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136 lines
3.9 KiB
136 lines
3.9 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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#include "HeadSpin.h" |
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#include <windowsx.h> |
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#include "max.h" |
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#include "resource.h" |
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#include "plComponent.h" |
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#include "plComponentReg.h" |
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#include "../MaxMain/plMaxNode.h" |
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#include "../pnSceneObject/plSceneObject.h" |
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#include "hsResMgr.h" |
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#include "../plScene/plSceneNode.h" |
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#include "../MaxConvert/hsConverterUtils.h" |
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#include "../MaxConvert/plConvert.h" |
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#include "../MaxConvert/hsControlConverter.h" |
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#include "../MaxMain/plMaxNode.h" |
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#include "hsGeometry3.h" |
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#include "../plAvatar/plSeekPointMod.h" |
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//Necessary Empty function. Otherwise Linker throws the Paramblock away as extraneous. |
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void DummyCodeIncludeFuncSeekPoint() |
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{ |
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} |
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// SeekPoint Component |
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// Denotes a special location in the world that the avatar can "magically" move to. |
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//Class that accesses the paramblock below. |
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class plSeekPointComponent : public plComponent |
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{ |
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public: |
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plSeekPointComponent(); |
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void DeleteThis() { delete this; } |
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hsBool PreConvert(plMaxNode *pNode, plErrorMsg *pErrMsg); |
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hsBool Convert(plMaxNode *node, plErrorMsg *pErrMsg); |
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//hsBool IsValidNodeType(plMaxNode *pNode); |
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}; |
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//Max desc stuff necessary. |
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CLASS_DESC(plSeekPointComponent, gSeekPtDesc, "Seek Point", "Seek", COMP_TYPE_TYPE, Class_ID(0x597c7970, 0x13df349f)) |
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// MAX paramblock describing the user interface. |
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// In this case, there isn't really a user interface. |
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ParamBlockDesc2 gSeekPtBk |
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( |
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1, _T(""), 0, &gSeekPtDesc, P_AUTO_CONSTRUCT, 0, |
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end |
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); |
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// CTOR (default) |
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plSeekPointComponent::plSeekPointComponent() |
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{ |
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fClassDesc = &gSeekPtDesc; |
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fClassDesc->MakeAutoParamBlocks(this); |
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} |
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// CONVERT |
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hsBool plSeekPointComponent::Convert(plMaxNode *node, plErrorMsg *pErrMsg) |
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{ |
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const char *objName = node->GetName(); |
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char *name = TRACKED_NEW char[strlen(objName) + 1]; |
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strcpy(name, objName); |
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plSeekPointMod* pointMod = TRACKED_NEW plSeekPointMod(name); |
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node->AddModifier(pointMod, IGetUniqueName(node)); |
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return true; |
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} |
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// PRECONVERT |
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hsBool plSeekPointComponent::PreConvert(plMaxNode *pNode, plErrorMsg *pErrMsg) |
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{ |
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pNode->SetForceLocal(true); |
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return true; |
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} |
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/*hsBool IsValidNodeType(plMaxNode *pNode) |
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{ |
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Object *obj = pNode->EvalWorldState(hsConverterUtils::Instance().GetTime(pNode->GetInterface())).obj; |
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if(obj->SuperClassID() == CAMERA_CLASS_ID) |
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return true; |
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else |
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return false; |
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} |
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*/ |
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