You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
117 lines
4.5 KiB
117 lines
4.5 KiB
/*==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 <http://www.gnu.org/licenses/>. |
|
|
|
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 plLOSRequestMsg_inc |
|
#define plLOSRequestMsg_inc |
|
|
|
#include "../pnMessage/plMessage.h" |
|
#include "../plPhysical/plSimDefs.h" |
|
#include "hsGeometry3.h" |
|
|
|
class plLOSRequestMsg : public plMessage |
|
{ |
|
public: |
|
enum TestType { |
|
kTestClosest, // this test has to keep going after finding a hit until it's ruled out others |
|
kTestAny // this is faster because it will stop as soon as it finds any hit |
|
}; |
|
|
|
enum ReportType |
|
{ |
|
kReportHit, |
|
kReportMiss, |
|
kReportHitOrMiss |
|
}; |
|
|
|
plLOSRequestMsg(); |
|
plLOSRequestMsg(const plKey& sender, hsPoint3& fromPoint, hsPoint3& toPoint, plSimDefs::plLOSDB db, |
|
TestType test = kTestAny, ReportType report = kReportHit); |
|
|
|
void SetFrom(const hsPoint3& from) { fFrom = from; } |
|
void SetTo(const hsPoint3& to) { fTo = to; } |
|
|
|
void SetWorldKey(plKey world) { fWorldKey = world; } |
|
|
|
/** Determines which database we're testing against. |
|
See plSimDefs::plLOSDB for a list of valid databases. */ |
|
void SetRequestType(plSimDefs::plLOSDB type) { fRequestType = type; } |
|
plSimDefs::plLOSDB GetRequestType() const { return fRequestType; } |
|
|
|
/** Determine whether we'll return on the first hit we get (kTestAny) |
|
or keep looking until we're sure we've found the closest hit (kTestClosest) |
|
The latter is slower because it has to look at all possible hits. */ |
|
void SetTestType(TestType type) { fTestType = type; } |
|
TestType GetTestType() const { return fTestType; } |
|
|
|
/** Do we report when we find a hit, when we don't find a hit, or both? */ |
|
void SetReportType(ReportType type) { fReportType = type; } |
|
ReportType GetReportType() const { return fReportType; } |
|
|
|
/** An ID invented by the caller for their own bookkeeping. */ |
|
void SetRequestID(UInt32 id) { fRequestID = id; } |
|
UInt32 GetRequestID() { return fRequestID; } |
|
|
|
/** If we get a hit on the first pass, we'll then double-check the remaining |
|
segment (start->first hit) against the "cull db". If *any* hit is found, |
|
the entire test fails. */ |
|
void SetCullDB(plSimDefs::plLOSDB db) { fCullDB = db; } |
|
plSimDefs::plLOSDB GetCullDB() { return fCullDB; } |
|
|
|
CLASSNAME_REGISTER( plLOSRequestMsg ); |
|
GETINTERFACE_ANY( plLOSRequestMsg, plMessage ); |
|
|
|
// Local only, runtime, no IO necessary |
|
virtual void Read(hsStream* s, hsResMgr* mgr) {} |
|
virtual void Write(hsStream* s, hsResMgr* mgr) {} |
|
|
|
private: |
|
friend class plLOSDispatch; |
|
hsPoint3 fFrom; |
|
hsPoint3 fTo; |
|
plKey fWorldKey; // Force the query to happen in a particular subworld. |
|
plSimDefs::plLOSDB fRequestType; // which database are we probing? |
|
plSimDefs::plLOSDB fCullDB; // if we find a hit, see if anything in this DB blocks it. |
|
TestType fTestType; // testing closest hit or just any? |
|
ReportType fReportType; // reporting hits, misses, or both? |
|
UInt32 fRequestID; |
|
}; |
|
|
|
#endif // plLOSRequestMsg_inc
|
|
|