added everything
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58
lib/maxsdk70/include/ParticleFlow/PFSimpleActionState.h
Executable file
58
lib/maxsdk70/include/ParticleFlow/PFSimpleActionState.h
Executable file
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/*! \file PFSimpleActionState.h
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\brief Implementation of ActionState that has only a single
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random generator.
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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 10-25-02
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*> Copyright (c) 2001, All Rights Reserved.
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**********************************************************************/
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#ifndef _PFSIMPLEACTIONSTATE_H_
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#define _PFSIMPLEACTIONSTATE_H_
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#include "max.h"
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#include "PFExport.h"
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#include "RandGenerator.h"
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#include "IPFActionState.h"
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#include "PFClassIDs.h"
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class PFSimpleActionState: public IObject,
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public IPFActionState
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{
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public:
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// from IObject interface
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int NumInterfaces() const { return 1; }
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BaseInterface* GetInterfaceAt(int index) const { return ((index == 0) ? (IPFActionState*)this : NULL); }
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BaseInterface* GetInterface(Interface_ID id);
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void DeleteIObject();
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// From IPFActionState
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Class_ID GetClassID() { return PFSimpleActionState_Class_ID; }
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ULONG GetActionHandle() const { return actionHandle(); }
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void SetActionHandle(ULONG handle) { _actionHandle() = handle; }
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IOResult Save(ISave* isave) const;
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IOResult Load(ILoad* iload);
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public:
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// const access to class members
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const RandGenerator* randGen() const { return &m_randGen; }
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// access to class members
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RandGenerator* _randGen() { return &m_randGen; }
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protected:
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// const access to class members
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ULONG actionHandle() const { return m_actionHandle; }
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// access to class members
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ULONG& _actionHandle() { return m_actionHandle; }
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private:
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ULONG m_actionHandle;
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RandGenerator m_randGen;
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};
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#endif // _PFSIMPLEACTIONSTATE_H_
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