtual plDrawable& SetProperty( UInt32 index, int prop, hsBool on ) = 0;
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virtual hsBool GetProperty( UInt32 index, int prop ) const = 0;
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virtual plDrawable& SetNativeProperty( int prop, hsBool on ) = 0;
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virtual hsBool GetNativeProperty( int prop ) const = 0;
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virtual plDrawable& SetNativeProperty( UInt32 index, int prop, hsBool on ) = 0;
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virtual hsBool GetNativeProperty( UInt32 index, int prop ) const = 0;
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virtual plDrawable& SetSubType( UInt32 index, plSubDrawableType t, hsBool on ) = 0;
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virtual UInt32 GetSubType( UInt32 index ) const = 0; // returns or of all spans with this index (index==-1 is all spans).
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virtual UInt32 GetType( void ) const = 0;
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virtual void SetType( UInt32 type ) = 0;
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virtual void SetRenderLevel(const plRenderLevel& l) = 0;
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virtual const plRenderLevel& GetRenderLevel() const = 0;
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virtual plDrawable& SetTransform( UInt32 index, const hsMatrix44& l2w, const hsMatrix44& w2l ) = 0;
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virtual const hsMatrix44& GetLocalToWorld( UInt32 span = (UInt32)-1 ) const = 0;
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virtual const hsMatrix44& GetWorldToLocal( UInt32 span = (UInt32)-1 ) const = 0;
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virtual const hsBounds3Ext& GetLocalBounds( UInt32 index = (UInt32)-1 ) const = 0;
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virtual const hsBounds3Ext& GetWorldBounds( UInt32 index = (UInt32)-1 ) const = 0;
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virtual const hsBounds3Ext& GetMaxWorldBounds( UInt32 index = (UInt32)-1 ) const = 0;
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virtual plSpaceTree* GetSpaceTree() const = 0;
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virtual void SetDISpanVisSet(UInt32 diIndex, hsKeyedObject* reg, hsBool on) = 0;
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// Taking span index. DI Index doesn't make sense here, because one object's DI can dereference into many materials etc.
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virtual hsGMaterial* GetSubMaterial(int index) const = 0;
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virtual hsBool GetSubVisDists(int index, hsScalar& minDist, hsScalar& maxDist) const = 0; // return true if span invisible before minDist and/or after maxDist
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// Should implement hsKeyedObject Read/Write/Save/Load as well
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// These two should only be called by the SceneNode
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virtual void SetSceneNode(plKey node) = 0;
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virtual plKey GetSceneNode() const = 0;
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/// Funky particle system functions
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virtual UInt32 CreateParticleSystem( UInt32 maxNumEmitters, UInt32 maxNumParticles, hsGMaterial *material ) = 0;
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virtual void ResetParticleSystem( UInt32 index ) = 0;
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virtual void AssignEmitterToParticleSystem( UInt32 index, plParticleEmitter *emitter ) = 0;
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/// EXPORT-ONLY
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// Called by the sceneNode to determine if we match the criteria
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virtual hsBool DoIMatch( const plDrawableCriteria& crit ) = 0;
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// Take the list of triMeshes and convert them to buffers, building a list of spans for each
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virtual void Optimize( void ) = 0;
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};
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#endif // plDrawable_inc
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