/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Additional permissions under GNU GPL version 3 section 7
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.
14617 N Newport Hwy
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*==LICENSE==*/
#ifndef _pySceneObject_h_
#define _pySceneObject_h_
//////////////////////////////////////////////////////////////////////
//
// pySceneObject - a wrapper class to provide interface to modifier
// attached to a SceneObject
//
//////////////////////////////////////////////////////////////////////
#include "pyKey.h"
#include "cyDraw.h"
#include "cyPhysics.h"
#include "cyAvatar.h"
#include "cyParticleSys.h"
#include "hsStlUtils.h"
#include
#include "pyGlueHelpers.h"
class pySceneObject
{
private:
hsTArray fSceneObjects;
plKey fSenderKey; // the holder of the who (the modifier) we are
plKey fPyMod; // pyKey that points to modifier
hsBool fNetForce;
virtual void IAddObjKeyToAll(plKey key);
virtual void ISetAllSenderKeys();
protected:
pySceneObject();
pySceneObject(pyKey& objkey, pyKey& selfkey);
pySceneObject(plKey objkey,pyKey& selfkey);
pySceneObject(plKey objkey);
public:
~pySceneObject() {Py_XDECREF(fDraw); Py_XDECREF(fPhysics); Py_XDECREF(fAvatar); Py_XDECREF(fParticle);}
// required functions for PyObject interoperability
PYTHON_CLASS_NEW_FRIEND(ptSceneobject);
static PyObject *New(plKey objKey, PyObject *selfKeyObj);
static PyObject *New(plKey objKey, pyKey &selfKey);
static PyObject *New(plKey objKey, plKey selfkey);
static PyObject *New(plKey objKey);
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pySceneObject object
PYTHON_CLASS_CONVERT_FROM_DEFINITION(pySceneObject); // converts a PyObject to a pySceneObject (throws error if not correct type)
static void AddPlasmaClasses(PyObject *m);
// override the equals to operator
hsBool operator==(const pySceneObject &sobj) const;
hsBool operator!=(const pySceneObject &sobj) const { return !(sobj == *this); }
PyObject* fDraw; // cyDraw
PyObject* fPhysics; // cyPhysics
PyObject* fAvatar; // cyAvatar
PyObject* fParticle; // cyParticleSys
// getter and setters
virtual void addObjKey(plKey key);
virtual void addObjPyKey(pyKey& objkey);
virtual plKey getObjKey();
virtual PyObject* getObjPyKey(); // pyKey
virtual void setSenderKey(plKey key);
virtual void setPyMod(pyKey& pymod);
virtual void setPyMod(plKey& key);
virtual void SetNetForce(hsBool state);
virtual PyObject* findObj(const char* name); // pySceneObject
virtual const char* GetName();
virtual std::vector GetResponders(); // pyKey list
virtual std::vector GetPythonMods(); // pyKey list
//
// deteremine if this object (or the first object in the list)
// ...is locally owned
virtual hsBool IsLocallyOwned();
//
// get the local to world matrix
virtual PyObject* GetLocalToWorld();
//
// get the local to world matrix
virtual PyObject* GetWorldToLocal();
//
// get the local to world matrix
virtual PyObject* GetLocalToParent();
//
// get the local to world matrix
virtual PyObject* GetParentToLocal();
//
// set the local to world matrix
virtual void SetTransform(pyMatrix44& l2w, pyMatrix44& w2l);
//
// find the position of this object (if there are more than one, just the first one)
virtual PyObject* GetWorldPosition(); // pyPoint3
//
// find the view vector for this object (if there are more than one, just the first one)
virtual PyObject* GetViewVector(); // pyVector3
//
// find the up vector for this object (if there are more than one, just the first one)
virtual PyObject* GetUpVector(); // pyVector3
//
// find the up vector for this object (if there are more than one, just the first one)
virtual PyObject* GetRightVector(); // pyVector3
//
// deteremine if this object (or any of the object attached)
// ...is an avatar, of any type
virtual hsBool IsAvatar();
virtual PyObject* GetAvatarVelocity(); // pyVector3
//
// deteremine if this object (or the first object in the list)
// ...is a human avatar
virtual hsBool IsHumanAvatar();
//
// switch to / from this camera (if it is a camera)
//
void PushCamera(pyKey& avKey);
void PushCameraCut(pyKey& avKey);
void PopCamera(pyKey& avKey);
void PushCutsceneCamera(hsBool cut,pyKey& avKey);
void PopCutsceneCamera(pyKey& avKey);
void Animate();
// return responder state (if responder modifier found)
Int8 GetResponderState();
// some animation commands for s.o.'s w/ multiple animations attached
void RewindAnim(const char* animName);
void PlayAnim(const char* animName);
void StopAnim(const char* animName);
void RunResponder(int state);
void FFResponder(int state);
void SetSoundFilename(int index, const char* filename, bool isCompressed);
int GetSoundObjectIndex(const char* sndObj);
// hack for garrison
void VolumeSensorIgnoreExtraEnters(bool ignore);
};
#endif // _pySceneObject_h_