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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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// local
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#include "plAGModifier.h"
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#include "plMatrixChannel.h"
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// global
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#include "hsResMgr.h"
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#include "hsTimer.h"
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// other
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnSceneObject/plSimulationInterface.h"
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/////////////////
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//
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// PLAGMODIFIER
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//
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/////////////////
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// Applies animation graph output to a single scene object.
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// CTOR
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plAGModifier::plAGModifier()
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: plSingleModifier()
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{
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fAutoApply = true;
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fEnabled = true;
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}
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// CTOR(name)
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plAGModifier::plAGModifier(const plString &name, bool autoApply)
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: plSingleModifier(), fAutoApply(autoApply)
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{
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fChannelName = name;
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fEnabled = true;
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}
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// DTOR
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plAGModifier::~plAGModifier()
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{
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int i;
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for (i = 0; i < fApps.size(); i++)
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{
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delete fApps[i];
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}
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}
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// GETCHANNELNAME
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plString plAGModifier::GetChannelName() const
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{
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return fChannelName;
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}
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// ENABLE
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void plAGModifier::Enable(bool val)
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{
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fEnabled = val;
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}
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// SETCHANNELNAME
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void plAGModifier::SetChannelName(const plString & name)
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{
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fChannelName = name;
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}
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// IAPPLYCHANNELS (time)
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// One AGModifier, although applied to a single scene object, can have
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// multiple channels on it affecting, say, position, color, aroma, etc.
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//
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// There are cases where we want to call this and won't know the delta,
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// we don't seem to ever need it for this function, so I'm taking it out.
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// If you run into a case where you think it's necessary, see me. -Bob
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void plAGModifier::Apply(double time) const
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{
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if (!fEnabled)
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return;
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for (int i = 0; i < fApps.size(); i++)
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{
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plAGApplicator *app = fApps[i];
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app->Apply(this, time);
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}
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}
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// IEVAL
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// Apply our channels to our scene object
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bool plAGModifier::IEval(double time, float delta, uint32_t dirty)
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{
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if(fAutoApply) {
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// Apply(time, delta);
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}
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return true;
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}
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// GETAPPLICATOR
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plAGApplicator * plAGModifier::GetApplicator(plAGPinType pinType) const
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{
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int numApps = fApps.size();
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for (int i = 0; i < numApps; i++)
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{
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plAGApplicator *app = fApps[i];
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plAGPinType otherType = app->GetPinType();
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if(otherType == pinType)
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return app;
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}
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return nil;
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}
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// SETAPPLICATOR
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void plAGModifier::SetApplicator(plAGApplicator *newApp)
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{
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int numApps = fApps.size();
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plAGPinType newPinType = newApp->GetPinType();
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// *** NOTE: this code is completely untested. Since I happened to be here
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// I sketched out how it *should* work and implemented the base protocol.
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// In reality, most of these code paths are not accessed now...
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// -- mm
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for(int i = 0; i < numApps; i++)
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{
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plAGApplicator *existingApp = fApps[i];
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plAGPinType extPinType = existingApp->GetPinType();
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if(extPinType == newPinType)
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{
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hsStatusMessage("Two applicators accessing same pin type...congratulations for being the first to test this.");
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// these applicators both try to set the same thing; try to merge them
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plAGChannel *newChannel = newApp->GetChannel();
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hsAssert(newChannel = nil, "Trying to merge in new applicator which already has channel. Incomplete.");
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// *** right now I just want to support the case of putting in a new applicator - not merging animations
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plAGChannel *extChannel = existingApp->GetChannel();
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newApp->SetChannel(extChannel);
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existingApp->SetChannel(nil);
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fApps[i] = newApp;
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delete existingApp;
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return;
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// NOTE: we should make these arbitrate, but I'm not going to right now because
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// there's not currently an (easy) way to merge two applicators without allowing a blend.
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// if(existingApp->CanCombine(newApp))
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// {
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// // the existing applicator promises to provide the functionality we need...merge into it.
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// existingApp->MergeChannel(newApp);
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// } else {
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// // couldn't merge into the existing channel; can we merge it into us instead?
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// if(newApp->CanCombine(extApp))
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// {
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// // okay, WE can provide the functionality of the existing applicator.
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// fApps[i] = newApp; // take over its spot in the applicators
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// newApp->MergeChannel(existingApp); // and merge it into us
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// }
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// }
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}
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}
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// didn't find any conflicts; just add our app on the end
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fApps.push_back(newApp);
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}
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// MERGECHANNEL
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// Intended as a replacement for attach/blend channel. You want to add a channel to this node,
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// we do that for you. Don't ask us how, you shouldn't have to know.
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plAGChannel * plAGModifier::MergeChannel(plAGApplicator *app,
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plAGChannel *channel,
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plScalarChannel *blend,
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plAGAnimInstance *anim,
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int priority)
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{
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int numApps = fApps.size();
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plAGChannel * result = nil;
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for (int i = 0; i < numApps; i++)
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{
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plAGApplicator *existingApp = fApps[i];
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result = existingApp->MergeChannel(app, channel, blend, priority);
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if (result)
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return result;
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}
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if (!result)
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{
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// didn't blend or combine with an existing channel; add a new channel
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plAGApplicator *newApp = app->CloneWithChannel(channel);
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fApps.push_back(newApp);
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}
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return result;
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}
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// DETACHCHANNEL
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bool plAGModifier::DetachChannel(plAGChannel * channel)
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{
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plAppTable::iterator i = fApps.begin();
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while( i != fApps.end() )
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{
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plAGApplicator *app = *i;
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plAGChannel *existingChannel = app->GetChannel();
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if(existingChannel)
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{
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plAGChannel *replacementChannel = existingChannel->Detach(channel);
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if (existingChannel != replacementChannel)
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{
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app->SetChannel(replacementChannel);
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if( ! replacementChannel && app->AutoDelete())
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{
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// Don't need to adjust the iterator since we're about to exit the loop
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fApps.erase(i);
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delete app;
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}
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return true;
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}
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}
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++i;
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}
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return false;
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}
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// READ
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void plAGModifier::Read(hsStream *stream, hsResMgr *mgr)
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{
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plSingleModifier::Read(stream, mgr);
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// read in the name of the modifier
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fChannelName = stream->ReadSafeString();
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}
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// WRITE
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void plAGModifier::Write(hsStream *stream, hsResMgr *mgr)
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{
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plSingleModifier::Write(stream, mgr);
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// write out the name of the modifier
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stream->WriteSafeString(fChannelName);
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}
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/////////////////////////////////////////
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/////////////////////////////////////////
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//
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// MOVE
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//
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/////////////////////////////////////////
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/////////////////////////////////////////
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const plModifier * FindModifierByClass(const plSceneObject *obj, int classID)
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{
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if(obj)
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{
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int modCount = obj->GetNumModifiers();
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for (int i = 0; i < modCount; i++)
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{
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const plModifier *mod = obj->GetModifier(i);
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if(mod) // modifier might not be loaded yet
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{
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if(mod->ClassIndex() == classID)
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{
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return mod;
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}
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}
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}
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}
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return nil;
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}
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