/*==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 PLSIMDEFS_H #define PLSIMDEFS_H #pragma once namespace plSimDefs { // Groups are used to determine what a physical collides with, and what a // detector detects enum Group { // A physical that blocks avatars and dynamics kGroupStatic, // Blocks only avatars kGroupAvatarBlocker, // Blocks only dynamics kGroupDynamicBlocker, // No physical should actually be set to this, since the avatar is // controlled by a special kind of physical. However, you can use this // for detecting. kGroupAvatar, // A physical that can be pushed around by the avatar or other dynamics kGroupDynamic, // A physical that doesn't block anything, but reports on any physical // that enters it kGroupDetector, // Blocks nothing, for los checks only kGroupLOSOnly, //kExcludeRegion setting up so only blocks avatars and only when not in seek mode kGroupExcludeRegion, // A kinematic avatar only interacts with dynamics and detectors kGroupAvatarKinematic, // Just for error checking kGroupMax }; /** Different types of line-of-sight requests. */ enum LOSReqType { // these are MASKS -- keep powers of two kLOS_IgnoreCameraRequest = 0x1, kLOS_IgnoreUIRequest = 0x2, kLOS_CameraAvoidObject = 0x4, kLOS_Max = 0xffff // force 16-bit }; /** Different types of physics shapes. In most cases they dictate how we intepret the raw vertices. In some cases (sphere) they explain why there aren't any vertices */ enum Bounds { kBoxBounds = 0x01, // bounding box kSphereBounds, // bounding sphere kHullBounds, // convex hull kProxyBounds, // use alternate proxy geometry kExplicitBounds, // use the primary geometry kNumBounds, // the number of bounds types kBoundsMax = 0xff // force 8-bit }; enum plLOSDB { kLOSDBNone = 0x0000, kLOSDBUIBlockers = 0x0001, // things that block ui probes kLOSDBUIItems = 0x0002, // ui items -- we check these first for a hit before checking blockers kLOSDBCameraBlockers = 0x0004, // things that block camera probes kLOSDBCustom = 0x0008, // special things. only the user knows kLOSDBLocalAvatar = 0x0010, // yes, this is silly. it's transitional :) kLOSDBShootableItems = 0x0020, // shootable items, like from the VaporMiner gun kLOSDBAvatarWalkable = 0x0040, // stuff the avatar is expected to walk on. Used to prevent sliding and allow // jumping. All terrain automatically goes here. kLOSDBSwimRegion = 0x0080, kLOSDBMax = 0x0100, // MOVE THIS UP if you add new classes under it. we need it to iterate through the DBs kLOSDBForce16 = 0xffff }; } #endif PLSIMDEFS_H