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RibbonNode class.
Simple RibbonNode class for an implementation similar to that of ParticleEmitterNodes. Datablock currently has no static fields.
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Engine/source/T3D/fx/ribbonNode.h
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Engine/source/T3D/fx/ribbonNode.h
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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 _RIBBON_NODE_H_
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#define _RIBBON_NODE_H_
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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class RibbonData;
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class Ribbon;
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//*****************************************************************************
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// ParticleEmitterNodeData
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//*****************************************************************************
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class RibbonNodeData : public GameBaseData
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{
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typedef GameBaseData Parent;
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//-------------------------------------- Console set variables
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public:
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F32 timeMultiple;
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//-------------------------------------- load set variables
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public:
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RibbonNodeData();
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~RibbonNodeData();
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DECLARE_CONOBJECT(RibbonNodeData);
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static void initPersistFields();
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};
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//*****************************************************************************
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// ParticleEmitterNode
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//*****************************************************************************
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class RibbonNode : public GameBase
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{
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typedef GameBase Parent;
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enum MaskBits
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{
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StateMask = Parent::NextFreeMask << 0,
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EmitterDBMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2,
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};
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RibbonNodeData* mDataBlock;
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protected:
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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 inspectPostApply();
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RibbonData* mRibbonDatablock;
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S32 mRibbonDatablockId;
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SimObjectPtr<Ribbon> mRibbon;
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bool mActive;
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public:
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RibbonNode();
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~RibbonNode();
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Ribbon *getRibbonEmitter() {return mRibbon;}
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// Time/Move Management
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void processTick(const Move* move);
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void advanceTime(F32 dt);
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DECLARE_CONOBJECT(RibbonNode);
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static void initPersistFields();
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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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inline bool getActive( void ) { return mActive; };
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inline void setActive( bool active ) { mActive = active; setMaskBits( StateMask ); };
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void setRibbonDatablock(RibbonData* data);
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};
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#endif // _RIBBON_NODE_H_
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