Ribbon

Engine/source/T3D/fx/ribbon.h

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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

Advances simulation time for animations.

Checks to see if ribbon is too long.

createBuffers(SceneRenderState * state, GFXVertexBufferHandle< GFXVertexPCNTT > & verts, GFXPrimitiveBufferHandle & pb, U32 segments)

Construct the vertex and primitive buffers.

Interpolates between tick events.

bool

Called when the object is added to the sim.

Called when the SceneManager is ready for the registration of render instances.

Processes a move event and updates object state once every 32 milliseconds.

Public Functions

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.

Called when the object is removed from the sim.

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

Public Static Functions

initPersistFields()