Torque3D/Engine/source/afx/ce/afxStaticShape.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

99 lines
3.4 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_STATIC_SHAPE_H_
#define _AFX_STATIC_SHAPE_H_
#include "T3D/staticShape.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxStaticShapeData
class afxStaticShapeData : public StaticShapeData
{
typedef StaticShapeData Parent;
public:
StringTableEntry sequence;
bool ignore_scene_amb;
bool use_custom_scene_amb;
LinearColorF custom_scene_amb;
bool do_spawn;
public:
/*C*/ afxStaticShapeData();
/*C*/ afxStaticShapeData(const afxStaticShapeData&, bool = false);
void packData(BitStream* stream);
void unpackData(BitStream* stream);
virtual bool allowSubstitutions() const { return true; }
static void initPersistFields();
DECLARE_CONOBJECT(afxStaticShapeData);
DECLARE_CATEGORY("AFX");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxStaticShape
class afxStaticShape : public StaticShape
{
typedef StaticShape Parent;
private:
StaticShapeData* mDataBlock;
afxStaticShapeData* mAFX_data;
bool mIs_visible;
U32 mChor_id;
bool mHookup_with_chor;
StringTableEntry mGhost_cons_name;
protected:
virtual void prepRenderImage(SceneRenderState*);
public:
/*C*/ afxStaticShape();
/*D*/ ~afxStaticShape();
void init(U32 chor_id, StringTableEntry cons_name);
virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
virtual void advanceTime(F32 dt);
virtual U32 packUpdate(NetConnection*, U32, BitStream*);
virtual void unpackUpdate(NetConnection*, BitStream*);
const char* getShapeFileName() const { return mDataBlock->mShapeAsset->getShapeFileName(); }
void setVisibility(bool flag) { mIs_visible = flag; }
DECLARE_CONOBJECT(afxStaticShape);
DECLARE_CATEGORY("AFX");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_STATIC_SHAPE_H_