Torque3D/Engine/source/T3D/staticShape.h
2016-10-16 16:54:11 -05:00

92 lines
2.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _STATICSHAPE_H_
#define _STATICSHAPE_H_
#ifndef _SHAPEBASE_H_
#include "T3D/shapeBase.h"
#endif
//----------------------------------------------------------------------------
struct StaticShapeData: public ShapeBaseData {
typedef ShapeBaseData Parent;
public:
StaticShapeData();
bool noIndividualDamage;
S32 dynamicTypeField;
bool isShielded;
//
DECLARE_CONOBJECT(StaticShapeData);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class StaticShape: public ShapeBase
{
typedef ShapeBase Parent;
StaticShapeData* mDataBlock;
bool mPowered;
void onUnmount(SceneObject* obj,S32 node);
protected:
enum MaskBits {
PositionMask = Parent::NextFreeMask,
NextFreeMask = Parent::NextFreeMask << 1
};
public:
DECLARE_CONOBJECT(StaticShape);
StaticShape();
~StaticShape();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void processTick(const Move *move);
void setTransform(const MatrixF &mat);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
// power
void setPowered(bool power) {mPowered = power;}
bool isPowered() {return(mPowered);}
static void initPersistFields();
};
#endif