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DtExampleEffectsDriver.h
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1 /*****************************************************************************
2  * Copyright (c) 2016 MAK Technologies, Inc.
3  * All rights reserved.
4  *****************************************************************************/
5 
9 #pragma once
10 
11 #include "exampleEffectsPlugin.h"
12 
13 #include <vrvCore/DtDriver.h>
15 
16 #include <boost/unordered_map.hpp>
17 
18 #include <matrix/vlTaitBryan.h>
19 #include <matrix/vlVector.h>
20 
21 namespace makVrv
22 {
23  class DtDe;
24  class DtEntityFacade;
25  class DtParticleSystemModelAgent;
26  class MyParticleSystemModelAgent;
27 }
28 
29 
33 {
34 public:
35 
38 
40  virtual ~DtExampleEffectsDriver();
41 
44 
47  virtual const std::string& className() const;
48 
51  virtual bool onStart();
52 
55  virtual bool onStop();
56 
59  virtual bool onTick();
60 
63  virtual void slot_displayEngineAdded( const makVrv::DtDeRecord& igRecord );
65 
67  virtual void toggleDamage(makVrv::DtDe& de);
68 
69  // Function for connecting our color-based key bindings to the
70  // particile system shader manager
71  virtual void changeColorOverride(int color, float deltaChange);
72 
73 protected:
74 
77  makVrv::DtEntityFacade* createEntityFacade( makVrv::DtAgentManager& am, makVrv::DtElementID elementId,
78  const makVrv::DtModelSetRealizationManager::ModelSetRealizations& modelSets, bool distribute );
79 
80 protected:
81 
82  typedef boost::unordered_map<int,makVrv::DtUniqueID> SceneObjectIdsByModelSet;
84 
86 
88 
89  // Agents for creating the flames, smoke plume, and detonation effects. Note
90  // that for the smoke plume, we use our extended MyParticleSystemModel, which
91  // creates a shader to modify the smoke plume color
92  makVrv::DtParticleSystemModelAgent* myFlamesAgent;
93  makVrv::MyParticleSystemModelAgent* mySmokePlumeAgent;
94  makVrv::DtParticleSystemModelAgent* myDetonationAgent;
95 };

Document ID: Generated on Thu Apr 12 03:15:37 EDT 2018 from SVN revision 187986
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