ribbonNode.h 3.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2014 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _RIBBON_NODE_H_
  23. #define _RIBBON_NODE_H_
  24. #ifndef _GAMEBASE_H_
  25. #include "T3D/gameBase/gameBase.h"
  26. #endif
  27. class RibbonData;
  28. class Ribbon;
  29. //*****************************************************************************
  30. // ParticleEmitterNodeData
  31. //*****************************************************************************
  32. class RibbonNodeData : public GameBaseData
  33. {
  34. typedef GameBaseData Parent;
  35. public:
  36. F32 timeMultiple;
  37. public:
  38. RibbonNodeData();
  39. ~RibbonNodeData();
  40. DECLARE_CONOBJECT(RibbonNodeData);
  41. static void initPersistFields();
  42. };
  43. //*****************************************************************************
  44. // ParticleEmitterNode
  45. //*****************************************************************************
  46. class RibbonNode : public GameBase
  47. {
  48. typedef GameBase Parent;
  49. enum MaskBits
  50. {
  51. StateMask = Parent::NextFreeMask << 0,
  52. EmitterDBMask = Parent::NextFreeMask << 1,
  53. NextFreeMask = Parent::NextFreeMask << 2,
  54. };
  55. RibbonNodeData* mDataBlock;
  56. protected:
  57. bool onAdd();
  58. void onRemove();
  59. bool onNewDataBlock( GameBaseData *dptr, bool reload );
  60. void inspectPostApply();
  61. RibbonData* mRibbonDatablock;
  62. S32 mRibbonDatablockId;
  63. SimObjectPtr<Ribbon> mRibbon;
  64. bool mActive;
  65. public:
  66. RibbonNode();
  67. ~RibbonNode();
  68. Ribbon *getRibbonEmitter() {return mRibbon;}
  69. // Time/Move Management
  70. void processTick(const Move* move);
  71. void advanceTime(F32 dt);
  72. DECLARE_CONOBJECT(RibbonNode);
  73. static void initPersistFields();
  74. U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream);
  75. void unpackUpdate(NetConnection *conn, BitStream* stream);
  76. inline bool getActive( void ) { return mActive; };
  77. inline void setActive( bool active ) { mActive = active; setMaskBits( StateMask ); };
  78. void setRibbonDatablock(RibbonData* data);
  79. };
  80. #endif // _RIBBON_NODE_H_