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205 lines
6.3 KiB
205 lines
6.3 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 _pySceneObject_h_ |
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#define _pySceneObject_h_ |
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////////////////////////////////////////////////////////////////////// |
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// |
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// pySceneObject - a wrapper class to provide interface to modifier |
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// attached to a SceneObject |
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// |
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////////////////////////////////////////////////////////////////////// |
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#include "pyKey.h" |
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#include "cyDraw.h" |
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#include "cyPhysics.h" |
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#include "cyAvatar.h" |
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#include "cyParticleSys.h" |
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#include "hsStlUtils.h" |
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#include <python.h> |
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#include "pyGlueHelpers.h" |
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class pySceneObject |
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{ |
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private: |
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hsTArray<plKey> fSceneObjects; |
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plKey fSenderKey; // the holder of the who (the modifier) we are |
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plKey fPyMod; // pyKey that points to modifier |
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hsBool fNetForce; |
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virtual void IAddObjKeyToAll(plKey key); |
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virtual void ISetAllSenderKeys(); |
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protected: |
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pySceneObject(); |
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pySceneObject(pyKey& objkey, pyKey& selfkey); |
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pySceneObject(plKey objkey,pyKey& selfkey); |
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pySceneObject(plKey objkey); |
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public: |
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~pySceneObject() {Py_XDECREF(fDraw); Py_XDECREF(fPhysics); Py_XDECREF(fAvatar); Py_XDECREF(fParticle);} |
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// required functions for PyObject interoperability |
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PYTHON_CLASS_NEW_FRIEND(ptSceneobject); |
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static PyObject *New(plKey objKey, PyObject *selfKeyObj); |
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static PyObject *New(plKey objKey, pyKey &selfKey); |
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static PyObject *New(plKey objKey, plKey selfkey); |
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static PyObject *New(plKey objKey); |
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pySceneObject object |
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(pySceneObject); // converts a PyObject to a pySceneObject (throws error if not correct type) |
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static void AddPlasmaClasses(PyObject *m); |
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// override the equals to operator |
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hsBool operator==(const pySceneObject &sobj) const; |
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hsBool operator!=(const pySceneObject &sobj) const { return !(sobj == *this); } |
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PyObject* fDraw; // cyDraw |
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PyObject* fPhysics; // cyPhysics |
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PyObject* fAvatar; // cyAvatar |
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PyObject* fParticle; // cyParticleSys |
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// getter and setters |
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virtual void addObjKey(plKey key); |
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virtual void addObjPyKey(pyKey& objkey); |
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virtual plKey getObjKey(); |
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virtual PyObject* getObjPyKey(); // pyKey |
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virtual void setSenderKey(plKey key); |
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virtual void setPyMod(pyKey& pymod); |
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virtual void setPyMod(plKey& key); |
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virtual void SetNetForce(hsBool state); |
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virtual PyObject* findObj(const char* name); // pySceneObject |
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virtual const char* GetName(); |
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virtual std::vector<PyObject*> GetResponders(); // pyKey list |
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virtual std::vector<PyObject*> GetPythonMods(); // pyKey list |
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// |
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// deteremine if this object (or the first object in the list) |
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// ...is locally owned |
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virtual hsBool IsLocallyOwned(); |
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// |
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// get the local to world matrix |
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virtual PyObject* GetLocalToWorld(); |
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// |
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// get the local to world matrix |
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virtual PyObject* GetWorldToLocal(); |
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// |
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// get the local to world matrix |
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virtual PyObject* GetLocalToParent(); |
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// |
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// get the local to world matrix |
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virtual PyObject* GetParentToLocal(); |
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// |
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// set the local to world matrix |
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virtual void SetTransform(pyMatrix44& l2w, pyMatrix44& w2l); |
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// |
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// find the position of this object (if there are more than one, just the first one) |
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virtual PyObject* GetWorldPosition(); // pyPoint3 |
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// |
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// find the view vector for this object (if there are more than one, just the first one) |
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virtual PyObject* GetViewVector(); // pyVector3 |
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// |
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// find the up vector for this object (if there are more than one, just the first one) |
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virtual PyObject* GetUpVector(); // pyVector3 |
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// |
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// find the up vector for this object (if there are more than one, just the first one) |
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virtual PyObject* GetRightVector(); // pyVector3 |
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// |
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// deteremine if this object (or any of the object attached) |
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// ...is an avatar, of any type |
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virtual hsBool IsAvatar(); |
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virtual PyObject* GetAvatarVelocity(); // pyVector3 |
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// |
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// deteremine if this object (or the first object in the list) |
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// ...is a human avatar |
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virtual hsBool IsHumanAvatar(); |
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// |
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// switch to / from this camera (if it is a camera) |
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// |
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void PushCamera(pyKey& avKey); |
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void PushCameraCut(pyKey& avKey); |
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void PopCamera(pyKey& avKey); |
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void PushCutsceneCamera(hsBool cut,pyKey& avKey); |
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void PopCutsceneCamera(pyKey& avKey); |
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void Animate(); |
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// return responder state (if responder modifier found) |
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Int8 GetResponderState(); |
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// some animation commands for s.o.'s w/ multiple animations attached |
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void RewindAnim(const char* animName); |
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void PlayAnim(const char* animName); |
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void StopAnim(const char* animName); |
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void RunResponder(int state); |
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void FFResponder(int state); |
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void SetSoundFilename(int index, const char* filename, bool isCompressed); |
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int GetSoundObjectIndex(const char* sndObj); |
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// hack for garrison |
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void VolumeSensorIgnoreExtraEnters(bool ignore); |
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}; |
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#endif // _pySceneObject_h_
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