Torque3D/Engine/source/afx/ce/afxZodiac.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

132 lines
4.3 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 _AFX_ZODIAC_H_
#define _AFX_ZODIAC_H_
#ifndef _ARCANE_FX_H_
#include "afx/arcaneFX.h"
#endif
#ifndef _AFX_ZODIAC_DEFS_H_
#include "afx/ce/afxZodiacDefs.h"
#endif
#include "console/typeValidators.h"
GFX_DeclareTextureProfile(AFX_GFXZodiacTextureProfile);
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxZodiacData
class afxZodiacData : public GameBaseData, public afxZodiacDefs
{
typedef GameBaseData Parent;
public:
enum BlendType
{
BLEND_NORMAL = 0x0,
BLEND_ADDITIVE = 0x1,
BLEND_SUBTRACTIVE = 0x2,
BLEND_RESERVED = 0x3,
BLEND_MASK = 0x3
};
static void convertGradientRangeFromDegrees(Point2F& gradrange, const Point2F& gradrange_deg);
public:
DECLARE_IMAGEASSET(afxZodiacData, Texture, AFX_GFXZodiacTextureProfile)
F32 radius_xy;
Point2F vert_range;
F32 start_ang;
F32 ang_per_sec;
F32 grow_in_time;
F32 shrink_out_time;
F32 growth_rate;
LinearColorF color;
U32 blend_flags;
bool terrain_ok;
bool interiors_ok;
bool reflected_ok;
bool non_reflected_ok;
bool respect_ori_cons;
bool scale_vert_range;
bool interior_h_only;
bool interior_v_ignore;
bool interior_back_ignore;
bool interior_opaque_ignore;
bool interior_transp_ignore;
U32 zflags;
F32 altitude_max;
F32 altitude_falloff;
bool altitude_shrinks;
bool altitude_fades;
F32 distance_max;
F32 distance_falloff;
bool use_grade_range;
bool prefer_dest_grade;
Point2F grade_range_user;
Point2F grade_range;
bool inv_grade_range;
static StringTableEntry GradientRangeSlot;
static bool sPreferDestinationGradients;
void expand_zflags();
void merge_zflags();
public:
/*C*/ afxZodiacData();
/*C*/ afxZodiacData(const afxZodiacData&, bool = false);
bool onAdd() override;
void packData(BitStream*) override;
void unpackData(BitStream*) override;
bool preload(bool server, String &errorStr) override;
void onStaticModified(const char* slotName, const char* newValue = NULL) override;
void onPerformSubstitutions() override;
bool allowSubstitutions() const override { return true; }
F32 calcRotationAngle(F32 elapsed, F32 rate_factor=1.0f);
static void initPersistFields();
DECLARE_CONOBJECT(afxZodiacData);
};
typedef afxZodiacData::BlendType afxZodiac_BlendType;
DefineEnumType( afxZodiac_BlendType );
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_ZODIAC_H_