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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/>.
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 plPhysicalProps_h_inc
#define plPhysicalProps_h_inc
#include "hsTypes.h"
#include "..\..\NucleusLib\pnKeyedObject\plKey.h"
class plMaxNode;
class plErrorMsg;
class plPhysicalProps
{
public:
//
// Set canIgnore to true if it is OK for someone else's setting to override yours
// If any of the Set functions return false, there was a conflict and the export will be aborted.
//
bool SetGroup(UInt32 group, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
bool SetReportGroup(UInt32 notifyGroup, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
bool SetMass(float mass, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
bool SetFriction(float friction, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
bool SetRestitution(float restitution, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// From plBoundsType
bool SetBoundsType(int boundsType, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// An alternate node for the physical to be created from
bool SetProxyNode(plMaxNode *proxyNode, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// If you're going to pin a node and set its mass greater than zero, do the pin first.
// That way it will not be flagged as movable.
bool SetPinned(bool pinned, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
/** Allow line-of-sight-checks to pass through this object.
Set to true if you don't want this object to block LOS probes.
Set to false if you do want this object to block LOS probes. */
bool SetAlignToOwner(bool alignToOwner, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
bool SetCameraAvoidFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// bool SetAllowLOS(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// bool SetCameraLOSFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// bool SetUILOSFlag(bool allowLOS, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
// New LOS Types....
bool SetLOSBlockCamera(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
bool SetLOSBlockUI(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
bool SetLOSUIItem(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
bool SetLOSBlockCustom(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
bool SetLOSShootable(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore= false);
bool SetLOSAvatarWalkable(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore= false);
bool SetLOSSwimRegion(bool status, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore = false);
bool SetSubworld(plMaxNode* subworld);
bool SetPhysAnim(bool anim, plMaxNode *node, plErrorMsg *errMsg, bool canIgnore=false);
void SetStartInactive(int on) { fStartInactive = on; };
void SetNoSynchronize(int on) { fNoSynchronize = on; };
void SetAvAnimPushable(int on) { fAvAnimPushable = on; };
bool IsUsed() { return fUsed; }
UInt32 GetGroup() { return fGroup; }
UInt32 GetReportGroup() { return fReportGroup; }
float GetMass() { return fMass; }
float GetFriction() { return fFriction; }
float GetRestitution() { return fRestitution; }
int GetBoundsType() { return fBoundsType; }
plMaxNode* GetProxyNode() { return fProxyNode; }
bool GetPinned();
bool GetCameraAvoid();
bool GetAlignToOwner();
plMaxNode* GetSubworld() { return fSubworld; }
bool GetPhysAnim();
// New LOS Types
bool GetLOSBlockCamera();
bool GetLOSBlockUI();
bool GetLOSUIItem();
bool GetLOSBlockCustom();
bool GetLOSShootable();
bool GetLOSAvatarWalkable();
bool GetLOSSwimRegion();
int GetStartInactive() { return fStartInactive; };
int GetNoSynchronize() { return fNoSynchronize; };
int GetAvAnimPushable() { return fAvAnimPushable; };
protected:
bool fUsed;
UInt32 fCanIgnore;
UInt32 fGroup;
UInt32 fReportGroup;
float fMass;
float fFriction;
float fRestitution;
int fBoundsType;
plMaxNode *fProxyNode;
UInt32 fFlags;
plMaxNode* fSubworld;
int fStartInactive;
int fNoSynchronize;
int fAvAnimPushable;
bool IGetFlagParam(int flagType);
bool ISetFlagParam(bool val, int flagType, int type, bool canIgnore, plMaxNode *node, plErrorMsg *errMsg);
// Because VC++ sucks, this has to be inlined.
template <class T> bool ISetParam(T& ourVal, T& theirVal, int type, bool otherCanIgnore, plMaxNode *node, plErrorMsg *errMsg)
{
fUsed = true;
if (ourVal != theirVal)
{
if (CanIgnore(type))
{
ourVal = theirVal;
if (!otherCanIgnore)
SetCanIgnore(type, false);
}
else if (!otherCanIgnore)
{
IDisplayErrorMsg(node, errMsg);
fUsed = false;
return false;
}
}
return true;
}
void SetCanIgnore(UInt32 type, bool canIgnore);
bool CanIgnore(UInt32 type);
void IDisplayErrorMsg(plMaxNode *node, plErrorMsg *errMsg);
// Only plMaxNodeData can create these
plPhysicalProps();
friend class plMaxNodeData;
};
#endif // plPhysicalProps_h_inc