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

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// 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/3d/particle_system_manager.h"
#include "nel/3d/particle_system_model.h"
#include "nel/3d/scene.h"
#include "nel/3d/skeleton_model.h"
namespace NL3D
{
CParticleSystemManager::TManagerList *CParticleSystemManager::ManagerList = NULL;
CParticleSystemManager::TManagerList &CParticleSystemManager::getManagerList()
{
if (ManagerList == NULL)
{
ManagerList = new TManagerList;
}
return *ManagerList;
}
// release memory
void CParticleSystemManager::release()
{
if( ManagerList )
delete ManagerList;
ManagerList = NULL;
}
///=========================================================
CParticleSystemManager::CParticleSystemManager() : _NumModels(0)
{
NL_PS_FUNC(CParticleSystemManager_CParticleSystemManager)
_CurrListIterator = _ModelList.end();
getManagerList().push_front(this);
_GlobalListHandle = getManagerList().begin();
}
///=========================================================
CParticleSystemManager::~CParticleSystemManager()
{
NL_PS_FUNC(CParticleSystemManager_CParticleSystemManagerDtor)
// remove from global list
getManagerList().erase(_GlobalListHandle);
}
///=========================================================
void CParticleSystemManager::refreshModels(const std::vector<NLMISC::CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos)
{
NL_PS_FUNC(CParticleSystemManager_refreshModels)
#ifdef NL_DEBUG
nlassert(_NumModels == _ModelList.size());
#endif
if (_NumModels == 0) return;
const uint toProcess = std::min(_NumModels, (uint) NumProcessToRefresh);
TModelList::iterator nextIt;
for (uint k = 0; k < toProcess; ++k)
{
if (_CurrListIterator == _ModelList.end())
{
_CurrListIterator = _ModelList.begin();
nlassert(_CurrListIterator!=_ModelList.end());
}
nextIt = _CurrListIterator;
++ nextIt;
(*_CurrListIterator)->refreshRscDeletion(worldFrustumPyramid, viewerPos);
_CurrListIterator = nextIt;
if (_NumModels == 0) break;
}
#ifdef NL_DEBUG
nlassert(_NumModels == _ModelList.size());
#endif
}
///=========================================================
CParticleSystemManager::TModelHandle CParticleSystemManager::addSystemModel(CParticleSystemModel *model)
{
NL_PS_FUNC(CParticleSystemManager_addSystemModel)
#ifdef NL_DEBUG
nlassert(std::find(_ModelList.begin(), _ModelList.end(), model) == _ModelList.end());
#endif
_ModelList.push_front(model);
++_NumModels;
#ifdef NL_DEBUG
nlassert(_NumModels == _ModelList.size());
#endif
TModelHandle handle;
handle.Valid = true;
handle.Iter = _ModelList.begin();
return handle;
}
///=========================================================
void CParticleSystemManager::removeSystemModel(TModelHandle &handle)
{
NL_PS_FUNC(CParticleSystem_removeSystemModel)
nlassert(handle.Valid);
#ifdef NL_DEBUG
nlassert(_NumModels == _ModelList.size());
#endif
nlassert(_NumModels != 0);
if (handle.Iter == _CurrListIterator)
{
++_CurrListIterator;
}
_ModelList.erase(handle.Iter);
--_NumModels;
handle.Valid = false;
#ifdef NL_DEBUG
nlassert(_NumModels == _ModelList.size());
#endif
}
///=========================================================
CParticleSystemManager::TAlwaysAnimatedModelHandle CParticleSystemManager::addPermanentlyAnimatedSystem(CParticleSystemModel *ps)
{
NL_PS_FUNC(CParticleSystemManager_addPermanentlyAnimatedSystem)
#ifdef NL_DEBUG
for(TAlwaysAnimatedModelList::iterator it = _PermanentlyAnimatedModelList.begin(); it != _PermanentlyAnimatedModelList.end(); ++it)
{
nlassert(it->Model != ps);
}
#endif
CAlwaysAnimatedPS aaps;
aaps.Model = ps;
aaps.HasAncestorSkeleton = false; // even if there's an ancestor skeleton yet, force the manager to recompute relative pos of the system when clipped
_PermanentlyAnimatedModelList.push_front(aaps);
TAlwaysAnimatedModelHandle handle;
handle.Valid = true;
handle.Iter = _PermanentlyAnimatedModelList.begin();
return handle;
}
///=========================================================
void CParticleSystemManager::removePermanentlyAnimatedSystem(CParticleSystemManager::TAlwaysAnimatedModelHandle &handle)
{
NL_PS_FUNC(CParticleSystemManager_removePermanentlyAnimatedSystem)
nlassert(handle.Valid);
_PermanentlyAnimatedModelList.erase(handle.Iter);
handle.Valid = false;
}
///=========================================================
void CParticleSystemManager::processAnimate(TAnimationTime deltaT)
{
NL_PS_FUNC(CParticleSystemManager_processAnimate)
for (TAlwaysAnimatedModelList::iterator it = _PermanentlyAnimatedModelList.begin(); it != _PermanentlyAnimatedModelList.end();)
{
CParticleSystemModel &psm = *(it->Model);
CParticleSystem *ps = psm.getPS();
TAlwaysAnimatedModelList::iterator nextIt = it;
nextIt++;
if (ps)
{
// test if already auto-animated
if (ps->getAnimType() != CParticleSystem::AnimAlways)
{
psm.invalidateAutoAnimatedHandle();
it = _PermanentlyAnimatedModelList.erase(it);
continue;
}
// special case for sticked fxs :
// When a fx is sticked as a son of a skeleton model, the skeleton matrix is not updated
// when the skeleton is not visible (clipped)
// This is a concern when fx generate trails because when the skeleton becomes visible again,
// a trail will appear between the previous visible pos and the new visible pos
// to solve this :
// When the ancestor skeleton is visible, we backup the relative position to the ancestor skeleton.
// - if it is not visible at start, we must evaluate the position of the stick point anyway
// When the father skeleton is clipped, we use the relative position
if (psm.getAncestorSkeletonModel())
{
if(psm.getAncestorSkeletonModel()->getVisibility() != CHrcTrav::Hide) // matrix of ancestor is irrelevant if the system is hidden (because sticked to hidden parent for example)
{
if (!psm.isClipVisible()) // the system may not be visible because of clod
{
if (!it->IsRelMatrix) // relative matrix already computed ?
{
if (!it->HasAncestorSkeleton)
{
psm.forceCompute();
}
it->OldAncestorMatOrRelPos = it->OldAncestorMatOrRelPos.inverted() * psm.getWorldMatrix();
it->IsRelMatrix = true;
}
psm.setWorldMatrix(psm.getAncestorSkeletonModel()->getWorldMatrix() * it->OldAncestorMatOrRelPos);
}
else
{
// backup ancestor position matrix relative to the ancestor skeleton
it->HasAncestorSkeleton = true;
it->OldAncestorMatOrRelPos = psm.getAncestorSkeletonModel()->getWorldMatrix();
it->IsRelMatrix = false;
}
}
}
psm.doAnimate();
if (!psm.getEditionMode())
{
// test deletion condition (no more particle, no more particle and emitters)
if (ps->isDestroyConditionVerified())
{
psm.releaseRscAndInvalidate();
}
}
}
it = nextIt;
}
}
///=========================================================
void CParticleSystemManager::stopSound()
{
NL_PS_FUNC(CParticleSystemManager_stopSound)
for(TModelList::iterator it = _ModelList.begin(); it != _ModelList.end(); ++it)
{
CParticleSystemModel &psm = *(*it);
CParticleSystem *ps = psm.getPS();
if (ps)
{
ps->stopSound();
}
}
}
///=========================================================
void CParticleSystemManager::reactivateSound()
{
NL_PS_FUNC(CParticleSystemManager_reactivateSound)
for(TModelList::iterator it = _ModelList.begin(); it != _ModelList.end(); ++it)
{
CParticleSystemModel &psm = *(*it);
CParticleSystem *ps = psm.getPS();
if (ps)
{
ps->reactivateSound();
}
}
}
///=========================================================
void CParticleSystemManager::stopSoundForAllManagers()
{
NL_PS_FUNC(CParticleSystemManager_stopSoundForAllManagers)
for(TManagerList::iterator it = getManagerList().begin(); it != getManagerList().end(); ++it)
{
nlassert(*it);
(*it)->stopSound();
}
}
///=========================================================
void CParticleSystemManager::reactivateSoundForAllManagers()
{
NL_PS_FUNC(CParticleSystemManager_reactivateSoundForAllManagers)
for(TManagerList::iterator it = getManagerList().begin(); it != getManagerList().end(); ++it)
{
nlassert(*it);
(*it)->reactivateSound();
}
}
} // NL3D