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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plDistribComponent_inc
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#define plDistribComponent_inc
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const Class_ID DISTRIBUTOR_COMP_CID(0x78143984, 0x3e7c78ec);
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#include "../MaxConvert/plDistributor.h"
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class plMaxNode;
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class plDistributor;
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class plDistribInstTab;
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class plExportProgressBar;
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class plDistTree;
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//Class that accesses the paramblock below.
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class plDistribComponent : public plComponent
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{
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public:
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enum
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{
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kRollTemplates,
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kRollSpacing,
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kRollScale,
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kRollOrient,
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kRollAngProb,
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kRollAltProb,
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kRollConform,
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kRollBitmap,
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kRollFade,
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kRollWind,
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kRollRandomize,
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kRollAction,
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kNumRollups
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};
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enum
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{
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kTemplates = 0,
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// Spacing
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kSpacing,
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kSpaceRnd,
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kDensity,
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kSeparation,
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// Scale
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kScaleLoX,
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kScaleLoY,
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kScaleLoZ,
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kScaleHiX,
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kScaleHiY,
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kScaleHiZ,
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kLockScaleXY,
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kLockScaleXYZ,
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// Orient
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kAlignWgt,
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kPolarRange,
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kAzimuthRange,
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kPolarBunch,
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// Angle prob
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kAngProbHi,
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kAngProbLo,
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kAngProbTrans,
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// Altitude prob
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kAltProbHi,
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kAltProbLo,
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kAltProbTrans,
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// Surface Conformity
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kConformType,
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kConformMax,
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kOffsetMin,
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kOffsetMax,
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// Bitmap
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kProbTexmap,
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kProbColorChan,
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kRemapFromLo,
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kRemapFromHi,
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kRemapToLo,
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kRemapToHi,
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// Fade
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kFadeInTran,
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kFadeInOpaq,
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kFadeOutTran,
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kFadeOutOpaq,
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kFadeInActive,
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// Wind
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kWindBone,
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kWindBoneActive,
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// Randomization
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kSeedLocked,
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kSeed,
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kNextSeed,
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// Etc.
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kReplicants,
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kRollupState,
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kFaceNormals,
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kNumParams
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};
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plMeshCacheTab fDistCache;
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void ISetProbTexmap(plDistributor& distrib);
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INode* IMakeOne(plDistribInstTab& nodes);
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BOOL IValidateFade(Box3& fade);
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public:
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plDistribComponent();
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void DeleteThis() { delete this; }
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BOOL Distribute(plDistribInstTab& reps, plErrorMsg* pErrMsg, plExportProgressBar& bar, plDistTree* dt=nil);
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void Done();
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void Clear();
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void Preview();
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// See notes below
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Box3 GetFade();
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BOOL IsFlexible() const;
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float GetIsoPriority() const;
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plDistributor::IsoType GetIsolation() const;
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plDistributor::ColorChan GetProbabilityChan() const;
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plDistributor::ConformType GetConformity() const;
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// SetupProperties - Internal setup and write-only set properties on the MaxNode. No reading
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// of properties on the MaxNode, as it's still indeterminant.
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virtual hsBool SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg);
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virtual hsBool PreConvert(plMaxNode *node, plErrorMsg *pErrMsg) { return true; }
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virtual hsBool Convert(plMaxNode *node, plErrorMsg *pErrMsg) { return true; }
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};
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// GetFade() notes.
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// Fade returned as follows:
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// Box3.Min()[0] == fadeInTransparent
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// Box3.Min()[1] == fadeInOpaque
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// Box3.Max()[0] == fadeOutTransparent
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// Box3.Max()[1] == fadeOutOpaque
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//
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// Box3.Min()[2] == 0 turns off fadein.
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// Box3.Max()[2] == 0 turns off fadeout.
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//
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// In all cases, max(Min()[0],Min()[1]) <= min(Max()[0], Max()[1])
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//
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// Also, either Min()[0] <= Min()[1] && Max()[0] >= Max()[1]
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// or Min()[0] >= Min()[1] && Max()[0] <= Max()[1]
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// that is, we either start transparent, go to opaque and back to transparent,
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// or we start opaque, go transparent, and back to opaque.
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// Makes sense if you think about it.
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//
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// If Min()[0] == Min()[1], there is no fade in, we start transparent or opaque
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// as determined by Max()[0] and Max()[1].
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// Same for equal Maxs.
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// Naturally, Min()[0] == Min()[1] && Max()[0] == Max()[1] turns the whole thing off.
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//
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// Also, as a convenience, if the transparent distance is less than the opaque distance
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// (signifying a fade out), then the Z component will be -1, else if it's off, zero, else 1.
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// In Summario:
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// if( box.Min()[0] < box.Min()[1] ) // Transparent less than Opaque
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// box.Min()[2] = -1.f;
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// else if( box.Min()[0] == box.Min()[1] ) // Tran same as Opaque, disabled
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// box.Min()[2] = 0;
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// else // Leaves Opaque less than Transparent.
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// box.Min()[2] = 1.f;
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#endif // plDistribComponent_inc
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