added everything
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lib/maxsdk70/include/ParticleFlow/IPFActionState.h
Executable file
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lib/maxsdk70/include/ParticleFlow/IPFActionState.h
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/*! \file IPFActionState.h
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\brief Action-generic interface IPFActionState for action state.
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An action may have history-dependent parameters that need
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to be restored if the state of the whole particle system
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needs to be saved/restored. For example, random generator
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that is used by an action, is a history-dependent item.
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An action may have several action states at the same time,
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each of them reflecting a state for a specific particle
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container.
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*/
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/**********************************************************************
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*<
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CREATED BY: Oleg Bayborodin
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HISTORY: created 10-25-01
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*> Copyright (c) 2001, All Rights Reserved.
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**********************************************************************/
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#ifndef _IPFACTIONSTATE_H_
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#define _IPFACTIONSTATE_H_
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#include "Max.h"
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// interface ID
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#define PFACTIONSTATE_INTERFACE Interface_ID(0x23a31c4e, 0x6a2b2c68)
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#define GetPFActionStateInterface(obj) (IPFActionState*)(obj->GetInterface(PFACTIONSTATE_INTERFACE))
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class IPFActionState : public FPMixinInterface
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{
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public:
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// chunk IDs for saving and loading
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// developer: you may have your own chunk IDs
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// they are factored here for convenience
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enum { kChunkActionHandle = 4100,
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kChunkRandGen = 4200,
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kChunkRandGen2 = 4210,
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kChunkRandGen3 = 4220,
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kChunkRandGen4 = 4230,
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kChunkRandGen5 = 4240,
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kChunkData = 4300,
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kChunkData2 = 4310,
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kChunkData3 = 4320,
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kChunkData4 = 4330,
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kChunkData5 = 4340,
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};
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public:
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/** @defgroup IPFActionState IPFActionState.h
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* @{
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*/
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/*! \fn virtual Class_ID GetClassID() = 0;
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* \brief The method returns the unique ID for the action state class.
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The ID is used for constructing the action state when loading since
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the action state class is not inherited from class Animatable.
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*/
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virtual Class_ID GetClassID() = 0;
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/*! \fn virtual ULONG GetActionHandle() const = 0;
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* \brief Returns node handle of the action with the action state
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*/
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virtual ULONG GetActionHandle() const = 0;
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/*! \fn virtual void SetActionHandle(ULONG actionHandle) = 0;
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* \brief Defines node handle of the action with the action state
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*/
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virtual void SetActionHandle(ULONG actionHandle) = 0;
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/*! \fn virtual IOResult Save(ISave* isave) const = 0;
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* \brief Saving content of the action state to file
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*/
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virtual IOResult Save(ISave* isave) const = 0;
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/*! \fn virtual IOResult Load(ILoad* iload) = 0;
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* \brief Loading content of the action state from file
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*/
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virtual IOResult Load(ILoad* iload) = 0;
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/*! \fn FPInterfaceDesc* GetDesc() { return GetDescByID(PFACTIONSTATE_INTERFACE);
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* \brief
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*/
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FPInterfaceDesc* GetDesc() { return GetDescByID(PFACTIONSTATE_INTERFACE);
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/*@}*/
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}
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};
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#endif // _IPFACTIONSTATE_H_
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