// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/> // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. #ifndef NL_DUP_PS_H #define NL_DUP_PS_H namespace NL3D { class CParticleSystemProcess; class CPSLocatedBindable; } /** For now there is no duplication method in particle system. * These are needed for edition, though.. * These functions provide a way to do this (by serializing the system in a memory stream). * NB this is slow * These may be removed, but this provide a easy way to accomplish our goal */ /** temp : duplicate a process of a particle system. * return NULL if the copy failed */ NL3D::CParticleSystemProcess *DupPSLocated(const NL3D::CParticleSystemProcess *in); /** temp : duplicate a located bindable of a particle system * return NULL if the copy failed */ NL3D::CPSLocatedBindable *DupPSLocatedBindable(NL3D::CPSLocatedBindable *in); #endif