/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ ////////////////////////////////////////////////////////////////////////////// // // // plCAnimParamBlock.h - Common animation paramblock and associated code // // // //// History ///////////////////////////////////////////////////////////////// // // // 10.3.02 mcn - Created from the gory destruction of the separated anim // // component and material animations. // // // //// Notes /////////////////////////////////////////////////////////////////// // // // This file is shared currently between MaxComponent and MaxPlasmaMtl. // // Since the latter links to virtually nothing, this header MUST remain // // MAX-pure; no reference to components or any other Plasma-specific stuff // // above basically nucleusLib. Once we merge materials back into the main // // plugins, this restriction can go away. // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _plCAnimParamBlock_h #define _plCAnimParamBlock_h #include "Max.h" #include "iparamb2.h" #include "iparamm2.h" /// Note: the namespace is so our enums and such don't clash with anything /// else namespace plCAnimPB { //// ParamBlock IDs ////////////////////////////////////////////////////////// // IDs for the common paramblock def below enum Rollouts { kRollMain, kRollEase }; enum { kAnimRadio_DEAD, kAnimAutoStart, // Start the Animation on load (V2) kAnimLoop, // Start Looping at Begin Location kAnimBegin_DEAD, kAnimEnd_DEAD, kAnimLoopSegCkBx_DEAD, kAnimLoopSegBeg_DEAD, kAnimLoopSegEnd_DEAD, kAnimName, // Name of the notetrack animation to play kAnimLoopSegBegBox_DEAD, kAnimLoopSegEndBox_DEAD, kAnimUseGlobal, kAnimGlobalName, kAnimLoopName, // Name of the notetrack specified loop kAnimEaseInType, kAnimEaseOutType, kAnimEaseInLength, kAnimEaseOutLength, kAnimEaseInMin, kAnimEaseInMax, kAnimEaseOutMin, kAnimEaseOutMax, kAnimPhysAnim, }; //// Static ParamBlock Accessor ////////////////////////////////////////////// // So we can ensure we only have one definition of our base paramBlock, but // can access it multiple times without having to worry about which is the // first. Defined here so the macro can get to it; don't reference it // directly! class plPBBaseDec { public: static int kPlComponentBlkID; static int kPlComponentRefID; static ParamBlockDesc2 fAnimBlock; }; //// ParamBlock Macro //////////////////////////////////////////////////////// // Use this macro to create your paramblock for your animation object. This // way, all the paramblocks for animation info will be identical! // // Ex. Usage: kDefineAnimPB( gAnimBlock, &gAnimDesc, PASS_ANIM, PASS_ANIM_EASE, gAnimMainProc, gAnimEaseProc ); #define kDefineAnimPB( blockName, descPtr, mainResIDName, easeResIDName, mainProc, easeProc ) \ static ParamBlockDesc2 blockName##( \ \ plPBBaseDec::kPlComponentBlkID, _T("animation"), 0, descPtr, P_AUTO_CONSTRUCT + P_AUTO_UI + P_MULTIMAP + P_INCLUDE_PARAMS, plPBBaseDec::kPlComponentRefID, \ 2, /* # rollouts */ \ plCAnimPB::kRollMain, IDD_##mainResIDName, IDS_##mainResIDName, 0, 0, mainProc, \ plCAnimPB::kRollEase, IDD_##easeResIDName, IDS_##easeResIDName, 0, 0, easeProc, \ &plPBBaseDec::fAnimBlock, /* ParamBlock to include */ \ end, \ ); }; // namespace #endif //_plCAnimParamBlock_h