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122 lines
4.4 KiB
122 lines
4.4 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef PLSIMDEFS_H |
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#define PLSIMDEFS_H |
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#pragma once |
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namespace plSimDefs |
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{ |
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// Groups are used to determine what a physical collides with, and what a |
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// detector detects |
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enum Group |
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{ |
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// A physical that blocks avatars and dynamics |
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kGroupStatic, |
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// Blocks only avatars |
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kGroupAvatarBlocker, |
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// Blocks only dynamics |
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kGroupDynamicBlocker, |
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// No physical should actually be set to this, since the avatar is |
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// controlled by a special kind of physical. However, you can use this |
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// for detecting. |
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kGroupAvatar, |
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// A physical that can be pushed around by the avatar or other dynamics |
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kGroupDynamic, |
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// A physical that doesn't block anything, but reports on any physical |
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// that enters it |
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kGroupDetector, |
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// Blocks nothing, for los checks only |
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kGroupLOSOnly, |
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//kExcludeRegion setting up so only blocks avatars and only when not in seek mode |
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kGroupExcludeRegion, |
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// A kinematic avatar only interacts with dynamics and detectors |
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kGroupAvatarKinematic, |
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// Just for error checking |
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kGroupMax |
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}; |
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/** Different types of line-of-sight requests. */ |
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enum LOSReqType |
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{ |
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// these are MASKS -- keep powers of two |
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kLOS_IgnoreCameraRequest = 0x1, |
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kLOS_IgnoreUIRequest = 0x2, |
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kLOS_CameraAvoidObject = 0x4, |
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kLOS_Max = 0xffff // force 16-bit |
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}; |
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/** Different types of physics shapes. In most cases they dictate how we intepret |
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the raw vertices. In some cases (sphere) they explain why there aren't any vertices */ |
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enum Bounds { |
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kBoxBounds = 0x01, // bounding box |
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kSphereBounds, // bounding sphere |
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kHullBounds, // convex hull |
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kProxyBounds, // use alternate proxy geometry |
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kExplicitBounds, // use the primary geometry |
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kNumBounds, // the number of bounds types |
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kBoundsMax = 0xff // force 8-bit |
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}; |
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enum plLOSDB { |
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kLOSDBNone = 0x0000, |
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kLOSDBUIBlockers = 0x0001, // things that block ui probes |
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kLOSDBUIItems = 0x0002, // ui items -- we check these first for a hit before checking blockers |
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kLOSDBCameraBlockers = 0x0004, // things that block camera probes |
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kLOSDBCustom = 0x0008, // special things. only the user knows |
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kLOSDBLocalAvatar = 0x0010, // yes, this is silly. it's transitional :) |
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kLOSDBShootableItems = 0x0020, // shootable items, like from the VaporMiner gun |
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kLOSDBAvatarWalkable = 0x0040, // stuff the avatar is expected to walk on. Used to prevent sliding and allow |
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// jumping. All terrain automatically goes here. |
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kLOSDBSwimRegion = 0x0080, |
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kLOSDBMax = 0x0100, // MOVE THIS UP if you add new classes under it. we need it to iterate through the DBs |
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kLOSDBForce16 = 0xffff |
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}; |
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} |
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#endif PLSIMDEFS_H |