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179 lines
6.7 KiB
179 lines
6.7 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 plPhysicalProps_h_inc
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#define plPhysicalProps_h_inc
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#include "hsTypes.h"
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#include "..\..\NucleusLib\pnKeyedObject\plKey.h"
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class plMaxNode;
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class plErrorMsg;
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class plPhysicalProps
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{
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public:
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//
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// Set canIgnore to true if it is OK for someone else's setting to override yours
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// If any of the Set functions return false, there was a conflict and the export will be aborted.
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//
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bool SetGroup(UInt32 group, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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bool SetReportGroup(UInt32 notifyGroup, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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bool SetMass(float mass, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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bool SetFriction(float friction, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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bool SetRestitution(float restitution, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// From plBoundsType
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bool SetBoundsType(int boundsType, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// An alternate node for the physical to be created from
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bool SetProxyNode(plMaxNode *proxyNode, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// If you're going to pin a node and set its mass greater than zero, do the pin first.
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// That way it will not be flagged as movable.
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bool SetPinned(bool pinned, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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/** Allow line-of-sight-checks to pass through this object.
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Set to true if you don't want this object to block LOS probes.
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Set to false if you do want this object to block LOS probes. */
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bool SetAlignToOwner(bool alignToOwner, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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bool SetCameraAvoidFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// bool SetAllowLOS(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// bool SetCameraLOSFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// bool SetUILOSFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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// New LOS Types....
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bool SetLOSBlockCamera(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
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bool SetLOSBlockUI(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
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bool SetLOSUIItem(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
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bool SetLOSBlockCustom(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
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bool SetLOSShootable(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore= false);
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bool SetLOSAvatarWalkable(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore= false);
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bool SetLOSSwimRegion(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
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bool SetSubworld(plMaxNode* subworld);
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bool SetPhysAnim(bool anim, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
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void SetStartInactive(int on) { fStartInactive = on; };
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void SetNoSynchronize(int on) { fNoSynchronize = on; };
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void SetAvAnimPushable(int on) { fAvAnimPushable = on; };
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bool IsUsed() { return fUsed; }
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UInt32 GetGroup() { return fGroup; }
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UInt32 GetReportGroup() { return fReportGroup; }
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float GetMass() { return fMass; }
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float GetFriction() { return fFriction; }
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float GetRestitution() { return fRestitution; }
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int GetBoundsType() { return fBoundsType; }
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plMaxNode* GetProxyNode() { return fProxyNode; }
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bool GetPinned();
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bool GetCameraAvoid();
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bool GetAlignToOwner();
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plMaxNode* GetSubworld() { return fSubworld; }
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bool GetPhysAnim();
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// New LOS Types
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bool GetLOSBlockCamera();
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bool GetLOSBlockUI();
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bool GetLOSUIItem();
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bool GetLOSBlockCustom();
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bool GetLOSShootable();
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bool GetLOSAvatarWalkable();
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bool GetLOSSwimRegion();
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int GetStartInactive() { return fStartInactive; };
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int GetNoSynchronize() { return fNoSynchronize; };
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int GetAvAnimPushable() { return fAvAnimPushable; };
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protected:
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bool fUsed;
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UInt32 fCanIgnore;
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UInt32 fGroup;
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UInt32 fReportGroup;
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float fMass;
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float fFriction;
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float fRestitution;
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int fBoundsType;
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plMaxNode *fProxyNode;
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UInt32 fFlags;
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plMaxNode* fSubworld;
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int fStartInactive;
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int fNoSynchronize;
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int fAvAnimPushable;
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bool IGetFlagParam(int flagType);
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bool ISetFlagParam(bool val, int flagType, int type, bool canIgnore, plMaxNode *node, plErrorMsg *errMsg);
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// Because VC++ sucks, this has to be inlined.
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template <class T> bool ISetParam(T& ourVal, T& theirVal, int type, bool otherCanIgnore, plMaxNode *node, plErrorMsg *errMsg)
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{
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fUsed = true;
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if (ourVal != theirVal)
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{
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if (CanIgnore(type))
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{
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ourVal = theirVal;
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if (!otherCanIgnore)
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SetCanIgnore(type, false);
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}
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else if (!otherCanIgnore)
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{
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IDisplayErrorMsg(node, errMsg);
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fUsed = false;
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return false;
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}
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}
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return true;
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}
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void SetCanIgnore(UInt32 type, bool canIgnore);
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bool CanIgnore(UInt32 type);
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void IDisplayErrorMsg(plMaxNode *node, plErrorMsg *errMsg);
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// Only plMaxNodeData can create these
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plPhysicalProps();
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friend class plMaxNodeData;
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};
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14 years ago
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#endif // plPhysicalProps_h_inc
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