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/*==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==*/
// SIMULATION MESSAGES
// Messages that influence the movement of a physically simulated object
#ifndef PLSIMINFLUENCEMSG_H
#define PLSIMINFLUENCEMSG_H
/*
#include "pnMessage/plSimulationMsg.h"
#include "hsGeometry3.h"
////////////
//
// INFLUENCE
//
////////////
// PLSIMULATIONINFLUENCEMSG (virtual)
// base for messages that are used to push physical objects around in one way or another
class plSimInfluenceMsg : public plSimulationMsg
{
public:
plSimInfluenceMsg() : plSimulationMsg() {};
plSimInfluenceMsg(const plKey& sender, const plKey &receiver, double *time)
:plSimulationMsg(sender, receiver, time){};
CLASSNAME_REGISTER( plSimInfluenceMsg );
GETINTERFACE_ANY( plSimInfluenceMsg, plSimulationMsg);
virtual void Read(hsStream *stream, hsResMgr *mgr);
virtual void Write(hsStream *stream, hsResMgr *mgr);
};
// FORCES
/////////
// PLFORCEMSG
// apply a force to the center of mass of the receiver
class plForceMsg : public plSimInfluenceMsg
{
public:
plForceMsg() : plSimInfluenceMsg() { };
plForceMsg::plForceMsg(const plKey& sender, const plKey &receiver, hsVector3 &force)
:plSimInfluenceMsg(sender, receiver, nil), fForce(force) {};
plForceMsg::plForceMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 &force)
:plSimInfluenceMsg(sender, receiver, time), fForce(force) {};
CLASSNAME_REGISTER( plForceMsg );
GETINTERFACE_ANY( plForceMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsVector3 GetForce() const { return fForce; }
void SetForce(const hsVector3 &the_Force)
{ fForce = the_Force; }
protected:
hsVector3 fForce;
};
// PLOFFSETFORCE
// apply a force to the receiver as though it were being impacted at the
// given point in global space
class plOffsetForceMsg : public plForceMsg
{
public:
plOffsetForceMsg() : plForceMsg() { };
plOffsetForceMsg(const plKey& sender, const plKey &receiver, hsVector3 &force, hsPoint3 &point)
:plForceMsg(sender, receiver, nil, force), fPoint(point) {};
plOffsetForceMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 &force, hsPoint3 &point)
:plForceMsg(sender, receiver, time, force), fPoint(point) {};
CLASSNAME_REGISTER( plOffsetForceMsg );
GETINTERFACE_ANY( plOffsetForceMsg, plForceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsPoint3 GetPoint() const { return fPoint; }
void SetPoint(const hsPoint3 &the_Point)
{ fPoint = the_Point; }
protected:
hsPoint3 fPoint;
};
// PLTORQUEMSG
// Apply the given torque force to the body
// The vector indicates the axes, and the magnitude indicates the strength
class plTorqueMsg : public plSimInfluenceMsg
{
public:
plTorqueMsg() : plSimInfluenceMsg() { };
plTorqueMsg(const plKey& sender, const plKey &receiver, hsVector3 & torque)
:plSimInfluenceMsg(sender, receiver, nil), fTorque(torque) {};
CLASSNAME_REGISTER( plTorqueMsg );
GETINTERFACE_ANY( plTorqueMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsVector3 GetTorque() const { return fTorque; }
void SetTorque(const hsVector3 &the_Torque) { fTorque = the_Torque; }
protected:
hsVector3 fTorque;
};
// IMPULSES
///////////
// PLIMPULSE
// Add the given vector to the objects velocity
class plImpulseMsg : public plSimInfluenceMsg
{
public:
plImpulseMsg() : plSimInfluenceMsg() { };
plImpulseMsg(const plKey& sender, const plKey &receiver, hsVector3 &impulse)
:plSimInfluenceMsg(sender, receiver, nil), fImpulse(impulse) {};
plImpulseMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 &impulse)
:plSimInfluenceMsg(sender, receiver, time), fImpulse(impulse) {};
CLASSNAME_REGISTER( plImpulseMsg );
GETINTERFACE_ANY( plImpulseMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsVector3 GetImpulse() const { return fImpulse; }
void SetImpulse(const hsVector3 &the_Impulse) { fImpulse = the_Impulse; }
protected:
hsVector3 fImpulse;
};
// PLOFFSETIMPULSE
// Apply the given impulse to the object at the given point in global space
// Will impart torque if not applied to center of mass
class plOffsetImpulseMsg : public plImpulseMsg
{
public:
plOffsetImpulseMsg() : plImpulseMsg() { };
plOffsetImpulseMsg(const plKey& sender, const plKey &receiver, hsVector3 & impulse, hsPoint3 &point)
: plImpulseMsg(sender, receiver, impulse), fPoint(point) {};
plOffsetImpulseMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 & impulse, hsPoint3 &point)
: plImpulseMsg(sender, receiver, time, impulse), fPoint(point) {};
CLASSNAME_REGISTER( plOffsetImpulseMsg );
GETINTERFACE_ANY( plOffsetImpulseMsg, plImpulseMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsPoint3 GetPoint() const { return fPoint; }
void SetPoint(const hsPoint3 &the_Point) { fPoint = the_Point; }
protected:
hsPoint3 fPoint;
};
// PLANGULARIMPULSE
// Add the given vector (representing a rotation axis and magnitude)
// to the
class plAngularImpulseMsg : public plSimInfluenceMsg
{
public:
plAngularImpulseMsg() : plSimInfluenceMsg() { };
plAngularImpulseMsg(const plKey& sender, const plKey &receiver, hsVector3 &impulse)
: plSimInfluenceMsg(sender, receiver, nil), fImpulse(impulse) {};
plAngularImpulseMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 &impulse)
: plSimInfluenceMsg(sender, receiver, time), fImpulse(impulse) {};
CLASSNAME_REGISTER( plAngularImpulseMsg );
GETINTERFACE_ANY( plAngularImpulseMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsVector3 GetImpulse() const { return fImpulse; }
void SetImpulse(const hsVector3 &the_Impulse)
{ fImpulse = the_Impulse; }
protected:
hsVector3 fImpulse;
};
// MISCELLANEOUS INFLUENCES
///////////////////////////
// PLDAMPMSG
// Decrease all velocities on the given object.
// A damp factor of 0 nulls them all entirely;
// A damp factor of 1 leaves them alone.
class plDampMsg : public plSimInfluenceMsg
{
public:
plDampMsg() : plSimInfluenceMsg() { };
plDampMsg(const plKey& sender, const plKey &receiver, float dampFactor)
: plSimInfluenceMsg(sender, receiver, nil), fDamp(dampFactor) {};
plDampMsg(const plKey& sender, const plKey &receiver, double *time, float dampFactor)
: plSimInfluenceMsg(sender, receiver, time), fDamp(dampFactor) {};
CLASSNAME_REGISTER( plDampMsg );
GETINTERFACE_ANY( plDampMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
float GetDamp() const { return fDamp; }
void SetDamp( float the_Damp )
{ fDamp = the_Damp; }
protected:
float fDamp;
};
// PLSHIFTCENTERMSG
// Shift the center of mass of the given object by the given
// amount in the given direction.
class plShiftMassMsg : public plSimInfluenceMsg
{
public:
plShiftMassMsg() : plSimInfluenceMsg() { };
plShiftMassMsg(const plKey& sender, const plKey &receiver, hsVector3 &offset)
:plSimInfluenceMsg(sender, receiver, nil), fOffset(offset) {};
plShiftMassMsg(const plKey& sender, const plKey &receiver, double *time, hsVector3 &offset)
:plSimInfluenceMsg(sender, receiver, time), fOffset(offset) {};
CLASSNAME_REGISTER( plShiftMassMsg );
GETINTERFACE_ANY( plShiftMassMsg, plSimInfluenceMsg);
void Read(hsStream *stream, hsResMgr *mgr);
void Write(hsStream *stream, hsResMgr *mgr);
hsVector3 GetOffset() const { return fOffset; }
void SetOffset(const hsVector3 &the_Offset)
{ fOffset = the_Offset; }
protected:
hsVector3 fOffset;
};
*/
#endif // PLSIMINFLUENCEMSG_H