mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _STATICSHAPE_H_
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#define _STATICSHAPE_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.h"
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#endif
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//----------------------------------------------------------------------------
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struct StaticShapeData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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public:
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StaticShapeData();
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bool noIndividualDamage;
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S32 dynamicTypeField;
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bool isShielded;
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//
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DECLARE_CONOBJECT(StaticShapeData);
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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//----------------------------------------------------------------------------
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class StaticShape: public ShapeBase
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{
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typedef ShapeBase Parent;
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StaticShapeData* mDataBlock;
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bool mPowered;
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void onUnmount(SceneObject* obj,S32 node);
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protected:
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enum MaskBits {
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PositionMask = Parent::NextFreeMask,
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NextFreeMask = Parent::NextFreeMask << 1
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};
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public:
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DECLARE_CONOBJECT(StaticShape);
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StaticShape();
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~StaticShape();
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bool onAdd();
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void onRemove();
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bool onNewDataBlock(GameBaseData *dptr, bool reload);
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void processTick(const Move *move);
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void setTransform(const MatrixF &mat);
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U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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// power
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void setPowered(bool power) {mPowered = power;}
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bool isPowered() {return(mPowered);}
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static void initPersistFields();
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};
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#endif
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