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117
lib/maxsdk70/include/ParticleFlow/IPFSystemPool.h
Executable file
117
lib/maxsdk70/include/ParticleFlow/IPFSystemPool.h
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/*! \file IPFSystemPool.h
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\brief The interface and a method are used to access a list
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of all PF particle systems in the current scene.
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It is possible to register notification with the object
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thus getting notification each time when the set of
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all PF particle systems is changing (create, clone, delete).
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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 08-20-02
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*> Copyright (c) 2001, All Rights Reserved.
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**********************************************************************/
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#ifndef _IPFSYSTEMPOOL_H_
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#define _IPFSYSTEMPOOL_H_
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#include "Max.h"
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#include "notify.h"
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#include "PFExport.h"
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// interface ID
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#define PFSYSTEMPOOL_INTERFACE Interface_ID(0x74f93d0a, 0x1eb34500)
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#define GetPFSystemPoolInterface(obj) ((IPFSystemPool*)obj->GetInterface(PFSYSTEMPOOL_INTERFACE))
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class IPFSystemPool : public FPMixinInterface
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{
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public:
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// function IDs
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enum { kNumPFSystems,
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kGetPFSystem,
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kHasPFSystem,
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kHasPFSystemByHandle,
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kRegisterNotification,
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kUnRegisterNotification
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};
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BEGIN_FUNCTION_MAP
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FN_0(kNumPFSystems, TYPE_INT, NumPFSystems );
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FN_1(kGetPFSystem, TYPE_INODE, GetPFSystem, TYPE_INDEX );
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FN_1(kHasPFSystem, TYPE_bool, HasPFSystem, TYPE_INODE );
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FN_1(kHasPFSystemByHandle, TYPE_bool, HasPFSystemByHandle, TYPE_INT );
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END_FUNCTION_MAP
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/** @defgroup IPFSystemPool IPFSystemPool.h
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* @{
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*/
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/*! \fn virtual int NumPFSystems() = 0;
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* \brief returns number of PFSystems in the current scene
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*/
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virtual int NumPFSystems() = 0;
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/*! \fn virtual INode* GetPFSystem(int i) = 0;
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* \brief Returns i-th PFSystem in the scene
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* \param i: PFSystem index
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*/
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virtual INode* GetPFSystem(int i) = 0;
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/*! \fn virtual bool HasPFSystem(INode* node) = 0;
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* \brief Checks if the given PFSystem node is present in the scene
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* \param node: PFSystem node
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*/
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virtual bool HasPFSystem(INode* node) = 0;
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/*! \fn virtual bool HasPFSystemByHandle(int handle) = 0;
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* \brief Check if the scene has a PFSystem with the given node handle
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*/
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virtual bool HasPFSystemByHandle(int handle) = 0;
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/*! \fn virtual int RegisterNotification(NOTIFYPROC proc, void *param) = 0;
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* \brief Register notification with the PFSystem pool.
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The given function is called each time the set of all PFSystems is changing.
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Returns nonzero if the event was registered; otherwise zero.
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* \param proc: The callback function called when the event occurs.
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*/
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virtual int RegisterNotification(NOTIFYPROC proc, void *param) = 0;
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/*! \fn virtual int UnRegisterNotification(NOTIFYPROC proc, void *param) = 0;
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* \brief Unregister notification with the PFSystem pool.
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This function is called to break the connection between the event and the callback.
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After this function executes the callback is no longer invoked when the event occurs.
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Returns nonzero if the event was unregistered; otherwise zero.
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* \param proc: The callback function called when the event occurs.
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*/
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virtual int UnRegisterNotification(NOTIFYPROC proc, void *param) = 0;
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/*! \fn FPInterfaceDesc* GetDesc() { return GetDescByID(PFSYSTEMPOOL_INTERFACE); }
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* \brief
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*/
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FPInterfaceDesc* GetDesc() { return GetDescByID(PFSYSTEMPOOL_INTERFACE); }
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/*! \fn friend PFExport IPFSystemPool* GetPFSystemPool();
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* \brief Friend function declarations
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*/
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friend PFExport IPFSystemPool* GetPFSystemPool();
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protected:
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PFExport IPFSystemPool();
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static IPFSystemPool* m_pool; // the one and only PFSystem Pool in the scene
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};
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/*! \fn PFExport IPFSystemPool* GetPFSystemPool();
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* \brief Gets PFSystemPool from the scene
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*/
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PFExport IPFSystemPool* GetPFSystemPool();
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/*@}*/
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#endif // _IPFSYSTEMPOOL_H_
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