khanat-opennel-code/code/nel/src/3d/particle_system_model.cpp

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2010-05-06 00:08:41 +00:00
// 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/>.
#include "std3d.h"
#include "nel/misc/debug.h"
#include "nel/misc/common.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/particle_system_model.h"
#include "nel/3d/particle_system_shape.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/scene.h"
#include "nel/3d/anim_detail_trav.h"
#include "nel/3d/clip_trav.h"
#include "nel/3d/render_trav.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/cluster.h" // ask trap
namespace NL3D {
uint64 PSStatsRegisterPSModelObserver = 0;
uint64 PSStatsRemovePSModelObserver = 0;
uint64 PSStatsUpdateOpacityInfos = 0;
uint64 PSStatsUpdateLightingInfos = 0;
uint64 PSStatsGetAABBox = 0;
uint64 PSStatsReallocRsc = 0;
uint64 PSStatsReleasePSPointer = 0;
uint64 PSStatsRefreshRscDeletion = 0;
uint64 PSStatsReleaseRsc = 0;
uint64 PSStatsReleaseRscAndInvalidate = 0;
uint64 PSStatsGetNumTriangles = 0;
uint64 PSStatsCheckAgainstPyramid = 0;
uint64 PSStatsTraverseAnimDetail = 0;
uint64 PSStatsDoAnimate = 0;
uint64 PSStatsDoAnimatePart1 = 0;
uint64 PSStatsDoAnimatePart2 = 0;
uint64 PSStatsDoAnimatePart3 = 0;
uint64 PSStatsTraverseRender = 0;
uint64 PSStatsTraverseClip = 0;
uint64 PSStatsClipSystemInstanciated = 0;
uint64 PSStatsClipSystemNotInstanciated = 0;
uint64 PSStatsClipSystemCheckAgainstPyramid = 0;
uint64 PSStatsInsertInVisibleList = 0;
uint64 PSStatsCheckDestroyCondition = 0;
uint64 PSStatsForceInstanciate = 0;
uint64 PSStatsTraverseAnimDetailPart1 = 0;
uint64 PSStatsTraverseAnimDetailPart2 = 0;
uint64 PSStatsTraverseAnimDetailPart3 = 0;
uint64 PSStatsTraverseAnimDetailPart4 = 0;
//
uint64 PSAnim1 = 0;
uint64 PSAnim2 = 0;
uint64 PSAnim3 = 0;
uint64 PSAnim4 = 0;
uint64 PSAnim5 = 0;
uint64 PSAnim6 = 0;
uint64 PSAnim7 = 0;
uint64 PSAnim8 = 0;
uint64 PSAnim9 = 0;
uint64 PSAnim10 = 0;
uint64 PSAnim11 = 0;
//
uint PSStatsNumDoAnimateCalls = 0;
float PSMaxET = 0.f;
uint PSMaxNBPass = 0;
//
uint64 PSStatsZonePlane = 0;
uint64 PSStatsZoneSphere = 0;
uint64 PSStatsZoneDisc = 0;
uint64 PSStatsZoneRectangle = 0;
uint64 PSStatsZoneCylinder = 0;
//
uint64 PSMotion1 = 0;
uint64 PSMotion2 = 0;
uint64 PSMotion3 = 0;
uint64 PSMotion4 = 0;
uint64 PSStatCollision = 0;
uint64 PSStatEmit = 0;
uint64 PSStatRender = 0;
///=====================================================================================
/// ctor
CParticleSystemModel::CParticleSystemModel() : _ParticleSystem(NULL),
_Scene(NULL),
_EllapsedTime(0.01f),
_EllapsedTimeRatio(1.f),
_AnimType(CParticleSystem::AnimVisible),
_AutoGetEllapsedTime(true),
_ToolDisplayEnabled(false),
_TransparencyStateTouched(true),
_LightableStateTouched(true),
_EditionMode(false),
_Invalidated(false),
_InsertedInVisibleList(false),
_InClusterAndVisible(false),
_EmitterActive(true),
_SoundActive(true),
_BypassGlobalUserParam(0),
_UserColor(CRGBA::White),
_ZBias(0.f),
_LastVisibility(CHrcTrav::Show)
{
setOpacity(false);
setTransparency(true);
IAnimatable::resize(AnimValueLast);
_TriggerAnimatedValue.Value = true;
// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered
CTransform::setIsForceAnimDetail(true);
for(uint k = 0; k < MaxPSUserParam; ++k)
{
_UserParam[k].Value = 0.f;
}
// RenderFilter: We are a Landscape
_RenderFilterType= UScene::FilterPS;
}
///=====================================================================================
void CParticleSystemModel::setEditionMode(bool enable /*= true*/)
{
if (enable)
{
/// we need to have the system resources instanciated if we want to work with it
if (!_ParticleSystem)
{
nlassert(_Scene);
nlassert(Shape);
reallocRsc();
}
}
_EditionMode = enable;
}
///=====================================================================================
void CParticleSystemModel::registerPSModelObserver(IPSModelObserver *obs)
{
MINI_TIMER(PSStatsRegisterPSModelObserver)
nlassert(!isPSModelObserver(obs)); // this observer has already been registered
_Observers.push_back(obs);
}
///=====================================================================================
void CParticleSystemModel::removePSModelObserver(IPSModelObserver *obs)
{
MINI_TIMER(PSStatsRemovePSModelObserver);
nlassert(isPSModelObserver(obs)); // the observer must have been registered
std::vector<IPSModelObserver *>::iterator it = std::find(_Observers.begin(), _Observers.end(), obs);
_Observers.erase(it);
}
///=====================================================================================
bool CParticleSystemModel::isPSModelObserver(IPSModelObserver *obs)
{
return std::find(_Observers.begin(), _Observers.end(), obs) != _Observers.end();
}
///=====================================================================================
void CParticleSystemModel::registerBasic()
{
// register the model
CScene::registerModel(ParticleSystemModelId, TransformShapeId, CParticleSystemModel::creator);
}
///=====================================================================================
void CParticleSystemModel::updateOpacityInfos(void)
{
MINI_TIMER(PSStatsUpdateOpacityInfos);
nlassert(_ParticleSystem);
if (!_TransparencyStateTouched) return;
nlassert(_ParticleSystem);
setOpacity(_ParticleSystem->hasOpaqueObjects() || _ToolDisplayEnabled);
setTransparency(_ParticleSystem->hasTransparentObjects());
_TransparencyStateTouched = false;
}
///=====================================================================================
void CParticleSystemModel::updateLightingInfos(void)
{
MINI_TIMER(PSStatsUpdateLightingInfos)
nlassert(_ParticleSystem);
if (!_LightableStateTouched) return;
CTransform::setIsLightable(_ParticleSystem->hasLightableObjects());
_LightableStateTouched = false;
}
///=====================================================================================
void CParticleSystemModel::getAABBox(NLMISC::CAABBox &bbox) const
{
MINI_TIMER(PSStatsGetAABBox)
if (_ParticleSystem)
{
_ParticleSystem->computeBBox(bbox);
}
else
{
NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape)->getAABBox(bbox);
}
}
///=====================================================================================
CParticleSystemModel::~CParticleSystemModel()
{
nlassert(_Scene);
releaseRsc();
// Auto detach me from skeleton. Must do it here, not in ~CTransform().
if(_FatherSkeletonModel)
{
// detach me from the skeleton.
// clip and hrc hierarchy is modified.
_FatherSkeletonModel->detachSkeletonSon(this);
nlassert(_FatherSkeletonModel==NULL);
}
}
///=====================================================================================
/// Called when the resource (attached system) for this system must be reallocated
void CParticleSystemModel::reallocRsc()
{
//MINI_TIMER(PSStatsReallocRsc)
nlassert(_ParticleSystem == NULL);
#ifdef PS_FAST_ALLOC
CParticleSystemShape *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape);
if (shape->isShared())
{
// there's a single CparticleSystemInstance even if there are several models
_ParticleSystem = shape->instanciatePS(*_Scene, &shape->Allocator);
}
else
{
_ParticleSystem = shape->instanciatePS(*_Scene, &_Allocator);
}
#else
_ParticleSystem = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape)->instanciatePS(*_Scene);
#endif
nlassert(_ParticleSystem);
nlassert(_Scene);
CParticleSystemManager &psmgt = _Scene->getParticleSystemManager();
_ModelHandle = psmgt.addSystemModel(this);
_AnimType = _ParticleSystem->getAnimType();
if (_ParticleSystem->getAnimType() == CParticleSystem::AnimAlways)
{
_AnimatedModelHandle = psmgt.addPermanentlyAnimatedSystem(this);
}
// touch user params animated value. If the system rsc have been released before, this force to restore them
for (uint k = 0; k < MaxPSUserParam; ++k)
{
touch((uint)CParticleSystemModel::PSParam0 + k, OwnerBit);
}
_ParticleSystem->setUserColor(_UserColor);
//
if (!_EmitterActive) _ParticleSystem->activateEmitters(false);
if (!_SoundActive) _ParticleSystem->stopSound();
//
if (_ZBias != 0.f) _ParticleSystem->setZBias(_ZBias);
}
///=====================================================================================
void CParticleSystemModel::releasePSPointer()
{
MINI_TIMER(PSStatsReleasePSPointer)
nlassert(_ParticleSystem != NULL);
sint numRefs = _ParticleSystem.getNbRef();
if (numRefs == 1)
{
// Backup user params (in animated value) so that they will be restored when the system is recreated
for (uint k = 0; k < MaxPSUserParam; ++k)
{
_UserParam[k].Value = _ParticleSystem->getUserParam(k);
}
}
//
nlassert(_Scene);
_Scene->getParticleSystemManager().removeSystemModel(_ModelHandle);
if (_ParticleSystem->getAnimType() == CParticleSystem::AnimAlways)
{
if (_AnimatedModelHandle.Valid)
{
_Scene->getParticleSystemManager().removePermanentlyAnimatedSystem(_AnimatedModelHandle);
}
}
//
_ParticleSystem = NULL; // one less ref with the smart ptr
#ifdef PS_FAST_ALLOC
CParticleSystemShape *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape);
if (shape->isShared())
{
if (numRefs == 1)
{
// release allocator in the shape
shape->Allocator.release();
}
}
#endif
}
///=====================================================================================
void CParticleSystemModel::refreshRscDeletion(const std::vector<CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos)
{
MINI_TIMER(PSStatsRefreshRscDeletion)
if (_EditionMode) return;
/** Here we test whether the system has not gone out of scope.
* Why do we test this here addtionnaly to the clip traversal ?
* Simply because the clip traversal is not called if the cluster it is inserted in is not parsed.
* This is not good, because we want to keep few CParticleSystem instance.
* This method solve that problem. This is called by the particle system manager when each scene has rendered
*/
nlassert(_ParticleSystem);
CParticleSystemShape *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape);
/* NLMISC::CVector sysPos = getTransformMode() == DirectMatrix ?
getMatrix().getPos() :
getPos(); */
NLMISC::CVector sysPos = getWorldMatrix().getPos();
NLMISC::CVector v = sysPos - viewerPos;
/// test if not too far
const float dist2 = v * v;
if (dist2 > shape->_MaxViewDist * shape->_MaxViewDist) // too far ?
{
releasePSPointer();
if (shape->_DestroyModelWhenOutOfRange)
{
_Invalidated = true;
}
return;
}
/// frustum test
if (shape->_DestroyWhenOutOfFrustum)
{
if (checkAgainstPyramid(worldFrustumPyramid) == false)
{
if (shape->_DestroyModelWhenOutOfRange)
{
_Invalidated = true;
}
releasePSPointer();
return;
}
}
return;
}
///=====================================================================================
void CParticleSystemModel::releaseRsc()
{
MINI_TIMER(PSStatsReleaseRsc)
if (!_ParticleSystem) return;
releasePSPointer();
}
///=====================================================================================
void CParticleSystemModel::releaseRscAndInvalidate()
{
MINI_TIMER(PSStatsReleaseRscAndInvalidate)
if (!_ParticleSystem) return;
releasePSPointer();
_Invalidated = true;
static std::vector<IPSModelObserver *> copyVect;
copyVect.resize(_Observers.size());
std::copy(_Observers.begin(), _Observers.end(), copyVect.begin());
for (std::vector<IPSModelObserver *>::iterator it = copyVect.begin(); it != copyVect.end(); ++it)
{
(*it)->invalidPS(this); // if this crash, then you forgot to call removePSModelObserver !
}
#ifdef PS_FAST_ALLOC
CParticleSystemShape *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape);
if (!shape->isShared())
{
_Allocator.release();
}
// else ..
// if system if shared, the allocator is placed in the shape, so no-op there
#endif
}
///=====================================================================================
IAnimatedValue* CParticleSystemModel::getValue (uint valueId)
{
nlassert(valueId < AnimValueLast);
if (valueId < OwnerBit) return CTransformShape::getValue(valueId);
if (valueId < PSTrigger)
{
return &_UserParam[valueId - (uint) PSParam0];
}
return &_TriggerAnimatedValue;
}
///=====================================================================================
const char *CParticleSystemModel::getPSParamName (uint valueId)
{
nlassert(valueId < AnimValueLast);
const char *name[] = { "PSParam0", "PSParam1", "PSParam2", "PSParam3" };
return name[valueId - (uint) PSParam0];
}
///=====================================================================================
const char *CParticleSystemModel::getValueName (uint valueId) const
{
nlassert(valueId < AnimValueLast);
if (valueId < OwnerBit) return CTransformShape::getValueName(valueId);
if (valueId < PSTrigger) return getPSParamName(valueId);
return "PSTrigger";
}
///=====================================================================================
ITrack* CParticleSystemModel::getDefaultTrack (uint valueId)
{
nlassert(valueId < AnimValueLast);
nlassert(Shape);
CParticleSystemShape *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) Shape);
switch (valueId)
{
case PosValue: return pss->getDefaultPos();
case RotQuatValue: return pss->getDefaultRotQuat();
case ScaleValue: return pss->getDefaultScale();
}
if (valueId < OwnerBit) return CTransformShape::getDefaultTrack(valueId); // delegate to parent
// this value belong to us
if (valueId < PSTrigger)
{
return pss->getUserParamDefaultTrack(valueId - (uint) PSParam0);
}
return pss->getDefaultTriggerTrack();
}
///=====================================================================================
void CParticleSystemModel::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix /* =std::string() */)
{
CTransformShape::registerToChannelMixer(chanMixer, prefix);
addValue(chanMixer, PSParam0, OwnerBit, prefix, true);
addValue(chanMixer, PSParam1, OwnerBit, prefix, true);
addValue(chanMixer, PSParam2, OwnerBit, prefix, true);
addValue(chanMixer, PSParam3, OwnerBit, prefix, true);
addValue(chanMixer, PSTrigger, OwnerBit, prefix, true);
}
///=====================================================================================
float CParticleSystemModel::getNumTriangles (float distance)
{
MINI_TIMER(PSStatsGetNumTriangles)
if (!_ParticleSystem) return 0;
if (!_InsertedInVisibleList) return 0;
return (float) _ParticleSystem->getWantedNumTris(distance);
}
///=========================================================================================
bool CParticleSystemModel::checkAgainstPyramid(const std::vector<CPlane> &pyramid) const
{
MINI_TIMER(PSStatsCheckAgainstPyramid)
nlassert(_ParticleSystem);
NLMISC::CAABBox bbox;
_ParticleSystem->computeBBox(bbox);
const CMatrix &mat = getWorldMatrix();
// Transform the pyramid in Object space.
for(sint i=0; i < (sint) pyramid.size(); i++)
{
// test whether the bbox is entirely in the neg side of the plane
if (!bbox.clipBack(pyramid[i] * mat ))
{
return false;
}
}
return true;
}
//////////////////////////////////////////////
// CParticleSystem AnimDetail implementation //
//////////////////////////////////////////////
///=====================================================================================
void CParticleSystemModel::traverseAnimDetail()
{
MINI_TIMER(PSStatsTraverseAnimDetail)
CTransformShape::traverseAnimDetail();
CParticleSystem *ps = getPS();
if (!_WorldVis) return;
if (_Invalidated) return;
if (getVisibility() == CHrcTrav::Hide) return;
{
MINI_TIMER(PSStatsTraverseAnimDetailPart1)
if (!_EditionMode && !_InClusterAndVisible)
{
CParticleSystemShape *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *)Shape);
if (pss->_DestroyWhenOutOfFrustum)
{
if (pss->_DestroyModelWhenOutOfRange)
{
releaseRscAndInvalidate();
}
else // remove rsc but do not invalidate the system
{
releaseRsc();
}
return;
}
if (!ps) return;
}
// check for trigger. If the trigger is false, and there is a system instanciated, we delete it.
if (!_EditionMode)
{
if (!_TriggerAnimatedValue.Value)
{
// system is off, or hasn't been instanciated now...
if (ps)
{
releaseRsc();
}
return;
}
}
}
{
MINI_TIMER(PSStatsTraverseAnimDetailPart2)
// the system or its center is in the view frustum, but it may not have been instanciated from its shape now
if (!ps)
{
nlassert(_Scene);
nlassert(Shape);
reallocRsc();
ps = _ParticleSystem;
}
}
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
{
MINI_TIMER(PSStatsTraverseAnimDetailPart3)
if (_InClusterAndVisible || ps->getAnimType() == CParticleSystem::AnimInCluster)
{
bool animate = true;
if (ps->isSharingEnabled()) /// with shared system, we only animate one version!
{
if (ps->_LastUpdateDate == clipTrav.CurrentDate)
{
animate = false;
}
else
{
ps->_LastUpdateDate = clipTrav.CurrentDate;
}
}
else
{
ps->_LastUpdateDate = clipTrav.CurrentDate;
}
ps->_LastUpdateDate = clipTrav.CurrentDate;
if (animate)
{
if (ps->getAnimType() != CParticleSystem::AnimAlways) // if the animation is always perfomred,
// then animation is done by the particle system manager
// just before the render trav
{
doAnimate();
}
}
}
}
{
MINI_TIMER(PSStatsTraverseAnimDetailPart4)
// add a render model if in cluster & not hidden
if (_InClusterAndVisible)
{
getOwnerScene()->getRenderTrav().addRenderModel(this);
}
}
}
///=====================================================================================
void CParticleSystemModel::doAnimate()
{
++ PSStatsNumDoAnimateCalls;
MINI_TIMER(PSStatsDoAnimate)
nlassert(!_Invalidated);
CParticleSystem *ps = getPS();
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
const CMatrix &mat= getWorldMatrix();
//
{
MINI_TIMER(PSStatsDoAnimatePart1)
// Set the 'hide' flag. This prevent trails from being created is the system is hidden, moved, and then showed in the next frame.
ps->hide(!this->isHrcVisible());
ps->setSysMat(&mat);
ps->setUserMatrix(&_UserMatrix);
ps->setViewMat(clipTrav.ViewMatrix);
updateOpacityInfos();
updateLightingInfos();
}
//ps->setSysMat(getWorldMatrix());
nlassert(ps->getScene());
{
MINI_TIMER(PSStatsDoAnimatePart2)
// setup the number of faces we allow
ps->setNumTris((uint) getNumTrianglesAfterLoadBalancing());
// set the global user param that are bypassed
nlctassert(MaxPSUserParam < 8); // there should be less than 8 parameters because of mask stored in a byte
ps->_BypassGlobalUserParam = _BypassGlobalUserParam;
// setup system user parameters for parameters that have been touched
for (uint k = 0; k < MaxPSUserParam; ++k)
{
if (isTouched((uint)CParticleSystemModel::PSParam0 + k))
{
ps->setUserParam(k, _UserParam[k].Value);
clearFlag((uint)CParticleSystemModel::PSParam0 + k);
}
}
if (isAutoGetEllapsedTimeEnabled())
{
setEllapsedTime(ps->getScene()->getEllapsedTime() * getEllapsedTimeRatio());
}
}
{
MINI_TIMER(PSStatsDoAnimatePart3)
TAnimationTime delay = getEllapsedTime();
// animate particles
CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)Shape);
if (_EditionMode)
{
pss->_ProcessOrder.clear(); // force to eval each frame because ps could be modified
}
ps->step(CParticleSystem::Anim, delay, *pss, *this);
}
}
//////////////////////////////////////////////
// CParticleSystem Render implementation //
//////////////////////////////////////////////
void CParticleSystemModel::traverseRender()
{
MINI_TIMER(PSStatsTraverseRender)
/*
if (!_OutOfFrustum)
{*/
if (_ParticleSystem)
{
if (CTransform::isLightable())
{
// affect global lighting color
const CLightContribution &lc = getLightContribution();
NLMISC::CRGBA lighting(0, 0, 0, 255);
for(uint k = 0; k < NL3D_MAX_LIGHT_CONTRIBUTION; ++k)
{
if (lc.PointLight[k] == NULL) break;
NLMISC::CRGBA currLightContrib;
currLightContrib.modulateFromui(lc.PointLight[k]->getDiffuse(), lc.AttFactor[k]);
lighting.add(lighting, currLightContrib);
}
// add local ambient
//lighting.add(lighting, lc.LocalAmbient);
//lighting.add(lighting,lc.MergedPointLight);
// add sun diffuse
nlassert(_Scene);
NLMISC::CRGBA sunDiffuse;
sunDiffuse.modulateFromui(_Scene->getSunDiffuse(), lc.SunContribution);
lighting.add(lighting, sunDiffuse);
NLMISC::CRGBA sunAmbient;
sunAmbient.modulateFromui(_Scene->getSunAmbient(), lc.SunContribution);
lighting.add(lighting, sunAmbient);
_ParticleSystem->setLightingColor(lighting);
}
CTransformShape::traverseRender();
}
//}
}
/*
* CParticleSystem Clip implementation
* IMPORTANT : the _Visible attribute is interpreted as 'in traversed clusters'. We need this because we want
* to know when a p.s is in clusters, but not visible. As a matter of fact we may need to have system that are animated
* as long as in cluster, but not visible.
*/
void CParticleSystemModel::traverseClip()
{
MINI_TIMER(PSStatsTraverseClip)
// disable H_AUTO, because slowdown when lot of models (eg 1000-2000 tested in forest)
//H_AUTO ( NL3D_Particles_Clip );
// CTransformShape::traverseClip();
// Traverse the Clip sons.
uint numClipChildren= clipGetNumChildren();
for(uint i=0;i<numClipChildren;i++)
clipGetChild(i)->traverseClip();
if (!_WorldVis) return;
if (_Invalidated) return;
CClipTrav &clipTrav= getOwnerScene()->getClipTrav();
if (_ClipDate != clipTrav.CurrentDate)
{
_InsertedInVisibleList = false;
_InClusterAndVisible = false;
_ClipDate = clipTrav.CurrentDate;
}
if (_InClusterAndVisible) return; // already visible
CParticleSystem *ps = _ParticleSystem;
if (ps) // system instanciated
{
MINI_TIMER(PSStatsClipSystemInstanciated)
// if there are no more particles, no need to even clip..
if (checkDestroyCondition(ps)) return;
// check for anim mode change
if (_AnimType != ps->getAnimType())
{
CParticleSystemManager &psmgt = _Scene->getParticleSystemManager();
if (_AnimType == CParticleSystem::AnimAlways) // was previously always animated ?
{
if (_AnimatedModelHandle.Valid)
{
psmgt.removePermanentlyAnimatedSystem(_AnimatedModelHandle);
}
}
_AnimType = ps->getAnimType();
if (_AnimType == CParticleSystem::AnimAlways)
{
_AnimatedModelHandle = psmgt.addPermanentlyAnimatedSystem(this);
}
}
}
// check whether display filtered or not
if( !(_Scene->getFilterRenderFlags() & _RenderFilterType) )
{
_Visible = false;
return;
}
// special case : system sticked to a skeleton
if( _AncestorSkeletonModel!=NULL )
{
bool visible = _AncestorSkeletonModel->isClipVisible();
// Special test: if we are sticked to a skeletonModel, and if we are still visible, maybe we don't have to
if(_Visible && _FatherSkeletonModel)
{
// if our skeletonModel father is displayed with a Lod, maybe we are not to be displayed
if(_FatherSkeletonModel->isDisplayedAsLodCharacter())
{
// We are visible only if we where sticked to the skeleton with forceCLod==true.
// This is also true if we are actually a skeletonModel
if(!getShowWhenLODSticked())
// otherWise we are not visible. eg: this is the case of skins and some sticked object
visible = false;
}
}
//
if (visible)
{
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
_InClusterAndVisible = true;
return;
}
else // not visible, may need animation however..
{
if (!ps) // no resc allocated
{
CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)Shape);
nlassert(pss);
// invalidate the system if too far
const CVector pos = _AncestorSkeletonModel->getWorldMatrix().getPos();
const CVector d = pos - clipTrav.CamPos;
if (d * d > pss->_MaxViewDist * pss->_MaxViewDist)
{
_Visible = false;
if (pss->_DestroyModelWhenOutOfRange)
{
_Invalidated = true;
}
}
}
else
{
// NB : The test to see whether the system is not too far is performed by the particle system manager
if (!_EditionMode)
{
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
}
}
}
return;
}
//
const std::vector<CPlane> &pyramid= clipTrav.WorldPyramid;
/** traverse the sons
* we must do this before us, because this object may delete himself from the scene
*/
// now the pyramid is directly expressed in the world
const CMatrix &mat= getWorldMatrix();
// Transform the pyramid in Object space.
if(!ps) ///====================== system resource not allocated, test if it entered the scope
{
MINI_TIMER(PSStatsClipSystemNotInstanciated)
CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)Shape);
nlassert(pss);
// the system wasn't present the last time, we use its center to see if it's back in the view frustum,
// or if it is near enough.
// if this is the case, we say it isn't clipped, so it will be reinstanciated from the shape
// during the DetailAnimTraversal
const CVector pos = getWorldMatrix().getPos();
const CVector d = pos - clipTrav.CamPos;
// check whether system not too far
if (d * d > pss->_MaxViewDist * pss->_MaxViewDist)
{
_Visible = false;
if (pss->_DestroyModelWhenOutOfRange)
{
_Invalidated = true;
}
return;
}
// test the shape to see whether we have a precomputed bbox
if (!pss->_UsePrecomputedBBox)
{
///============================= the system has no precomputed bbox
/// frustum test
for(sint i=0; i < (sint)pyramid.size(); i++)
{
if ( (pyramid[i] * mat ).d > 0.0f ) // in its basis, the system is at the center
{
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
return;
}
}
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
_InClusterAndVisible = true;
return;
}
else
{
///============================= the system has a precomputed bbox
/// frustum test
for(sint i=0; i < (sint)pyramid.size(); i++)
{
if ( !pss->_PrecomputedBBox.clipBack(pyramid[i] * mat ) )
{
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
return;
}
}
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
_InClusterAndVisible = true;
return;
}
}
//=========================================================================================================
// the system is already instanciated
nlassert(ps);
/// Pyramid test. IMPORTANT : The test to see whether the system is not too far is performed by the particle system manager
// In edition mode, it isn't done by the manager (system never removed), so we do it here in this case
if (_EditionMode)
{
CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)Shape);
nlassert(pss);
const CVector pos = getWorldMatrix().getPos();
const CVector d = pos - clipTrav.CamPos;
// check whether system not too far
if (d * d > ps->getMaxViewDist() * ps->getMaxViewDist())
{
return; // not visible
}
}
if (checkAgainstPyramid(pyramid) == false)
{
MINI_TIMER(PSStatsClipSystemCheckAgainstPyramid)
if (!_EditionMode)
{
// system near, but maybe not in cluster..
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
}
return;
}
{
{
MINI_TIMER(PSStatsInsertInVisibleList)
insertInVisibleList();
}
}
_InClusterAndVisible = true;
}
//===================================================================
bool CParticleSystemModel::clip()
{
// no-op clip() because all done in special traverse()
return true;
}
//===================================================================
bool CParticleSystemModel::checkDestroyCondition(CParticleSystem *ps)
{
MINI_TIMER(PSStatsCheckDestroyCondition)
nlassert(ps);
if (!_EditionMode)
{
/** NB : we don't do this test here for always animated system, as it is done
* by the CParticleSystemManager, because this code is not sure to be executed if the system has been clipped by a cluster
*/
if (ps->getAnimType() != CParticleSystem::AnimAlways)
{
if (ps->isDestroyConditionVerified())
{
releaseRscAndInvalidate();
return true;
}
}
}
return false;
}
//===================================================================
void CParticleSystemModel::bypassGlobalUserParamValue(uint userParamIndex,bool byPass /*=true*/)
{
nlctassert(MaxPSUserParam < 8); // there should be less than 8 parameters because of mask stored in a byte
nlassert(userParamIndex < MaxPSUserParam);
if (byPass) _BypassGlobalUserParam |= (1 << userParamIndex);
else _BypassGlobalUserParam &= ~(1 << userParamIndex);
}
//===================================================================
bool CParticleSystemModel::isGlobalUserParamValueBypassed(uint userParamIndex) const
{
nlctassert(MaxPSUserParam < 8); // there should be less than 8 parameters because of mask stored in a byte
nlassert(userParamIndex < MaxPSUserParam);
return (_BypassGlobalUserParam & (1 << userParamIndex)) != 0;
}
//===================================================================
void CParticleSystemModel::enableDisplayTools(bool enable /*=true*/)
{
_ToolDisplayEnabled = enable;
touchTransparencyState();
touchLightableState();
}
//===================================================================
void CParticleSystemModel::invalidateAutoAnimatedHandle()
{
_AnimatedModelHandle.Valid = false;
}
//===================================================================
void CParticleSystemModel::activateEmitters(bool active)
{
if (active == _EmitterActive) return;
_EmitterActive = active;
if (_ParticleSystem) _ParticleSystem->activateEmitters(active);
}
//===================================================================
bool CParticleSystemModel::hasActiveEmitters() const
{
#ifdef NL_DEBUG
if (_ParticleSystem)
{
if (_ParticleSystem->hasEmittersTemplates())
{
nlassert(_ParticleSystem->hasActiveEmitters() == _EmitterActive);
}
}
#endif
return _EmitterActive;
}
//===================================================================
void CParticleSystemModel::setUserColor(NLMISC::CRGBA userColor)
{
if (_ParticleSystem) _ParticleSystem->setUserColor(userColor);
_UserColor = userColor;
}
//===================================================================
void CParticleSystemModel::forceInstanciate()
{
MINI_TIMER(PSStatsForceInstanciate)
if (_Invalidated) return;
if (_ParticleSystem) return;
reallocRsc();
}
//===================================================================
void CParticleSystemModel::setZBias(float value)
{
if (value == _ZBias) return;
_ZBias = value;
if (_ParticleSystem) _ParticleSystem->setZBias(_ZBias);
}
//===================================================================
void CParticleSystemModel::forceSetUserMatrix(const NLMISC::CMatrix &userMatrix)
{
_UserMatrix = userMatrix;
if (getPS())
{
getPS()->setUserMatrix(&_UserMatrix);
}
}
//===================================================================
void CParticleSystemModel::stopSound()
{
if (!_SoundActive) return;
if (_ParticleSystem) _ParticleSystem->stopSound();
_SoundActive = false;
}
//===================================================================
void CParticleSystemModel::reactivateSound()
{
if (_SoundActive) return;
if (_ParticleSystem) _ParticleSystem->reactivateSound();
_SoundActive = true;
}
//===================================================================
void CParticleSystemModel::update()
{
CTransformShape::update();
if (_LocalVis != _LastVisibility)
{
if (_ParticleSystem)
{
_ParticleSystem->onShow(_LocalVis == CHrcTrav::Show);
}
_LastVisibility = _LocalVis;
}
}
} // NL3D