khanat-opennel-code/code/nel/include/nel/pacs/u_move_primitive.h

415 lines
12 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_U_MOVE_PRIMITIVE_H
#define NL_U_MOVE_PRIMITIVE_H
#include "nel/misc/types_nl.h"
#include "u_global_position.h"
namespace NLMISC
{
class CVectorD;
}
namespace NLPACS
{
class UMoveContainer;
class UGlobalPosition;
/**
* Description of movables primitives.
*
* This primitive can be a 2d oriented box or a 2d oriented cylinder.
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class UMovePrimitive
{
public:
/// Type of the collision mask.
typedef uint32 TCollisionMask;
typedef uint64 TUserData;
//typedef uintptr_t TUserData;
/// Primitive mode
enum TType
{
/**
* This is a static 2d oriented bounding box. It can be oriented only on the Z axis.
* It has a height. Collision can be performed only on its sides but not on its top and bottom
* planes. It doesn't mode. Default value.
*/
_2DOrientedBox=0x0,
/**
* This is a movable 2d oriented cylinder. It can be oriented only on the Z axis.
* It has a height. Collision can be performed only on its sides but not on its top and bottom
* planes. It can move only with 3d translations.
*/
_2DOrientedCylinder=0x1,
};
/// Reaction mode
enum TReaction
{
/**
* No reaction. For static objects or not influenced objects. Default value.
*/
DoNothing=0x0,
/**
* This object slides over surfaces.
*/
Slide=0x10,
/**
* This object reflects over surfaces.
*/
Reflexion=0x20,
/**
* This object stops over surfaces.
*/
Stop=0x40,
};
/// Reaction mode
enum TTrigger
{
/**
* Not a trigger.
*/
NotATrigger=0x0,
/**
* This is a one time trigger. This trigger is actived only when an object enter in its volume.
*/
EnterTrigger=0x100,
/**
* This is a one time trigger. This trigger is actived only when an object exit from its volume.
*/
ExitTrigger=0x200,
/**
* This is an overlap trigger. This trigger is actived each time the object overlap the trigger.
*/
OverlapTrigger=0x400,
};
/**
* User data.
*/
TUserData UserData;
virtual ~UMovePrimitive() {}
/// \name Setup the primitive static parts.
/**
* Set the primitive type.
*
* \param type is the new primitive type.
*/
virtual void setPrimitiveType (TType type) =0;
/**
* Set the reaction type.
*
* \param type is the new reaction type.
*/
virtual void setReactionType (TReaction type) =0;
/**
* Set the trigger type. Default type is NotATrigger.
*
* \param type is the new trigger type.
*/
virtual void setTriggerType (TTrigger type) =0;
/**
* Set the collision mask for this primitive. Default mask is 0xffffffff.
*
* \param mask is the new collision mask.
*/
virtual void setCollisionMask (TCollisionMask mask) =0;
/**
* Set the occlusion mask for this primitive. Default mask is 0xffffffff.
*
* \param mask is the new occlusion mask.
*/
virtual void setOcclusionMask (TCollisionMask mask) =0;
/**
* Set the obstacle flag.
*
* \param obstacle is true if this primitive is an obstacle, else false.
*/
virtual void setObstacle (bool obstacle) =0;
/**
* Set the attenuation of collision for this object. Default value is 1. Should be between 0~1.
* 0, all the energy is attenuated by the collision. 1, all the energy stay in the object.
* Used only with the flag Reflexion.
*
* \param attenuation is the new attenuation for the primitive.
*/
virtual void setAbsorbtion (float attenuation) =0;
/** Tells that the primitive should not be snapped to ground.
* The default is false
*/
virtual void setDontSnapToGround(bool dont) = 0;
/// Test if snapping to ground is off
virtual bool getDontSnapToGround() const = 0;
/**
* Set the box size. Only for boxes.
*
* \param width is the new width size of the box. It the size of the sides aligned on OX.
* \param depth is the new depth size of the box. It the size of the sides aligned on OY.
*/
virtual void setSize (float width, float depth) =0;
/**
* Set the height. For boxes or cylinder.
*
* \param height is the new height size of the box. It the size of the sides aligned on OZ.
*/
virtual void setHeight (float height) =0;
/**
* Set the cylinder size. Only for cylinder.
*
* \param radius is the new radius size of the cylinder.
*/
virtual void setRadius (float radius) =0;
/// \name Access the primitive static parts.
/**
* Set the primitive type.
*
* \param type is the new primitive type.
*/
virtual TType getPrimitiveType () const =0;
/**
* Set the reaction type.
*
* \param type is the new reaction type.
*/
virtual TReaction getReactionType () const =0;
/**
* Set the trigger type. Default type is NotATrigger.
*
* \param type is the new trigger type.
*/
virtual TTrigger getTriggerType () const =0;
/**
* Set the collision mask for this primitive. Default mask is 0xffffffff.
*
* \param mask is the new collision mask.
*/
virtual TCollisionMask getCollisionMask () const =0;
/**
* Set the occlusion mask for this primitive. Default mask is 0xffffffff.
*
* \param mask is the new occlusion mask.
*/
virtual TCollisionMask getOcclusionMask () const =0;
/**
* Set the obstacle flag.
*
* \param obstacle is true if this primitive is an obstacle, else false.
*/
virtual bool getObstacle () const =0;
/**
* Set the attenuation of collision for this object. Default value is 1. Should be between 0~1.
* 0, all the energy is attenuated by the collision. 1, all the energy stay in the object.
* Used only with the flag Reflexion.
*
* \param attenuation is the new attenuation for the primitive.
*/
virtual float getAbsorbtion () const =0;
/**
* Set the box size. Only for boxes.
*
* \param width is the new width size of the box. It the size of the sides aligned on OX.
* \param depth is the new depth size of the box. It the size of the sides aligned on OY.
*/
virtual void getSize (float& width, float& depth) const =0;
/**
* Set the height. For boxes or cylinder.
*
* \param height is the new height size of the box. It the size of the sides aligned on OZ.
*/
virtual float getHeight () const =0;
/**
* Set the cylinder size. Only for cylinder.
*
* \param radius is the new radius size of the cylinder.
*/
virtual float getRadius () const =0;
/**
* Return true if the primitive is collisionable
*/
virtual bool isCollisionable() const =0;
/// \name Setup the primitive dynamic parts.
/**
* Set the new orientation of the move primitive. Only for the box primitives.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modify it before modify any other dynamic properties in another world image.
*
* \param rot is the new OZ rotation in radian.
* \param worldImage is the world image in which the primitive must be oriented.
*/
virtual void setOrientation (double rot, uint8 worldImage) =0;
/// \name Access the primitive dynamic parts.
/**
* Set the new orientation of the move primitive. Only for the box primitives.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \param rot is the new OZ rotation in radian.
* \param worldImage is the world image in which the primitive must be oriented.
*/
virtual double getOrientation (uint8 worldImage) const =0;
/**
* Set the global position of the move primitive. This method is fast because
* you must pass the global position of the primitive.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \param pos is the new global position of the primitive.
*/
virtual void getGlobalPosition (UGlobalPosition& pos, uint8 worldImage) const =0;
/**
* Get the position of the move primitive at the end of the movement.
* This method is slow. Just for initilisation and teleportation.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \return the new position of the primitive.
*/
virtual NLMISC::CVectorD getFinalPosition (uint8 worldImage) const=0;
/**
* Get the speed vector for this primitive.
*
* \Return the new speed vector.
*/
virtual const NLMISC::CVectorD& getSpeed (uint8 worldImage) const =0;
/// \name Move the primitive.
/**
* Insert the primitive in a world image of the move container.
*
* This primitive must a collisionable primitive.
*
* \param worldImage is the number of the world image where you want to insert the primitive.
*/
virtual void insertInWorldImage (uint8 worldImage) =0;
/**
* Remove the primitive from a world image of the move container.
*
* This primitive must a collisionable primitive.
*
* \param worldImage is the number of the world image from where you want to remove the primitive.
*/
virtual void removeFromWorldImage (uint8 worldImage) =0;
/**
* Set the global position of the move primitive. Setting the global position
* can take a long time if you use a UGlobalRetriever. Set the position with
* this method only the first time or for teleporting.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \param pos is the new global position of the primitive.
*/
virtual void setGlobalPosition (const NLMISC::CVectorD& pos, uint8 worldImage, UGlobalPosition::TType type = UGlobalPosition::Unspecified) =0;
/**
* Set the global position of the move primitive. This method is fast because
* you must pass the global position of the primitive.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \param pos is the new global position of the primitive.
*/
virtual void setGlobalPosition (const UGlobalPosition& pos, uint8 worldImage) =0;
/**
* Move the primitive.
* This method is fast. Use it to move primitives.
*
* If you modify a noncollisionable primitive with this method, you must evaluate in the world
* image where you have modified it before modify any other dynamic properties in another world image.
*
* \param speed is the speed of the primitive.
*/
virtual void move (const NLMISC::CVectorD& speed, uint8 worldImage) =0;
/**
* Return the first world image
*/
virtual uint8 getFirstWorldImageV () const =0;
/**
* Return the num of world image
*/
virtual uint8 getNumWorldImageV () const =0;
};
} // NLPACS
#endif // NL_U_MOVE_PRIMITIVE_H
/* End of u_move_primitive.h */