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291 lines
8.8 KiB
C++
291 lines
8.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/particle_system_manager.h"
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#include "nel/3d/particle_system_model.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/skeleton_model.h"
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namespace NL3D
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{
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CParticleSystemManager::TManagerList *CParticleSystemManager::ManagerList = NULL;
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CParticleSystemManager::TManagerList &CParticleSystemManager::getManagerList()
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{
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if (ManagerList == NULL)
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{
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ManagerList = new TManagerList;
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}
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return *ManagerList;
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}
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// release memory
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void CParticleSystemManager::release()
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{
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if( ManagerList )
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delete ManagerList;
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ManagerList = NULL;
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}
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///=========================================================
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CParticleSystemManager::CParticleSystemManager() : _NumModels(0)
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{
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NL_PS_FUNC(CParticleSystemManager_CParticleSystemManager)
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_CurrListIterator = _ModelList.end();
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getManagerList().push_front(this);
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_GlobalListHandle = getManagerList().begin();
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}
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///=========================================================
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CParticleSystemManager::~CParticleSystemManager()
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{
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NL_PS_FUNC(CParticleSystemManager_CParticleSystemManagerDtor)
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// remove from global list
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getManagerList().erase(_GlobalListHandle);
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}
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///=========================================================
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void CParticleSystemManager::refreshModels(const std::vector<NLMISC::CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos)
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{
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NL_PS_FUNC(CParticleSystemManager_refreshModels)
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#ifdef NL_DEBUG
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nlassert(_NumModels == _ModelList.size());
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#endif
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if (_NumModels == 0) return;
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const uint toProcess = std::min(_NumModels, (uint) NumProcessToRefresh);
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TModelList::iterator nextIt;
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for (uint k = 0; k < toProcess; ++k)
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{
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if (_CurrListIterator == _ModelList.end())
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{
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_CurrListIterator = _ModelList.begin();
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nlassert(_CurrListIterator!=_ModelList.end());
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}
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nextIt = _CurrListIterator;
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++ nextIt;
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(*_CurrListIterator)->refreshRscDeletion(worldFrustumPyramid, viewerPos);
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_CurrListIterator = nextIt;
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if (_NumModels == 0) break;
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}
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#ifdef NL_DEBUG
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nlassert(_NumModels == _ModelList.size());
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#endif
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}
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///=========================================================
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CParticleSystemManager::TModelHandle CParticleSystemManager::addSystemModel(CParticleSystemModel *model)
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{
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NL_PS_FUNC(CParticleSystemManager_addSystemModel)
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#ifdef NL_DEBUG
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nlassert(std::find(_ModelList.begin(), _ModelList.end(), model) == _ModelList.end());
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#endif
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_ModelList.push_front(model);
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++_NumModels;
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#ifdef NL_DEBUG
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nlassert(_NumModels == _ModelList.size());
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#endif
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TModelHandle handle;
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handle.Valid = true;
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handle.Iter = _ModelList.begin();
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return handle;
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}
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///=========================================================
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void CParticleSystemManager::removeSystemModel(TModelHandle &handle)
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{
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NL_PS_FUNC(CParticleSystem_removeSystemModel)
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nlassert(handle.Valid);
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#ifdef NL_DEBUG
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nlassert(_NumModels == _ModelList.size());
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#endif
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nlassert(_NumModels != 0);
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if (handle.Iter == _CurrListIterator)
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{
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++_CurrListIterator;
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}
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_ModelList.erase(handle.Iter);
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--_NumModels;
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handle.Valid = false;
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#ifdef NL_DEBUG
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nlassert(_NumModels == _ModelList.size());
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#endif
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}
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///=========================================================
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CParticleSystemManager::TAlwaysAnimatedModelHandle CParticleSystemManager::addPermanentlyAnimatedSystem(CParticleSystemModel *ps)
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{
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NL_PS_FUNC(CParticleSystemManager_addPermanentlyAnimatedSystem)
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#ifdef NL_DEBUG
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for(TAlwaysAnimatedModelList::iterator it = _PermanentlyAnimatedModelList.begin(); it != _PermanentlyAnimatedModelList.end(); ++it)
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{
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nlassert(it->Model != ps);
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}
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#endif
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CAlwaysAnimatedPS aaps;
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aaps.Model = ps;
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aaps.HasAncestorSkeleton = false; // even if there's an ancestor skeleton yet, force the manager to recompute relative pos of the system when clipped
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_PermanentlyAnimatedModelList.push_front(aaps);
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TAlwaysAnimatedModelHandle handle;
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handle.Valid = true;
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handle.Iter = _PermanentlyAnimatedModelList.begin();
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return handle;
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}
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///=========================================================
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void CParticleSystemManager::removePermanentlyAnimatedSystem(CParticleSystemManager::TAlwaysAnimatedModelHandle &handle)
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{
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NL_PS_FUNC(CParticleSystemManager_removePermanentlyAnimatedSystem)
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nlassert(handle.Valid);
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_PermanentlyAnimatedModelList.erase(handle.Iter);
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handle.Valid = false;
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}
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///=========================================================
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void CParticleSystemManager::processAnimate(TAnimationTime deltaT)
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{
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NL_PS_FUNC(CParticleSystemManager_processAnimate)
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for (TAlwaysAnimatedModelList::iterator it = _PermanentlyAnimatedModelList.begin(); it != _PermanentlyAnimatedModelList.end();)
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{
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CParticleSystemModel &psm = *(it->Model);
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CParticleSystem *ps = psm.getPS();
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TAlwaysAnimatedModelList::iterator nextIt = it;
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nextIt++;
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if (ps)
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{
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// test if already auto-animated
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if (ps->getAnimType() != CParticleSystem::AnimAlways)
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{
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psm.invalidateAutoAnimatedHandle();
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it = _PermanentlyAnimatedModelList.erase(it);
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continue;
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}
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// special case for sticked fxs :
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// When a fx is sticked as a son of a skeleton model, the skeleton matrix is not updated
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// when the skeleton is not visible (clipped)
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// This is a concern when fx generate trails because when the skeleton becomes visible again,
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// a trail will appear between the previous visible pos and the new visible pos
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// to solve this :
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// When the ancestor skeleton is visible, we backup the relative position to the ancestor skeleton.
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// - if it is not visible at start, we must evaluate the position of the stick point anyway
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// When the father skeleton is clipped, we use the relative position
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if (psm.getAncestorSkeletonModel())
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{
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if(psm.getAncestorSkeletonModel()->getVisibility() != CHrcTrav::Hide) // matrix of ancestor is irrelevant if the system is hidden (because sticked to hidden parent for example)
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{
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if (!psm.isClipVisible()) // the system may not be visible because of clod
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{
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if (!it->IsRelMatrix) // relative matrix already computed ?
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{
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if (!it->HasAncestorSkeleton)
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{
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psm.forceCompute();
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}
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it->OldAncestorMatOrRelPos = it->OldAncestorMatOrRelPos.inverted() * psm.getWorldMatrix();
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it->IsRelMatrix = true;
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}
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psm.setWorldMatrix(psm.getAncestorSkeletonModel()->getWorldMatrix() * it->OldAncestorMatOrRelPos);
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}
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else
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{
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// backup ancestor position matrix relative to the ancestor skeleton
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it->HasAncestorSkeleton = true;
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it->OldAncestorMatOrRelPos = psm.getAncestorSkeletonModel()->getWorldMatrix();
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it->IsRelMatrix = false;
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}
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}
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}
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psm.doAnimate();
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if (!psm.getEditionMode())
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{
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// test deletion condition (no more particle, no more particle and emitters)
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if (ps->isDestroyConditionVerified())
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{
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psm.releaseRscAndInvalidate();
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}
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}
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}
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it = nextIt;
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}
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}
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///=========================================================
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void CParticleSystemManager::stopSound()
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{
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NL_PS_FUNC(CParticleSystemManager_stopSound)
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for(TModelList::iterator it = _ModelList.begin(); it != _ModelList.end(); ++it)
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{
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CParticleSystemModel &psm = *(*it);
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CParticleSystem *ps = psm.getPS();
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if (ps)
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{
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ps->stopSound();
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}
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}
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}
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///=========================================================
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void CParticleSystemManager::reactivateSound()
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{
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NL_PS_FUNC(CParticleSystemManager_reactivateSound)
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for(TModelList::iterator it = _ModelList.begin(); it != _ModelList.end(); ++it)
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{
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CParticleSystemModel &psm = *(*it);
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CParticleSystem *ps = psm.getPS();
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if (ps)
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{
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ps->reactivateSound();
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}
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}
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}
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///=========================================================
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void CParticleSystemManager::stopSoundForAllManagers()
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{
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NL_PS_FUNC(CParticleSystemManager_stopSoundForAllManagers)
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for(TManagerList::iterator it = getManagerList().begin(); it != getManagerList().end(); ++it)
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{
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nlassert(*it);
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(*it)->stopSound();
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}
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}
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///=========================================================
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void CParticleSystemManager::reactivateSoundForAllManagers()
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{
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NL_PS_FUNC(CParticleSystemManager_reactivateSoundForAllManagers)
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for(TManagerList::iterator it = getManagerList().begin(); it != getManagerList().end(); ++it)
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{
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nlassert(*it);
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(*it)->reactivateSound();
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}
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}
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} // NL3D
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