Ribbon
Private Types
Parent
Private Attributes
bool
If true, the ribbon should delete itself as soon as the last segment is deleted.
How quickly the ribbons is faded away after deletion.
The points in space where the ribbon has spawned segments.
How far the ribbon has travelled in it's lifetime.
bool
If true, the vertex buffers need to be updated.
bool
If true, the ribbon will fade away upon deletion.
GFXVertexBufferHandle< GFXVertexPCNTT >
Protected Functions
advanceTime(F32 dt)
Advances simulation time for animations.
checkRibbonDistance(S32 segments)
Checks to see if ribbon is too long.
createBuffers(SceneRenderState * state, GFXVertexBufferHandle< GFXVertexPCNTT > & verts, GFXPrimitiveBufferHandle & pb, U32 segments)
Construct the vertex and primitive buffers.
interpolateTick(F32 delta)
Interpolates between tick events.
bool
onAdd()
Called when the object is added to the sim.
prepRenderImage(SceneRenderState * state)
Called when the SceneManager is ready for the registration of render instances.
processTick(const Move * move)
Processes a move event and updates object state once every 32 milliseconds.
Public Functions
Ribbon()
~Ribbon()
addSegmentPoint(Point3F & point, MatrixF & mat)
Used to add another segment to the ribbon.
Delete all segments.
Delete the ribbon when all segments have been deleted.
bool
onNewDataBlock(GameBaseData * dptr, bool reload)
Called when a new datablock is set.
Public Static Functions
Detailed Description
Private Types
typedef GameBase Parent
Private Attributes
RibbonData * mDataBlock
bool mDeleteOnEnd
If true, the ribbon should delete itself as soon as the last segment is deleted.
F32 mFadeAwayStep
How quickly the ribbons is faded away after deletion.
F32 mFadeOut
GFXPrimitiveBufferHandle mPrimBuffer
MaterialParameterHandle * mRadiusSC
BaseMatInstance * mRibbonMat
MaterialParameterHandle * mRibbonProjSC
U32 mSegmentIdx
U32 mSegmentOffset
Vector< Point3F > mSegmentPoints
The points in space where the ribbon has spawned segments.
F32 mTravelledDistance
How far the ribbon has travelled in it's lifetime.
bool mUpdateBuffers
If true, the vertex buffers need to be updated.
bool mUseFadeOut
If true, the ribbon will fade away upon deletion.
GFXVertexBufferHandle< GFXVertexPCNTT > mVerts
Protected Functions
advanceTime(F32 dt)
Reimplemented from: ProcessObject
checkRibbonDistance(S32 segments)
Checks to see if ribbon is too long.
createBuffers(SceneRenderState * state, GFXVertexBufferHandle< GFXVertexPCNTT > & verts, GFXPrimitiveBufferHandle & pb, U32 segments)
Construct the vertex and primitive buffers.
interpolateTick(F32 delta)
Reimplemented from: ProcessObject
onAdd()
Reimplemented from: SceneObject
prepRenderImage(SceneRenderState * state)
Reimplemented from: SceneObject
processTick(const Move * move)
Reimplemented from: ProcessObject
setShaderParams()
Public Functions
Ribbon()
~Ribbon()
addSegmentPoint(Point3F & point, MatrixF & mat)
Used to add another segment to the ribbon.
clearSegments()
Delete all segments.
DECLARE_CONOBJECT(Ribbon )
deleteOnEnd()
Delete the ribbon when all segments have been deleted.
onNewDataBlock(GameBaseData * dptr, bool reload)
Reimplemented from: GameBase
onRemove()
Reimplemented from: SceneObject