/*==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 Mead, WA 99021 *==LICENSE==*/ #ifndef plCoordinateInterface_inc #define plCoordinateInterface_inc #include "plObjInterface.h" #include "hsTemplates.h" #include "hsMatrix44.h" #include "../pnNetCommon/plSynchedValue.h" class hsStream; class hsResMgr; class plCoordinateInterface : public plObjInterface { public: enum plCoordinateProperties { kDisable = 0, // prop 0 is always disable, declared in plObjInterface kCanEverDelayTransform = 1, // we can sometimes delay our transform eval (i.e. we're on a physics object) kDelayedTransformEval = 2, // we're currently registering for the DelayedTransformMsg (we, and all our // descendants, have the kCanEverDelayTransform prop) kNumProps // last in the list }; enum plCoordinateTransformPhases { kTransformPhaseNormal, kTransformPhaseDelayed, }; protected: enum { kTransformDirty = 0x1, kWarp = 0x2, kMaxState = 0xffff }; enum plAttachFlags { kMaintainWorldPosition = 0x1, kMaintainSceneNode = 0x2, kAboutToAttach = 0x4 }; enum Reason { kReasonUnknown = 0x1, // somebody moved us kReasonPhysics = 0x2, // physics moved us kMaxReasons = 0xffff // sixteen bits }; // Set by the client in IUpdate(). This tells us where we are in the update loop so that we know // which transform message to register for when our transform is dirtied. static UInt8 fTransformPhase; // Temp debugging tool, so we can quickly (dis/en)able delayed transforms at runtime. static hsBool fDelayedTransformsEnabled; UInt16 fState; UInt16 fReason; // why we've changed position (if we have) hsTArray fChildren; plCoordinateInterface* fParent; // if this changes, marks us as dirty hsMatrix44 fLocalToParent; hsMatrix44 fParentToLocal; hsMatrix44 fLocalToWorld; hsMatrix44 fWorldToLocal; virtual void ISetOwner(plSceneObject* so); virtual void ISetParent(plCoordinateInterface* par); // don't use, use AddChild on parent virtual void ISetSceneNode(plKey newNode); // objectToo moves the sceneObject to the new room, else just move the data and remove // the object from whatever room he's in. // Network only strange functions. Do not emulate or generalize this functionality. void ISetNetGroupRecur(plNetGroupId netGroup); virtual void ISetChild(plSceneObject* child, int which); // sets parent on child virtual void IAddChild(plSceneObject* child); // sets parent on child virtual void IRemoveChild(plSceneObject* child); // removes this as parent of child virtual void IRemoveChild(int i); // removes this as parent of child virtual void IAttachChild(plSceneObject* child, UInt8 flags); // physically attaches child to us virtual void IDetachChild(plSceneObject* child, UInt8 flags); // physically detach this child from us virtual void IUpdateDelayProp(); // Called whenever a child is added/removed virtual void IRecalcTransforms(); // Called by ITransformChanged when we need to re-examine our relationship with our parent. virtual void ITransformChanged(hsBool force, UInt16 reasons, hsBool checkForDelay); // called by SceneObject on TransformChanged messsage void IDirtyTransform(); void IRegisterForTransformMessage(hsBool delayed); void IUnRegisterForTransformMessage(); plCoordinateInterface* IGetRoot(); friend class plSceneObject; public: plCoordinateInterface(); ~plCoordinateInterface(); CLASSNAME_REGISTER( plCoordinateInterface ); GETINTERFACE_ANY( plCoordinateInterface, plObjInterface ); virtual void Read(hsStream* stream, hsResMgr* mgr); virtual void Write(hsStream* stream, hsResMgr* mgr); virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l); virtual void SetLocalToParent(const hsMatrix44& l2p, const hsMatrix44& p2l); // special version for setting transform from physics. // separate to keep from changing interface to add "reason" parameter virtual void SetTransformPhysical(const hsMatrix44& l2w, const hsMatrix44& w2l); virtual void MultTransformLocal(const hsMatrix44& move, const hsMatrix44& invMove); virtual void WarpToWorld(const hsMatrix44& l2w, const hsMatrix44& w2l); virtual void WarpToLocal(const hsMatrix44& l2p, const hsMatrix44& p2l); // Force an immediate re-sync of the transforms in the hierarchy this object belongs to, // as opposed to waiting for the plTransformMsg to resync. // There are two uses for this: // a) You need the transforms for this object to be valid NOW, can't wait till after a TransforMsg // In this case, you want to flush from the root, because something higher up the hierarchy // may be dirty, which invalidates this object's transforms // b) You've just dirtied this object's transform, and need it to propagate downward from here NOW // In this case, fromRoot should be false, because you haven't dirtied anything higher up // the hierarchy. // Another way to look at it is, if the transforms for the tree were correct before you messed with // this object, you only need to flush the transforms for this object and its recursive children, // so fromRoot=false. // If the entire tree is potentially dirty and you need to read from it, you want the entire tree // synced up, so fromRoot=true. // fromRoot=true is always safe, just potentially wasteful, so if you don't know, use fromRoot=true or // preferably, don't use this function. void FlushTransform(hsBool fromRoot=true); virtual const hsMatrix44& GetLocalToParent() const { return fLocalToParent; } virtual const hsMatrix44& GetParentToLocal() const { return fParentToLocal; } virtual const hsMatrix44& GetLocalToWorld() const { return fLocalToWorld; } virtual const hsMatrix44& GetWorldToLocal() const { return fWorldToLocal; } virtual const hsPoint3 GetWorldPos() const { return fLocalToWorld.GetTranslate(); } virtual int GetNumChildren() const { return fChildren.GetCount(); } virtual plCoordinateInterface* GetChild(int i) const; virtual plCoordinateInterface* GetParent() const { return fParent; } virtual hsBool MsgReceive(plMessage* msg); UInt16 GetReasons(); void ClearReasons(); Int32 GetNumProperties() const { return kNumProps; } static UInt8 GetTransformPhase() { return fTransformPhase; } static void SetTransformPhase(UInt8 phase) { fTransformPhase = phase; } static hsBool GetDelayedTransformsEnabled() { return fDelayedTransformsEnabled; } static void SetDelayedTransformsEnabled(hsBool val) { fDelayedTransformsEnabled = val; } }; #endif // plCoordinateInterface_inc