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Add all new AFX files
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143
Engine/source/afx/ce/afxZodiacPlane.h
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143
Engine/source/afx/ce/afxZodiacPlane.h
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_ZODIAC_PLANE_H_
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#define _AFX_ZODIAC_PLANE_H_
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#include "afx/ce/afxZodiacDefs.h"
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class afxZodiacPlaneData : public GameBaseData, public afxZodiacDefs
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{
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typedef GameBaseData Parent;
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public:
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enum BlendType
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{
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BLEND_NORMAL = 0x0,
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BLEND_ADDITIVE = 0x1,
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BLEND_SUBTRACTIVE = 0x2,
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BLEND_RESERVED = 0x3,
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BLEND_MASK = 0x3
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};
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enum FacingType
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{
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FACES_UP = 0,
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FACES_DOWN,
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FACES_FORWARD,
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FACES_BACK,
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FACES_RIGHT,
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FACES_LEFT,
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FACES_BITS = 3
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};
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public:
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StringTableEntry txr_name;
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GFXTexHandle txr;
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F32 radius_xy;
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F32 start_ang;
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F32 ang_per_sec;
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F32 grow_in_time;
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F32 shrink_out_time;
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F32 growth_rate;
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LinearColorF color;
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U32 blend_flags;
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bool respect_ori_cons;
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bool use_full_xfm;
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U32 zflags;
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U32 face_dir;
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bool double_sided;
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void expand_zflags();
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void merge_zflags();
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public:
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/*C*/ afxZodiacPlaneData();
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/*C*/ afxZodiacPlaneData(const afxZodiacPlaneData&, bool = false);
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virtual void packData(BitStream*);
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virtual void unpackData(BitStream*);
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bool preload(bool server, String &errorStr);
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virtual bool allowSubstitutions() const { return true; }
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F32 calcRotationAngle(F32 elapsed, F32 rate_factor=1.0f);
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static void initPersistFields();
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DECLARE_CONOBJECT(afxZodiacPlaneData);
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DECLARE_CATEGORY("AFX");
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};
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typedef afxZodiacPlaneData::BlendType afxZodiacPlane_BlendType;
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DefineEnumType( afxZodiacPlane_BlendType );
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typedef afxZodiacPlaneData::FacingType afxZodiacPlane_FacingType;
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DefineEnumType( afxZodiacPlane_FacingType );
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxZodiacPlane
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class afxZodiacPlane : public GameBase, public afxZodiacDefs
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{
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typedef GameBase Parent;
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private:
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afxZodiacPlaneData* mDataBlock;
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LinearColorF color;
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F32 radius;
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bool is_visible;
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void preDraw();
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void draw();
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void postDraw();
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GFXStateBlockRef normal_sb;
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GFXStateBlockRef reflected_sb;
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public:
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/*C*/ afxZodiacPlane();
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/*D*/ ~afxZodiacPlane();
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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virtual bool onAdd();
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virtual void onRemove();
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void setRadius(F32 rad) { radius = rad; }
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void setColor(const LinearColorF& clr) { color = clr; }
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void setVisibility(bool flag) { is_visible = flag; }
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virtual void prepRenderImage(SceneRenderState*);
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void _renderZodiacPlane(ObjectRenderInst*, SceneRenderState*, BaseMatInstance*);
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DECLARE_CONOBJECT(afxZodiacPlane);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_ZODIAC_PLANE_H_
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