Torque3D/Engine/source/T3D/fx/ribbonNode.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

104 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 GarageGames, LLC
//
// 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 _RIBBON_NODE_H_
#define _RIBBON_NODE_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
class RibbonData;
class Ribbon;
//*****************************************************************************
// ParticleEmitterNodeData
//*****************************************************************************
class RibbonNodeData : public GameBaseData
{
typedef GameBaseData Parent;
public:
RibbonNodeData();
~RibbonNodeData();
DECLARE_CONOBJECT(RibbonNodeData);
static void initPersistFields();
};
//*****************************************************************************
// ParticleEmitterNode
//*****************************************************************************
class RibbonNode : public GameBase
{
typedef GameBase Parent;
enum MaskBits
{
StateMask = Parent::NextFreeMask << 0,
EmitterDBMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2,
};
RibbonNodeData* mDataBlock;
protected:
bool onAdd();
void onRemove();
bool onNewDataBlock( GameBaseData *dptr, bool reload );
void inspectPostApply();
RibbonData* mRibbonDatablock;
S32 mRibbonDatablockId;
SimObjectPtr<Ribbon> mRibbon;
bool mActive;
public:
RibbonNode();
~RibbonNode();
Ribbon *getRibbonEmitter() {return mRibbon;}
// Time/Move Management
void processTick(const Move* move);
void advanceTime(F32 dt);
DECLARE_CONOBJECT(RibbonNode);
DECLARE_CATEGORY("Environment \t FX");
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection *conn, BitStream* stream);
inline bool getActive( void ) { return mActive; };
inline void setActive( bool active ) { mActive = active; setMaskBits( StateMask ); };
void setRibbonDatablock(RibbonData* data);
};
#endif // _RIBBON_NODE_H_