mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-21 04:39:45 +00:00
Change all CRLF-text files to LF-text files
to match H'uru for patching
This commit is contained in:
@ -1,205 +1,205 @@
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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 _pySceneObject_h_
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#define _pySceneObject_h_
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//////////////////////////////////////////////////////////////////////
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//
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// pySceneObject - a wrapper class to provide interface to modifier
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// attached to a SceneObject
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//
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//////////////////////////////////////////////////////////////////////
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#include "pyKey.h"
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#include "cyDraw.h"
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#include "cyPhysics.h"
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#include "cyAvatar.h"
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#include "cyParticleSys.h"
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#include "hsStlUtils.h"
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#include <python.h>
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#include "pyGlueHelpers.h"
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class pySceneObject
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{
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private:
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hsTArray<plKey> fSceneObjects;
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plKey fSenderKey; // the holder of the who (the modifier) we are
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plKey fPyMod; // pyKey that points to modifier
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hsBool fNetForce;
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virtual void IAddObjKeyToAll(plKey key);
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virtual void ISetAllSenderKeys();
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protected:
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pySceneObject();
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pySceneObject(pyKey& objkey, pyKey& selfkey);
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pySceneObject(plKey objkey,pyKey& selfkey);
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pySceneObject(plKey objkey);
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public:
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~pySceneObject() {Py_XDECREF(fDraw); Py_XDECREF(fPhysics); Py_XDECREF(fAvatar); Py_XDECREF(fParticle);}
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptSceneobject);
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static PyObject *New(plKey objKey, PyObject *selfKeyObj);
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static PyObject *New(plKey objKey, pyKey &selfKey);
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static PyObject *New(plKey objKey, plKey selfkey);
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static PyObject *New(plKey objKey);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pySceneObject object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pySceneObject); // converts a PyObject to a pySceneObject (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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// override the equals to operator
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hsBool operator==(const pySceneObject &sobj) const;
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hsBool operator!=(const pySceneObject &sobj) const { return !(sobj == *this); }
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PyObject* fDraw; // cyDraw
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PyObject* fPhysics; // cyPhysics
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PyObject* fAvatar; // cyAvatar
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PyObject* fParticle; // cyParticleSys
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// getter and setters
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virtual void addObjKey(plKey key);
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virtual void addObjPyKey(pyKey& objkey);
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virtual plKey getObjKey();
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virtual PyObject* getObjPyKey(); // pyKey
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virtual void setSenderKey(plKey key);
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virtual void setPyMod(pyKey& pymod);
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virtual void setPyMod(plKey& key);
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virtual void SetNetForce(hsBool state);
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virtual PyObject* findObj(const char* name); // pySceneObject
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virtual const char* GetName();
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virtual std::vector<PyObject*> GetResponders(); // pyKey list
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virtual std::vector<PyObject*> GetPythonMods(); // pyKey list
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//
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// deteremine if this object (or the first object in the list)
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// ...is locally owned
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virtual hsBool IsLocallyOwned();
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//
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// get the local to world matrix
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virtual PyObject* GetLocalToWorld();
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//
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// get the local to world matrix
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virtual PyObject* GetWorldToLocal();
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//
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// get the local to world matrix
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virtual PyObject* GetLocalToParent();
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//
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// get the local to world matrix
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virtual PyObject* GetParentToLocal();
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//
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// set the local to world matrix
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virtual void SetTransform(pyMatrix44& l2w, pyMatrix44& w2l);
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//
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// find the position of this object (if there are more than one, just the first one)
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virtual PyObject* GetWorldPosition(); // pyPoint3
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//
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// find the view vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetViewVector(); // pyVector3
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//
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// find the up vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetUpVector(); // pyVector3
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//
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// find the up vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetRightVector(); // pyVector3
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//
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// deteremine if this object (or any of the object attached)
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// ...is an avatar, of any type
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virtual hsBool IsAvatar();
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virtual PyObject* GetAvatarVelocity(); // pyVector3
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//
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// deteremine if this object (or the first object in the list)
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// ...is a human avatar
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virtual hsBool IsHumanAvatar();
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//
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// switch to / from this camera (if it is a camera)
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//
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void PushCamera(pyKey& avKey);
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void PushCameraCut(pyKey& avKey);
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void PopCamera(pyKey& avKey);
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void PushCutsceneCamera(hsBool cut,pyKey& avKey);
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void PopCutsceneCamera(pyKey& avKey);
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void Animate();
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// return responder state (if responder modifier found)
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Int8 GetResponderState();
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// some animation commands for s.o.'s w/ multiple animations attached
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void RewindAnim(const char* animName);
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void PlayAnim(const char* animName);
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void StopAnim(const char* animName);
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void RunResponder(int state);
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void FFResponder(int state);
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void SetSoundFilename(int index, const char* filename, bool isCompressed);
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int GetSoundObjectIndex(const char* sndObj);
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// hack for garrison
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void VolumeSensorIgnoreExtraEnters(bool ignore);
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};
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#endif // _pySceneObject_h_
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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
|
||||
(at your option) any later version.
|
||||
|
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This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
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You should have received a copy of the GNU General Public License
|
||||
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
|
||||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||||
licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||||
work.
|
||||
|
||||
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||||
or by snail mail at:
|
||||
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 _pySceneObject_h_
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#define _pySceneObject_h_
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//////////////////////////////////////////////////////////////////////
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//
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// pySceneObject - a wrapper class to provide interface to modifier
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// attached to a SceneObject
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//
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//////////////////////////////////////////////////////////////////////
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#include "pyKey.h"
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#include "cyDraw.h"
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#include "cyPhysics.h"
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#include "cyAvatar.h"
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#include "cyParticleSys.h"
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#include "hsStlUtils.h"
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#include <python.h>
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#include "pyGlueHelpers.h"
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class pySceneObject
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{
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private:
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hsTArray<plKey> fSceneObjects;
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plKey fSenderKey; // the holder of the who (the modifier) we are
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plKey fPyMod; // pyKey that points to modifier
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hsBool fNetForce;
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virtual void IAddObjKeyToAll(plKey key);
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virtual void ISetAllSenderKeys();
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protected:
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pySceneObject();
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pySceneObject(pyKey& objkey, pyKey& selfkey);
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pySceneObject(plKey objkey,pyKey& selfkey);
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pySceneObject(plKey objkey);
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public:
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~pySceneObject() {Py_XDECREF(fDraw); Py_XDECREF(fPhysics); Py_XDECREF(fAvatar); Py_XDECREF(fParticle);}
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptSceneobject);
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static PyObject *New(plKey objKey, PyObject *selfKeyObj);
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static PyObject *New(plKey objKey, pyKey &selfKey);
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static PyObject *New(plKey objKey, plKey selfkey);
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static PyObject *New(plKey objKey);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pySceneObject object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pySceneObject); // converts a PyObject to a pySceneObject (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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// override the equals to operator
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hsBool operator==(const pySceneObject &sobj) const;
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hsBool operator!=(const pySceneObject &sobj) const { return !(sobj == *this); }
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PyObject* fDraw; // cyDraw
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PyObject* fPhysics; // cyPhysics
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PyObject* fAvatar; // cyAvatar
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PyObject* fParticle; // cyParticleSys
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// getter and setters
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virtual void addObjKey(plKey key);
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virtual void addObjPyKey(pyKey& objkey);
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virtual plKey getObjKey();
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virtual PyObject* getObjPyKey(); // pyKey
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virtual void setSenderKey(plKey key);
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virtual void setPyMod(pyKey& pymod);
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virtual void setPyMod(plKey& key);
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virtual void SetNetForce(hsBool state);
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virtual PyObject* findObj(const char* name); // pySceneObject
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virtual const char* GetName();
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virtual std::vector<PyObject*> GetResponders(); // pyKey list
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virtual std::vector<PyObject*> GetPythonMods(); // pyKey list
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//
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// deteremine if this object (or the first object in the list)
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// ...is locally owned
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virtual hsBool IsLocallyOwned();
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//
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// get the local to world matrix
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virtual PyObject* GetLocalToWorld();
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//
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// get the local to world matrix
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virtual PyObject* GetWorldToLocal();
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//
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// get the local to world matrix
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virtual PyObject* GetLocalToParent();
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//
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// get the local to world matrix
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virtual PyObject* GetParentToLocal();
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//
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// set the local to world matrix
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virtual void SetTransform(pyMatrix44& l2w, pyMatrix44& w2l);
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//
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// find the position of this object (if there are more than one, just the first one)
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virtual PyObject* GetWorldPosition(); // pyPoint3
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//
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// find the view vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetViewVector(); // pyVector3
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//
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// find the up vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetUpVector(); // pyVector3
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//
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// find the up vector for this object (if there are more than one, just the first one)
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virtual PyObject* GetRightVector(); // pyVector3
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//
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// deteremine if this object (or any of the object attached)
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// ...is an avatar, of any type
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virtual hsBool IsAvatar();
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|
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virtual PyObject* GetAvatarVelocity(); // pyVector3
|
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|
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//
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// deteremine if this object (or the first object in the list)
|
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// ...is a human avatar
|
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virtual hsBool IsHumanAvatar();
|
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|
||||
//
|
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// switch to / from this camera (if it is a camera)
|
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//
|
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void PushCamera(pyKey& avKey);
|
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void PushCameraCut(pyKey& avKey);
|
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void PopCamera(pyKey& avKey);
|
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void PushCutsceneCamera(hsBool cut,pyKey& avKey);
|
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void PopCutsceneCamera(pyKey& avKey);
|
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|
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void Animate();
|
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|
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// return responder state (if responder modifier found)
|
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Int8 GetResponderState();
|
||||
|
||||
// some animation commands for s.o.'s w/ multiple animations attached
|
||||
|
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void RewindAnim(const char* animName);
|
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void PlayAnim(const char* animName);
|
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void StopAnim(const char* animName);
|
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|
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void RunResponder(int state);
|
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void FFResponder(int state);
|
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|
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void SetSoundFilename(int index, const char* filename, bool isCompressed);
|
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int GetSoundObjectIndex(const char* sndObj);
|
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|
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// hack for garrison
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||||
void VolumeSensorIgnoreExtraEnters(bool ignore);
|
||||
};
|
||||
|
||||
#endif // _pySceneObject_h_
|
||||
|
Reference in New Issue
Block a user