mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
135 lines
4.4 KiB
C++
135 lines
4.4 KiB
C++
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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_H_
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#define _AFX_ZODIAC_H_
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#ifndef _ARCANE_FX_H_
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#include "afx/arcaneFX.h"
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#endif
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#ifndef _AFX_ZODIAC_DEFS_H_
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#include "afx/ce/afxZodiacDefs.h"
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#endif
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#include "console/typeValidators.h"
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GFX_DeclareTextureProfile(AFX_GFXZodiacTextureProfile);
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxZodiacData
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class afxZodiacData : 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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static void convertGradientRangeFromDegrees(Point2F& gradrange, const Point2F& gradrange_deg);
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void onImageChanged() {}
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public:
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DECLARE_IMAGEASSET(afxZodiacData, Texture, onImageChanged, AFX_GFXZodiacTextureProfile);
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DECLARE_ASSET_SETGET(afxZodiacData, Texture);
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F32 radius_xy;
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Point2F vert_range;
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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 terrain_ok;
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bool interiors_ok;
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bool reflected_ok;
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bool non_reflected_ok;
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bool respect_ori_cons;
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bool scale_vert_range;
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bool interior_h_only;
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bool interior_v_ignore;
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bool interior_back_ignore;
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bool interior_opaque_ignore;
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bool interior_transp_ignore;
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U32 zflags;
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F32 altitude_max;
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F32 altitude_falloff;
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bool altitude_shrinks;
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bool altitude_fades;
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F32 distance_max;
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F32 distance_falloff;
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bool use_grade_range;
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bool prefer_dest_grade;
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Point2F grade_range_user;
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Point2F grade_range;
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bool inv_grade_range;
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static StringTableEntry GradientRangeSlot;
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static bool sPreferDestinationGradients;
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void expand_zflags();
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void merge_zflags();
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public:
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/*C*/ afxZodiacData();
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/*C*/ afxZodiacData(const afxZodiacData&, bool = false);
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virtual bool onAdd();
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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 void onStaticModified(const char* slotName, const char* newValue = NULL);
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virtual void onPerformSubstitutions();
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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(afxZodiacData);
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};
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typedef afxZodiacData::BlendType afxZodiac_BlendType;
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DefineEnumType( afxZodiac_BlendType );
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_ZODIAC_H_
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