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Engine directory for ticket #1
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//-----------------------------------------------------------------------------
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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 _BASICSCENEOBJECTLIGHTINGPLUGIN_H_
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#define _BASICSCENEOBJECTLIGHTINGPLUGIN_H_
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#ifndef _SCENEOBJECTLIGHTINGPLUGIN_H_
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#include "scene/sceneObjectLightingPlugin.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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class ShadowBase;
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class BasicSceneObjectLightingPlugin : public SceneObjectLightingPlugin
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{
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private:
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ShadowBase* mShadow;
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SceneObject* mParentObject;
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static Vector<BasicSceneObjectLightingPlugin*> smPluginInstances;
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public:
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BasicSceneObjectLightingPlugin(SceneObject* parent);
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~BasicSceneObjectLightingPlugin();
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static Vector<BasicSceneObjectLightingPlugin*>* getPluginInstances() { return &smPluginInstances; }
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static void cleanupPluginInstances();
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static void resetAll();
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const F32 getScore() const;
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// Called from BasicLightManager
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virtual void updateShadow( SceneRenderState *state );
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virtual void renderShadow( SceneRenderState *state );
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// Called by statics
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virtual U32 packUpdate(SceneObject* obj, U32 checkMask, NetConnection *conn, U32 mask, BitStream *stream) { return 0; }
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virtual void unpackUpdate(SceneObject* obj, NetConnection *conn, BitStream *stream) { }
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virtual void reset();
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};
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class BasicSceneObjectPluginFactory : public ManagedSingleton< BasicSceneObjectPluginFactory >
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{
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protected:
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/// Called from the light manager on activation.
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/// @see LightManager::addActivateCallback
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void _onLMActivate( const char *lm, bool enable );
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void _onDecalManagerClear();
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void removeLightPlugin(SceneObject* obj);
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void addLightPlugin(SceneObject* obj);
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void addToExistingObjects();
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bool mEnabled;
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public:
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BasicSceneObjectPluginFactory();
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~BasicSceneObjectPluginFactory();
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// For ManagedSingleton.
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static const char* getSingletonName() { return "BasicSceneObjectPluginFactory"; }
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void _setEnabled();
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};
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#endif // !_BASICSCENEOBJECTLIGHTINGPLUGIN_H_
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