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1327 lines
55 KiB
C++
1327 lines
55 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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#ifndef NL_PARTICLE_SYSTEM_H
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#define NL_PARTICLE_SYSTEM_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/aabbox.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/object_arena_allocator.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/animated_value.h"
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#include "nel/3d/particle_system_process.h"
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#include "nel/3d/ps_lod.h"
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#include "nel/3d/ps_attrib_maker.h"
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#include "nel/3d/ps_spawn_info.h"
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#include <map>
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namespace NL3D
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{
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class CParticleSystemShape;
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class CParticleSystemModel;
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class CPSLocated;
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class CPSLocatedBindable;
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class CFontGenerator;
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class CFontManager;
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class CPSCopyHelper;
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class CScene;
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class CPSLocated;
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class IDriver;
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struct UPSSoundServer;
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/// number user params for a particle system
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const uint MaxPSUserParam = 4;
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/**
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* This class holds a particle system. Most of the time it is used with a particle system model.
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* See particle_system_shape.h and particle_system_model.h for more details.
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* It can be used directly to create a shape.
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* If you plan to use this without a particle system model, make sure :
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* - you've setup the driver before calls to step()
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* - you've setup the font manager if you want to display font information
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CParticleSystem : public NLMISC::CRefCount
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{
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public:
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PS_FAST_OBJ_ALLOC
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// the pass that is applied on particles
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enum TPass { Anim, SolidRender, BlendRender, ToolRender };
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public:
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// *****************************************************************************************************
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///\name Object
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//@{
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/// ctor
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CParticleSystem();
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/// dtor
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virtual ~CParticleSystem();
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/// serialize this particle system
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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/** Merge this system with a system instanciated from the given shape
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* NB : This is for edition purpose, this is slow
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* \return true if the operation could be performed. It can fail when this cause the system the system to last forever,
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* which is incompatible with the 'BypassMaxNumIntegrationSteps' in CParticleSystem.
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*/
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bool merge(CParticleSystemShape *toMerge);
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/*** duplication method NOT SUPPORTED for now (duplication is using streams, but it may not last)
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* \param ch for private use, set to null by default
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*/
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// CParticleSystem *clone(CPSCopyHelper *ch = NULL) ;
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//@}
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// *****************************************************************************************************
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///\name Sharing system
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//@{
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/** Enable/Disable sharing. When sharing is enabled, the state of a particle system is the same for
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* all the system that have the same shape. This allow to gain memory.
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* However, such system should not be built with LOD in mind (for example, less emission with distance)
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* LOD should be automatic for these system (see Auto-Lod). This means that sharing is only useful for system that
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* have the same state, and if they are numerous : motion is performed once, but only for one system with no LOD.
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* LOD is done during display only (when activated).
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* The default for systems is to have no sharing.
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*/
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void enableSharing(bool enabled = true) { _Sharing = enabled; }
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/// Test whether sharing is enabled
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bool isSharingEnabled() const { return _Sharing; }
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//@}
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// *****************************************************************************************************
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///\name Driver setup
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//@{
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/// set the driver use to render the system
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void setDriver(IDriver *driver) { _Driver = driver; }
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/// return the driver that will be used for rendering
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IDriver *getDriver(void) { return _Driver; }
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//@}
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// *****************************************************************************************************
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///\name Scene setup
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//@{
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/** Set the scene in which the particle system is inserted. This is needed when
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* system must add objects to the scene (for particle that are mesh for instance)
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*/
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void setScene(CScene *scene) { _Scene = scene; }
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//// get the scene set by setScene()
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CScene *getScene() const { return _Scene; }
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//@}
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// *****************************************************************************************************
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///\name Position of the system
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//@{
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/** Hide / show the system
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* This just duplicates the 'hiden' flag of matching transform (instance of CParticleSystemModel)
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* If the system goes from 'hide' to 'show', then no trails are generated
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*/
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void hide(bool hidden) { _HiddenAtCurrentFrame = hidden; }
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/** Called by owner model, when the visibility of this ps has changed
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* (that is, the show / hide flag, not the 'clipped' state)
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*/
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void onShow(bool shown);
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/** Set the matrix for elements with matrixMode == PSFXMatrix.
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* NB: The previous matrix position is backuped during this call (used to interpolate the system position during integration),
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* so this should be called only once per frame
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* NB : pointer to the matrix should remains valid as long as that particle system exists (no copy of the matrix is kept)
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*/
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void setSysMat(const NLMISC::CMatrix *m);
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/** The same as 'setSysMat', but to set the matrix for elements with matrixMode == PSUserMatrix
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* NB : pointer to the matrix should remains valid as long as that particle system exists (no copy of the matrix is kept)
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*/
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void setUserMatrix(const NLMISC::CMatrix *m);
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/// return the matrix of the system
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const NLMISC::CMatrix &getSysMat() const
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{
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return _CoordSystemInfo.Matrix ? *_CoordSystemInfo.Matrix : NLMISC::CMatrix::Identity;
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}
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/// return the inverted matrix of the system
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const NLMISC::CMatrix &getInvertedSysMat() const { return _CoordSystemInfo.InvMatrix; }
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/** return the user matrix
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* NB : to save memory, the user matrix is actually saved when at least one instance of CPSLocated that belongs to the system
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* makes a reference on it. This is usually the case when CPSLocated::setMatrixMode(PSUserMatrix) is called.
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* If no reference is made, then the fx matrix is returned instead
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*/
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const NLMISC::CMatrix &getUserMatrix() const
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{
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NL_PS_FUNC_MAIN(getUserMatrix)
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return (_UserCoordSystemInfo && _UserCoordSystemInfo->CoordSystemInfo.Matrix) ? *(_UserCoordSystemInfo->CoordSystemInfo.Matrix) : getSysMat();
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}
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/** return the inverted user matrix
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* NB : to save memory, the user matrix is actually saved when at least one instance of CPSLocated that belongs to the system
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* makes a reference on it. This is usually the case when CPSLocated::setMatrixMode(PSUserMatrix) is called.
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* If no reference is made, then the inverted system matrix is returned instead.
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*/
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const NLMISC::CMatrix &getInvertedUserMatrix() const { return (_UserCoordSystemInfo && _UserCoordSystemInfo->CoordSystemInfo.Matrix) ? _UserCoordSystemInfo->CoordSystemInfo.InvMatrix : getInvertedSysMat(); }
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// conversion matrix (from user matrix to fx matrix)
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const NLMISC::CMatrix &getUserToFXMatrix() const { return (_UserCoordSystemInfo && _UserCoordSystemInfo->CoordSystemInfo.Matrix) ? _UserCoordSystemInfo->UserBasisToFXBasis : NLMISC::CMatrix::Identity; }
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// conversion matrix (from fx matrix to user matrix)
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const NLMISC::CMatrix &getFXToUserMatrix() const { return (_UserCoordSystemInfo && _UserCoordSystemInfo->CoordSystemInfo.Matrix) ? _UserCoordSystemInfo->FXBasisToUserBasis : NLMISC::CMatrix::Identity; }
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/** set the view matrix
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* This must be called otherwise results can't be correct
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*/
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void setViewMat(const NLMISC::CMatrix &m);
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/// get the view matrix .
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const NLMISC::CMatrix &getViewMat(void) const { return _ViewMat; }
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/// get the inverted view matrix . It is stored each time a new frame is processed
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const NLMISC::CMatrix &getInvertedViewMat(void) const { return _InvertedViewMat; }
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//@}
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// *****************************************************************************************************
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///\name Execution of the system
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//@{
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/**
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* execute all the process of the system. It uses the driver that was set by a call to setDriver.
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* \param ellapsedTime The ellapsed time since the last call
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* \param pass the pass to be executed
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* \see setDriver
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*/
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virtual void step(TPass pass, TAnimationTime ellapsedTime, CParticleSystemShape &shape, CParticleSystemModel &model);
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//@}
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/// used for benchs. must be reset by the user
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static uint32 NbParticlesDrawn;
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// *****************************************************************************************************
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/**\name Process attachment. Most process are located : set of objects of the same type that have a position
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* in space
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*/
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//@{
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/** Attach a process (such as a located : see particle_system_process.h, and ps_located.h) to the system.
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* It is then owned by the process and will be deleted by it.
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* if already present -> nl assert
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* \return true if the operation could be performed. It can fail when this cause the system the system to last forever,
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* which is incompatible with the 'BypassMaxNumIntegrationSteps' in CParticleSystem
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*/
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bool attach(CParticleSystemProcess *process);
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/** Detach a process from the system (but do not delete it)
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*/
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CParticleSystemProcess *detach(uint index);
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/** Test whether a process is part of this system
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*/
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bool isProcess(const CParticleSystemProcess *process) const;
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/** Given its pointer, return an index to a process.
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* The process must be part of the system, otherwise an assertion is raised
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*/
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uint getIndexOf(const CParticleSystemProcess &process) const;
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/** Remove a process
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* It is deleted by the system
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* if not present -> nl assert
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*/
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void remove(CParticleSystemProcess *process);
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/// get the number of process that are attached to the system
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uint32 getNbProcess(void) const { return (uint32)_ProcessVect.size(); }
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/**
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* Get a pointer to the nth process.
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* Out of range -> nlassert
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*/
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CParticleSystemProcess *getProcess(uint32 index)
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{
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nlassert(index < _ProcessVect.size());
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return _ProcessVect[index];
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}
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/**
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* Get a const pointer to the nth process.
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* Out of range -> nlassert
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*/
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const CParticleSystemProcess *getProcess(uint32 index) const
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{
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nlassert(index < _ProcessVect.size());
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return _ProcessVect[index];
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}
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//@}
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// *****************************************************************************************************
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///\name Date / Time
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//@{
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/// get the time ellapsed since the system was created.
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TAnimationTime getSystemDate(void) const { return _SystemDate; }
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/// St the time of the system.
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void setSystemDate(float date);
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/** Get the date of the system (the number of time it has been drawn in fact)
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* This may be used to skip frames in an animation for example.
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*/
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uint64 getDate(void) const
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{
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NL_PS_FUNC_MAIN(getDate)
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return _Date;
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}
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//@}
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// *****************************************************************************************************
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/**\name User parameters. They may be or not used by the system. Their meaning is defined during the construction
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* of the system
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*/
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//@{
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/** Set the value of a user parameter. It must range from 0 to 1. The user value are not saved, and their default value is 0.f.
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* The max number of user param is MaxPSUserParam.
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*/
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void setUserParam(uint userParamIndex, float value)
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{
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NL_PS_FUNC_MAIN(setUserParam)
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nlassert(userParamIndex < MaxPSUserParam);
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NLMISC::clamp(value, 0, MaxInputValue);
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_UserParam[userParamIndex] = value;
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}
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/** Get a user param.
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* The max number of user param is in MaxPSUserParam.
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*/
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float getUserParam(uint userParamIndex) const
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{
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NL_PS_FUNC_MAIN(getUserParam)
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nlassert(userParamIndex < MaxPSUserParam);
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return _UserParam[userParamIndex];
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}
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/** Bind/Unbind a global value to a user param.
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* Any further call to setUserParam will then be overriden by the user param.
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* Example of use : global strenght of wind.
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* \param globalValueName NULL to unbind the value, or the name of the value
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*/
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void bindGlobalValueToUserParam(const std::string &globalValueName, uint userParamIndex);
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// Get name of a global value, or NULL if no global value is bound to that user param
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std::string getGlobalValueName(uint userParamIndex) const;
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// Set a global value
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static void setGlobalValue(const std::string &name, float value);
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// Get a global value
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static float getGlobalValue(const std::string &name);
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/** Set a global vector value. Global vector values are set to (0, 0, 0) by default
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* Global vector values are used in some places. For example, direction for a directionnal force.
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*/
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static void setGlobalVectorValue(const std::string &name, const NLMISC::CVector &value);
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// Get a global vector value
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static NLMISC::CVector getGlobalVectorValue(const std::string &name);
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// define a handle to a global value
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class CGlobalVectorValueHandle
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{
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public:
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CGlobalVectorValueHandle() { reset(); }
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const NLMISC::CVector &get() const { nlassert(_Value); return *_Value; }
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void set(const NLMISC::CVector &value) { nlassert(_Value); *_Value = value; }
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const std::string &getName() const { nlassert(_Name); return *_Name; }
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bool isValid() const { return _Name != NULL && _Value != NULL; }
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void reset() { _Name = NULL; _Value = NULL; }
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/////////////////////////////
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private:
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friend class CParticleSystem;
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const std::string *_Name;
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NLMISC::CVector *_Value;
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};
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// Get a handle on a global value that provide a quick access on it (no map lookup)
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static CGlobalVectorValueHandle getGlobalVectorValueHandle(const std::string &name);
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//@}
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// *****************************************************************************************************
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///\name Edition methods : provides some tools for an external editor
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// @{
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/** For edition purposes only : this allow to highlight in red the current element being edited.
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* \param located The located the current element belongs to, or NULL if no element is selected.
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* \index the index of the element in the located.
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* \lb the located bindable that is selected into a located (NULL = all)
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*/
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void setCurrentEditedElement(CPSLocated *loc = NULL , uint32 index = 0, class CPSLocatedBindable *bd = NULL )
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{
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NL_PS_FUNC_MAIN(setCurrentEditedElement)
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_CurrEditedElementLocated = loc;
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_CurrEditedElementLocatedBindable = bd;
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_CurrEditedElementIndex = index;
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}
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/** Retrieve the current edited element
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* \see setCurrentEditedElement()
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*/
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void getCurrentEditedElement(CPSLocated *&loc , uint32 &index, CPSLocatedBindable *&lb)
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{
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NL_PS_FUNC_MAIN(getCurrentEditedElement)
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loc = _CurrEditedElementLocated;
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index = _CurrEditedElementIndex;
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lb = _CurrEditedElementLocatedBindable;
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}
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/// Set a font generator. Useful only for edition. don't need that in runtime.
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void setFontGenerator(CFontGenerator *fg) { _FontGenerator = fg; }
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/// Retrieve the font generator. Edition purpose only.
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CFontGenerator *getFontGenerator(void) { return _FontGenerator; }
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/// Retrieve the font generator (const version). Edition purpose only.
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const CFontGenerator *getFontGenerator(void) const { return _FontGenerator; }
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/// Set a font Manager. Useful only for edition. don't need that in runtime
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void setFontManager(CFontManager *fg) { _FontManager = fg; }
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/// Retrieve the font Manager. Edition purpose only.
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CFontManager *getFontManager(void) { return _FontManager; }
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/// Retrieve the font Manager (const version). Edition purpose only.
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const CFontManager *getFontManager(void) const { return _FontManager; }
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// @}
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/// Set the name of the system.
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void setName(const std::string &s) { _Name = s; }
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/// Get the name of the system.
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std::string getName(void) const { return _Name; }
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// *****************************************************************************************************
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///\name Transparency / opacity
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// @{
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/// returns 'true' if the system has opaque object in it.
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bool hasOpaqueObjects(void) const;
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/// returns 'true' if the system has transparent objects in it.
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bool hasTransparentObjects(void) const;
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// @}
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// *****************************************************************************************************
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///\name Lighting
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// @{
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/// returns 'true' if the system has lightable objects in it
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bool hasLightableObjects() const;
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// @}
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// *****************************************************************************************************
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///\name Integration parameters
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// @{
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/** This enable for more accurate integrations of movement. When this is activated,
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* integration is performed in a more accurate way when the ellapsed time goes over a threshold, but it is more slow to perform.
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*/
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void enableAccurateIntegration(bool enable = true) { _AccurateIntegration = enable; }
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bool isAccurateIntegrationEnabled(void) const { return _AccurateIntegration; }
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/** the the time threshold and the max number of integration to perform, when accurate integration is activated.
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* The default is 0.15 for time threshold and 2 for max NbIntegrations
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* \param canSlowDown : Allow the system to slow down in speed but to keep accuracy in its movement.
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* It is useful for critical situations where the framerate is very low. The default is true.
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*/
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void setAccurateIntegrationParams(TAnimationTime threshold,
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uint32 maxNbIntegrations,
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bool canSlowDown,
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bool keepEllapsedTimeForLifeUpdate
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)
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{
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NL_PS_FUNC_MAIN(setAccurateIntegrationParams)
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_TimeThreshold = threshold;
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_MaxNbIntegrations = maxNbIntegrations;
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_CanSlowDown = canSlowDown;
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if (_KeepEllapsedTimeForLifeUpdate != keepEllapsedTimeForLifeUpdate)
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{
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_KeepEllapsedTimeForLifeUpdate = keepEllapsedTimeForLifeUpdate;
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_PresetBehaviour = UserBehaviour;
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}
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}
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/** get the parameters used for integration.
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* \see setAccurateIntegrationParams()
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*/
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void getAccurateIntegrationParams(TAnimationTime &threshold,
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uint32 &maxNbIntegrations,
|
|
bool &canSlowDown,
|
|
bool &keepEllapsedTimeForLifeUpdate
|
|
)
|
|
{
|
|
NL_PS_FUNC_MAIN(getAccurateIntegrationParams)
|
|
threshold = _TimeThreshold;
|
|
maxNbIntegrations = _MaxNbIntegrations;
|
|
canSlowDown = _CanSlowDown;
|
|
keepEllapsedTimeForLifeUpdate = _KeepEllapsedTimeForLifeUpdate;
|
|
}
|
|
|
|
// get time thrhsold / integration time
|
|
float getTimeTheshold() const { return _TimeThreshold; }
|
|
/** get max nb integrations
|
|
* meaningful only if 'setBypassMaxNumIntegrationSteps' is false
|
|
*/
|
|
uint getMaxNbIntegrations() const { return _MaxNbIntegrations; }
|
|
|
|
/** When activated, this bypass the limit on the max number of integration steps
|
|
* This should NOT be used on FXs that are looping, because it would slow endlessly
|
|
* Anyway if you try to do that an assertion will ocurrs
|
|
* Typically, this is useful for spell fx because they are short, and it is important that they don't slow down
|
|
* when framerate is too choppy
|
|
*/
|
|
void setBypassMaxNumIntegrationSteps(bool bypass = true)
|
|
{
|
|
NL_PS_FUNC_MAIN(setBypassMaxNumIntegrationSteps)
|
|
if (_BypassIntegrationStepLimit != bypass)
|
|
{
|
|
if (bypass)
|
|
{
|
|
if (!canFinish())
|
|
{
|
|
nlwarning("<CParticleSystem::setBypassMaxNumIntegrationSteps> Can't set flag to true. The system must have a finite duration");
|
|
nlassert(0); // the system can't stop!
|
|
return;
|
|
}
|
|
}
|
|
_BypassIntegrationStepLimit = bypass;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
}
|
|
bool getBypassMaxNumIntegrationSteps() const { return _BypassIntegrationStepLimit; }
|
|
|
|
/** Test if the system can finish (e.g it doesn't loop, doesn't have emitter with illimited lifetime)
|
|
* NB : we assume that all emitters in the system are accessible, e.g that the located graph is connex
|
|
* \param lastingForeverObj, if not NULL, the pointer will be filled with the first object that last or emit forever, or create a loop.
|
|
*/
|
|
|
|
bool canFinish(CPSLocatedBindable **lastingForeverObj = NULL) const;
|
|
|
|
/** Test if there are loops in the system. E.g A emit B emit A
|
|
* NB : we assume that all emitters in the system are accessible, e.g that the located graph is connex
|
|
* \param loopingObj, if not NULL, will be filled with the first object that creates a loop.
|
|
*/
|
|
bool hasLoop(CPSLocatedBindable **loopingObj = NULL) const;
|
|
|
|
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
|
|
/**\name LOD managment. LOD, when used can be performed in 2 ways :
|
|
* - Hand tuned LOD (for emission, color, size : this uses LOD as an input for attribute makers).
|
|
* - Auto LOD : - With non-shared systems, it modulates the emission period, quantity etc.. to get the desired result.
|
|
* - With shared systems : One version is animated with full LOD (no hand tuned LOD should be applied !).
|
|
* All version are displayed with fewer particle than the full LOD, depending on their distance. Visually, this is not as good as hand-tuned system, or auto-LOD on non-shared systems, however ..
|
|
*/
|
|
|
|
|
|
// @{
|
|
|
|
/// set the max view distance for the system (in meters) . The default is 50 meters.
|
|
void setMaxViewDist(float maxDist)
|
|
{
|
|
NL_PS_FUNC_MAIN(setMaxViewDist)
|
|
nlassert(maxDist > 0.f);
|
|
_MaxViewDist = maxDist;
|
|
_InvCurrentViewDist = _InvMaxViewDist = 1.f / maxDist;
|
|
}
|
|
|
|
/// get the max view distance
|
|
float getMaxViewDist(void) const { return _MaxViewDist; }
|
|
|
|
/// set a percentage that indicate where the 2nd LOD is located. Default is 0.5.
|
|
void setLODRatio(float ratio) { nlassert(ratio > 0 && ratio <= 1.f); _LODRatio = ratio; }
|
|
|
|
/// get the lod ratio.
|
|
float getLODRatio(void) const { return _LODRatio; }
|
|
|
|
|
|
/** compute a vector and a distance that are used for LOD computations.
|
|
* You'll have for a given pos : pos * v + offset = 0 at the nearest point, and 1 when
|
|
* pos is at maxDist from the viewer. This is used by sub-component of the system.
|
|
*/
|
|
void getLODVect(NLMISC::CVector &v, float &offset, TPSMatrixMode matrixMode);
|
|
|
|
/// get the current LOD of the system. It is based on the distance of the center of the system to the viewer
|
|
TPSLod getLOD(void) const;
|
|
|
|
/// get 1.f - the current lod ratio (it is updated at each motion pass)
|
|
float getOneMinusCurrentLODRatio(void) const { return _OneMinusCurrentLODRatio; }
|
|
|
|
/** Enable / disbale auto-lod.
|
|
* When auto-LOD is enabled, less particles are displayed when the system is far.
|
|
* This apply to all particles in the systems (unless they override that behaviour).
|
|
* The default is AutoLOD off.
|
|
*/
|
|
void enableAutoLOD(bool enabled = true) { _AutoLOD = enabled; }
|
|
|
|
/// test whether Auto-LOD is enabled
|
|
bool isAutoLODEnabled() const { return _AutoLOD; }
|
|
|
|
/** Setup auto lod parameters.
|
|
* \param start A percentage of the max view dist that tells when the auto-lod must start.
|
|
* \param strenght The degradation speed. It is interpreted as an exponent.
|
|
*/
|
|
void setupAutoLOD(float startDistPercent, uint8 degradationExponent)
|
|
{
|
|
NL_PS_FUNC_MAIN(setupAutoLOD)
|
|
nlassert(startDistPercent < 1.f);
|
|
nlassert(degradationExponent > 0);
|
|
_AutoLODStartDistPercent = startDistPercent;
|
|
_AutoLODDegradationExponent = degradationExponent;
|
|
}
|
|
|
|
/** when auto-lod on a non shared system is used, this set the degradation of the system when it is far
|
|
* A value of 0 mean no more emissions at all.
|
|
* A value of 0.1 means 10% of emission and so on.
|
|
* A value of 1 means there's no LOD at all..
|
|
*/
|
|
void setMaxDistLODBias(float lodBias);
|
|
float getMaxDistLODBias() const { return _MaxDistLODBias; }
|
|
|
|
|
|
|
|
float getAutoLODStartDistPercent() const { return _AutoLODStartDistPercent; }
|
|
uint8 getAutoLODDegradationExponent() const { return _AutoLODDegradationExponent; }
|
|
|
|
/** There are 2 modes for the auto-LOD (apply to shared systems only) :
|
|
* - Particle are skip in the source container when display is performed (the default)
|
|
* - There are just less particles displayed, but this can lead to 'pulse effect'. This is faster, though.
|
|
*/
|
|
void setAutoLODMode(bool skipParticles) { _AutoLODSkipParticles = skipParticles; }
|
|
bool getAutoLODMode() const { return _AutoLODSkipParticles; }
|
|
|
|
/** Setup a color attenuation scheme with the distance from the viewer. This doesn't act on a particle basis,
|
|
* the whole color of the system is changed in an uniform way so it is fast (the same can be achieved on a particle basis).
|
|
* This bypass the source of the scheme : it is set to 0 when the system is on the user, and to 1 when
|
|
* it is at its max distance.
|
|
* \param scheme A color scheme, that is then owned by this object. NULL disable color attenuation. Any previous scheme is removed
|
|
*/
|
|
void setColorAttenuationScheme(CPSAttribMaker<NLMISC::CRGBA> *colScheme)
|
|
{
|
|
NL_PS_FUNC_MAIN(setColorAttenuationScheme)
|
|
delete _ColorAttenuationScheme;
|
|
_ColorAttenuationScheme = colScheme;
|
|
if (!colScheme)
|
|
{
|
|
_GlobalColor = NLMISC::CRGBA::White;
|
|
}
|
|
}
|
|
|
|
/// Get the global color attenuation scheme
|
|
CPSAttribMaker<NLMISC::CRGBA> *getColorAttenuationScheme() { return _ColorAttenuationScheme; }
|
|
const CPSAttribMaker<NLMISC::CRGBA> *getColorAttenuationScheme() const { return _ColorAttenuationScheme; }
|
|
|
|
/** Set the user color of the system
|
|
* Final color is the color due to attenuationByDistance (\see getColorAttenuationScheme() modulated
|
|
* by the user color
|
|
* NB : that state is not serialized
|
|
*/
|
|
void setUserColor(NLMISC::CRGBA userColor) { _UserColor = userColor; }
|
|
NLMISC::CRGBA getUserColor() const { return _UserColor; }
|
|
|
|
// shortcut : test il global color is used (not white)
|
|
bool isUserColorUsed() const { return _UserColor != NLMISC::CRGBA::White; }
|
|
|
|
/** Get the current global color of the system. (It is updated just before drawing...). It there's
|
|
* no color attenuation scheme it can be assumed to be the same than the user color
|
|
*/
|
|
NLMISC::CRGBA getGlobalColor() const { return _GlobalColor; }
|
|
/** Get the current global color of the system with lighting included.
|
|
*/
|
|
NLMISC::CRGBA getGlobalColorLighted() const { return _GlobalColorLighted; }
|
|
// test if all objects should use global color lighting
|
|
bool getForceGlobalColorLightingFlag() { return _ForceGlobalColorLighting; }
|
|
// force global color lighting
|
|
void setForceGlobalColorLightingFlag(bool enable) { _ForceGlobalColorLighting = enable; }
|
|
// set lighting color (used by look at, and object that don't have normals)
|
|
void setLightingColor(NLMISC::CRGBA col) { _LightingColor = col; }
|
|
NLMISC::CRGBA getLightingColor() const { return _LightingColor; }
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
|
|
// \name Load balancing
|
|
// @{
|
|
// get an evaluation of how many tris are needed with the system for the given distance
|
|
float getWantedNumTris(float dist);
|
|
|
|
/// set the number of tree the system may use. If not clled this will be the max
|
|
void setNumTris(uint numFaces);
|
|
|
|
/** Ask for the particle system to reevaluate the max number of faces it may need.
|
|
* You don't usually need to call this
|
|
*/
|
|
//void notifyMaxNumFacesChanged(void);
|
|
|
|
/// Test whether load balancing has been activated for that system
|
|
bool isLoadBalancingEnabled() const { return _EnableLoadBalancing; }
|
|
|
|
/// Enable / disable load balancing. By default its on
|
|
void enableLoadBalancing(bool enabled = true);
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
|
|
///\name Bounding box managment
|
|
// @{
|
|
/** Compute the aabbox of this system, (expressed in thesystem basis)
|
|
* If the bbox is precomputed, the precomputed bbox is returned
|
|
* \param aabbox a ref to the result box
|
|
*/
|
|
void computeBBox(NLMISC::CAABBox &aabbox);
|
|
|
|
/** Force computation of current bbox, even if a precomputed bbox has been set
|
|
*/
|
|
void forceComputeBBox(NLMISC::CAABBox &aabbox);
|
|
|
|
/** When this is set to false, the system will recompute his bbox each time it is querried
|
|
* This may be needed for systems that move fast.
|
|
*/
|
|
void setAutoComputeBBox(bool enable = true) { _ComputeBBox = enable; }
|
|
|
|
|
|
/// test whether the system compute himself his bbox
|
|
bool getAutoComputeBBox(void) const { return _ComputeBBox; }
|
|
|
|
|
|
/** set a precomputed bbox (expressed in the system basis). This is allowed only when setAutoComputeBBox
|
|
* is called with false (nlassert otherwise).
|
|
*/
|
|
|
|
void setPrecomputedBBox(const NLMISC::CAABBox &precompBBox)
|
|
{
|
|
NL_PS_FUNC_MAIN(setPrecomputedBBox)
|
|
nlassert(!_ComputeBBox);
|
|
_PreComputedBBox = precompBBox;
|
|
}
|
|
|
|
/// get the last computed bbox
|
|
void getLastComputedBBox(NLMISC::CAABBox &dest) { dest = _PreComputedBBox; }
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
|
|
///\name Invalidity flags (no direct effect, just indications for a third party, a model holding the system for example)
|
|
// @{
|
|
/** Tell the system that it is invalid when its out of range. The default is false.
|
|
* This is only a indication flag and must be checked by third party (a model holding the system for example)
|
|
*/
|
|
void setDestroyModelWhenOutOfRange(bool enable = true)
|
|
{
|
|
NL_PS_FUNC_MAIN(setDestroyModelWhenOutOfRange)
|
|
_DestroyModelWhenOutOfRange = enable;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
|
|
/// check whether the system is invalid it's out of range.
|
|
bool getDestroyModelWhenOutOfRange(void) const { return _DestroyModelWhenOutOfRange; }
|
|
|
|
|
|
/// this enum give consitions on which the system may be invalid
|
|
enum TDieCondition { none, noMoreParticles, noMoreParticlesAndEmitters };
|
|
|
|
|
|
/** when != to none, the Model hodling this sytem will be considered invalid when dieCondition is met
|
|
* This is only an indication flag and must be checked by third party (a model holding it for example)
|
|
* that must then use the right methods
|
|
* \see hasEmitters
|
|
* \see hasParticles
|
|
*/
|
|
void setDestroyCondition(TDieCondition dieCondition)
|
|
{
|
|
NL_PS_FUNC_MAIN(setDestroyCondition)
|
|
_DieCondition = dieCondition;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
|
|
// test if the destroy condition is currently verified
|
|
bool isDestroyConditionVerified() const;
|
|
|
|
/// get the destroy condition
|
|
TDieCondition getDestroyCondition(void) const { return _DieCondition; }
|
|
|
|
/** Set a delay before to apply the death condition test
|
|
* This may be necessary : the system could be destroyed because there are no particles, but no particles were emitted yet
|
|
*
|
|
* This is an indication, and has no direct effect, and must be check by calling isDestroyConditionVerified()
|
|
*
|
|
* If -1 is set (or a negative value), then the system will compute that delay itself
|
|
*
|
|
* \see hasEmitters()
|
|
* \see hasParticles()
|
|
* \see getDelayBeforeDeathConditionTest()
|
|
*/
|
|
void setDelayBeforeDeathConditionTest(TAnimationTime delay)
|
|
{
|
|
NL_PS_FUNC_MAIN(setDelayBeforeDeathConditionTest)
|
|
|
|
_DelayBeforeDieTest = delay;
|
|
}
|
|
|
|
/** Must be called by a sub component of the system to tell that the duration of the system may have changed.
|
|
* This can happen typically if :
|
|
* - The system structure is changed (located added, merge ..)
|
|
* - The lifetime of a located is changed
|
|
* - Emitter parameters are modified
|
|
* In this case, if the system must stop when there are no particle left, the delay before that test must be recomputed
|
|
*/
|
|
void systemDurationChanged();
|
|
|
|
/** Get the a delay before to apply the death condition test
|
|
* If the delay was set to -1 or a negative value, this will compute the delay.
|
|
*/
|
|
TAnimationTime getDelayBeforeDeathConditionTest() const;
|
|
|
|
/** Tells that the system should recompute the delay before death test itself
|
|
* This delay is updated when :
|
|
* - The system structure is changed (located added, merge ..)
|
|
* - The lifetime of a located is changed
|
|
* - Emitter parameters are modified
|
|
*/
|
|
void setAutoComputeDelayBeforeDeathConditionTest(bool computeAuto);
|
|
bool getAutoComputeDelayBeforeDeathConditionTest() const { return _AutoComputeDelayBeforeDeathTest; }
|
|
|
|
/** tells the model holding this system that he become invalid when its out of the view frustum.
|
|
* This is only an indication flag and must be checked by third party (a model holding it for example)
|
|
* It has no direct effects
|
|
* \see doesDestroyWhenOutOfRange()
|
|
*/
|
|
void destroyWhenOutOfFrustum(bool enable = true)
|
|
{
|
|
_DestroyWhenOutOfFrustum = enable;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
|
|
/** check whether the system must be destroyed when it goes out of the frustum
|
|
* \see getDelayBeforeDeathConditionTest()
|
|
*/
|
|
bool doesDestroyWhenOutOfFrustum(void) const { return _DestroyWhenOutOfFrustum; }
|
|
|
|
|
|
/// return true when there are still emitters in the system
|
|
bool hasEmitters(void) const;
|
|
|
|
/// return true when there are still particles
|
|
bool hasParticles() const;
|
|
|
|
/// return true when there are still temporary particles
|
|
bool hasTemporaryParticles() const;
|
|
|
|
/// This enum tells when animation must be performed
|
|
enum TAnimType
|
|
{ AnimVisible = 0, /* visible systems only are animated */
|
|
AnimInCluster, /* systems that are in cluster are animated */
|
|
AnimAlways, /* animate always when not too far */
|
|
LastValue
|
|
};
|
|
|
|
/** Deprecated. This set the animation type to AnimInCluster.
|
|
* \see setAnimType(TAnimType animType)
|
|
*/
|
|
void performMotionWhenOutOfFrustum(bool enable = true)
|
|
{
|
|
NL_PS_FUNC_MAIN(performMotionWhenOutOfFrustum)
|
|
_AnimType = enable ? AnimInCluster : AnimVisible;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
|
|
/** Deprecated. Test if animType == AnimInCluster.
|
|
* * \see setAnimType(TAnimType animType)
|
|
*/
|
|
bool doesPerformMotionWhenOutOfFrustum(void) const { return _AnimType == AnimInCluster; }
|
|
|
|
/// Tells when animation must be done
|
|
void setAnimType(TAnimType animType)
|
|
{
|
|
NL_PS_FUNC_MAIN(setAnimType)
|
|
nlassert(animType < LastValue);
|
|
_AnimType = animType;
|
|
_PresetBehaviour = UserBehaviour;
|
|
}
|
|
|
|
/// Test what the animation type is
|
|
TAnimType getAnimType() const { return _AnimType; }
|
|
|
|
/** Because choosing the previous parameters can be difficult, this define
|
|
* presets hat can be used to tune the system easily.
|
|
* Any call to :
|
|
* - setDestroyModelWhenOutOfRange
|
|
* - setAnimType
|
|
* - setDestroyCondition
|
|
* - destroyWhenOutOfFrustum
|
|
* - performMotionWhenOutOfFrustum
|
|
*
|
|
* will set the behaviour to 'user'
|
|
*/
|
|
enum TPresetBehaviour
|
|
{
|
|
EnvironmentFX = 0, // environment FX, not animated when not visible, persistent.
|
|
RunningEnvironmentFX, /* an environment fx that should
|
|
* run when in parsed cluster : cascade for example,
|
|
* so that it doesn't start when the player first see
|
|
* it
|
|
*/
|
|
SpellFX, // always animated, not persistent, garanteed to match the good frame even if framerate is low
|
|
LoopingSpellFX, // alway animated, persistent until emitter are stopped
|
|
MinorFX, // animated when visible, discarded when not visible
|
|
UserBehaviour,
|
|
MovingLoopingFX, // persistent, moving fx
|
|
SpawnedEnvironmentFX, // environment fx, not animated when not visible, not persistent
|
|
GroundFX, /** usually fx of foot steps (dust clouds etc.). Always animated, persistents, duration of fxs is garanteed,
|
|
* but not velocity of particle if framerate is too choppy (usually ok because particle stay in place with those fxs)
|
|
*/
|
|
Projectile, // like moving looping fx, but not persistent
|
|
PresetLast
|
|
};
|
|
|
|
void activatePresetBehaviour(TPresetBehaviour behaviour);
|
|
|
|
TPresetBehaviour getBehaviourType() const
|
|
{
|
|
NL_PS_FUNC_MAIN(getBehaviourType)
|
|
return _PresetBehaviour;
|
|
}
|
|
|
|
|
|
|
|
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
///\name sound managment
|
|
// @{
|
|
/// register a Sound server to this system. All systems share the same sound server.
|
|
static void registerSoundServer(UPSSoundServer *soundServer);
|
|
|
|
/// get the current sound server used by this system. NULL if none
|
|
static UPSSoundServer * getSoundServer(void)
|
|
{
|
|
NL_PS_FUNC(getSoundServer)
|
|
return _SoundServer;
|
|
}
|
|
|
|
/// immediatly shut down all the sound in this system
|
|
void stopSound();
|
|
|
|
// reactivate all sound in this system
|
|
void reactivateSound();
|
|
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
///\name external access to locatedBindable. PRIVATE PART (to avoid the use of friend)
|
|
// @{
|
|
/** register a locatedBindable, and allow it to be referenced by the given ID
|
|
* this locatedBindable must belong to this system.
|
|
* each pair <id, locatedBindable> must be unique, but there may be sevral LB for the same key
|
|
*/
|
|
void registerLocatedBindableExternID(uint32 id, CPSLocatedBindable *lb);
|
|
|
|
/// unregister the given located bindable. An assertion is raised if it has not been registered before
|
|
void unregisterLocatedBindableExternID(CPSLocatedBindable *lb);
|
|
// @}
|
|
|
|
// *****************************************************************************************************
|
|
///\name external access to locatedBindable. PUBLIC PART
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// @{
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/// return the number the number of located bindable bound with this ID
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uint getNumLocatedBindableByExternID(uint32 id) const;
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/** return the nth locatedBindable associtaed with this ID.
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* \return NULL if it doesn't exist
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*/
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CPSLocatedBindable *getLocatedBindableByExternID(uint32 id, uint index);
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const CPSLocatedBindable *getLocatedBindableByExternID(uint32 id, uint index) const;
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/// Get the number of IDs in the system
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uint getNumID() const;
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/// Get the nth ID, or 0 if index is invalid.
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uint32 getID(uint index) const;
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/** Get all the IDs in the system.
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* \warning As IDs are not internally stored in a vector, it is faster than several calls to getID
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*/
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void getIDs(std::vector<uint32> &dest) const;
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// @}
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// *****************************************************************************************************
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///\name Misc. options / functions
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// @{
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/** When using an emitter, it is allowed to have a period of '0'. This special value means that the emitter
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* should emit at each frame. This is deprecated now (not framerate independent ..), but some previous systems may use it.
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* This option force a minimum period for all emitters.
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* NB : the system should be restarted for this to work correctly
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* The default is true
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*/
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void enableEmitThreshold(bool enabled = true) { _EmitThreshold = enabled; }
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bool isEmitThresholdEnabled() const { return _EmitThreshold; }
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// activate // deactivate all emitters in the system
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void activateEmitters(bool active);
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// test is there are active emitters in the system
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bool hasActiveEmitters() const;
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// test if there are emitters in the system (e.g. derivers of CPSEmitter bound to the system)
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bool hasEmittersTemplates() const;
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/** Eval a duration of the system (duration after which there are no particle lefts).
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* It is meaningful only if the system can finish.
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* After the given duration particle will have been spawn, and will possibly have finished their life.
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* The system may last longer (case where an emitter is triggered when it bounce cannot be evaluated correclty without running the system)
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* NB : calling this is costly
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*/
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float evalDuration() const;
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/** Enable/Disable auto-count mode. The default is disabled
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* In this mode, when a particle is spawned it is guaranteed to be created. Particle array are resized if necessary for this.
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* This helps to tune the size of arrays that contains particle
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* This is well adapted for edition, but shouldn't be use at runtime because array are reallocated
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* which doesn't give the best performance. It is why that state isn't serialized.
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* When the system is modified by the user, he should call resetAutoCount, so that array match the current number of particles.
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* This is useful if the user modifiy the system and that the number of particles decreases
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*/
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void setAutoCountFlag(bool enabled) { _AutoCount = enabled; }
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bool getAutoCountFlag() const { return _AutoCount; }
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/** Ensure that getMaxSize() == getSize() for each particle array.
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* It is usefule for edition, when the system is in auto-count mode
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* See setAutoCountFlag
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*/
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void matchArraySize();
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// get max number of individual particles in the system
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uint getMaxNumParticles() const;
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// get current number of particles in the system
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uint getCurrNumParticles() const;
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// tool fct : get the list of located that target another located
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void getTargeters(const CPSLocated *target, std::vector<CPSTargetLocatedBindable *> &targeters);
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// allow to serialize identifiers. The default is false (to speedup instanciation of ps by not creating unecessary strings)
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static void setSerializeIdentifierFlag(bool on) { _SerialIdentifiers = on; }
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static bool getSerializeIdentifierFlag() { return _SerialIdentifiers; }
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// list all textures used by the ps, and append them in the given vector
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void enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv);
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// Change z-bias of all materials. The z-bias value is given in world coordinates
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void setZBias(float value);
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// debug : force to display bbox of all particle systems
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static void forceDisplayBBox(bool on) { _ForceDisplayBBox = on; }
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/** get sorting of the system emitter precedence (it is topological sort of the graph of emitters)
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* The result vector contains the index of each process (see getProcess) in order
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*/
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void getSortingByEmitterPrecedence(std::vector<uint> &result) const;
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// @}
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private:
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typedef std::map<std::string, float> TGlobalValuesMap;
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typedef std::map<std::string, NLMISC::CVector> TGlobalVectorValuesMap;
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private:
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friend class CParticleSystemModel;
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/// process a pass on the bound located
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void stepLocated(TPSProcessPass pass);
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// update the lod & return the distance from viewer
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|
float updateLODRatio();
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float getDistFromViewer() const;
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void updateColor(float distFromViewer);
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void updateNumWantedTris();
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// update index of all the process
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void updateProcessIndices();
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// for debug only
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void checkIntegrity();
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// map that contain global value that can be affected to user param
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static TGlobalValuesMap _GlobalValuesMap;
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// map that contain global vector values
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static TGlobalVectorValuesMap _GlobalVectorValuesMap;
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// A bbox that has been specified by the user
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NLMISC::CAABBox _PreComputedBBox;
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|
// the driver used for rendering
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|
IDriver *_Driver;
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|
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typedef CPSVector<CParticleSystemProcess *>::V TProcessVect;
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TProcessVect _ProcessVect;
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CFontGenerator *_FontGenerator;
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|
CFontManager *_FontManager;
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|
|
|
// Infos about a coordinate system (current matrix, previous pos...)
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|
class CCoordSystemInfo
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|
{
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|
public:
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|
const NLMISC::CMatrix *Matrix; // gives the matrix to use
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NLMISC::CMatrix InvMatrix; // inverted matrix for that coord system
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|
NLMISC::CVector OldPos; // translation part of matrix at previous frame
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|
NLMISC::CVector CurrentDeltaPos; // current pos (for integration step) of the coord system relative to its final pos
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|
public:
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|
CCoordSystemInfo()
|
|
{
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|
Matrix = NULL;
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|
}
|
|
};
|
|
|
|
|
|
class CUserCoordSystemInfo
|
|
{
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|
public:
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|
CCoordSystemInfo CoordSystemInfo;
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|
NLMISC::CMatrix UserBasisToFXBasis; // conversion matrix : from user basis to FX Basis
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|
NLMISC::CMatrix FXBasisToUserBasis; // conversion matrix : from FX basis to user Basis
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|
uint16 NumRef; // number of objects in the system that use position of the user matrix
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|
// because this is used rarely, we allocate memory to track the user matrix position only when needed
|
|
public:
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|
CUserCoordSystemInfo()
|
|
{
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|
NumRef = 0;
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|
}
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|
};
|
|
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|
CCoordSystemInfo _CoordSystemInfo; // coordinate system infos for this fx
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|
CUserCoordSystemInfo *_UserCoordSystemInfo; // coordinate system infos for an hypothetic user matrix
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|
|
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// the view matrix (TODO : this is duplcated from CScene)
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|
NLMISC::CMatrix _ViewMat;
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|
// the inverted view matrix (TODO : this is duplcated from CScene)
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|
NLMISC::CMatrix _InvertedViewMat;
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|
|
|
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|
// number of rendered pass on the system, incremented each time the system is redrawn
|
|
uint64 _Date;
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|
|
|
/// Last update date of the system. Useful with sharing only, to avoid several motions.
|
|
sint64 _LastUpdateDate;
|
|
|
|
// current edited element located (edition purpose only)
|
|
CPSLocated *_CurrEditedElementLocated;
|
|
// current edited located bindable, NULL means all binadable of a located. (edition purpose only)
|
|
CPSLocatedBindable *_CurrEditedElementLocatedBindable;
|
|
// current edited element index in its located (edition purpose only)
|
|
uint32 _CurrEditedElementIndex;
|
|
|
|
|
|
/** the scene in which the particle system is inserted. This is needed because
|
|
* the system may add objects to the scene (for particle that are meshs for instance)
|
|
*/
|
|
|
|
CScene *_Scene;
|
|
|
|
|
|
// contains the name of the system. (VERSION >= 2 only)
|
|
std::string _Name;
|
|
|
|
TAnimationTime _TimeThreshold;
|
|
TAnimationTime _SystemDate;
|
|
uint32 _MaxNbIntegrations;
|
|
|
|
|
|
float _LODRatio;
|
|
float _OneMinusCurrentLODRatio;
|
|
float _MaxViewDist;
|
|
float _MaxDistLODBias;
|
|
float _InvMaxViewDist;
|
|
float _InvCurrentViewDist; // inverse of the current view dist. It can be the same than _InvMaxViewDist
|
|
// but when there's LOD, the view distance may be reduced
|
|
float _AutoLODEmitRatio;
|
|
|
|
TDieCondition _DieCondition;
|
|
mutable TAnimationTime _DelayBeforeDieTest;
|
|
uint _NumWantedTris;
|
|
TAnimType _AnimType;
|
|
|
|
static UPSSoundServer *_SoundServer;
|
|
|
|
float _UserParam[MaxPSUserParam];
|
|
const TGlobalValuesMap::value_type **_UserParamGlobalValue; // usually set to NULL unless some user params mirror a global value,
|
|
// in this case this contains as many pointer into the global map as there are user params
|
|
uint8 _BypassGlobalUserParam; // mask to bypass a global user param. This state is not serialized
|
|
|
|
TPresetBehaviour _PresetBehaviour;
|
|
|
|
typedef
|
|
CPSMultiMap<uint32, CPSLocatedBindable *>::M TLBMap;
|
|
TLBMap _LBMap;
|
|
|
|
float _AutoLODStartDistPercent;
|
|
uint8 _AutoLODDegradationExponent;
|
|
|
|
CPSAttribMaker<NLMISC::CRGBA> *_ColorAttenuationScheme;
|
|
NLMISC::CRGBA _GlobalColor;
|
|
NLMISC::CRGBA _GlobalColorLighted;
|
|
NLMISC::CRGBA _LightingColor;
|
|
NLMISC::CRGBA _UserColor;
|
|
|
|
bool _ComputeBBox : 1; /// when set to true, the system will compute his BBox every time computeBBox is called
|
|
bool _BBoxTouched : 1;
|
|
bool _AccurateIntegration : 1;
|
|
bool _CanSlowDown : 1;
|
|
bool _DestroyModelWhenOutOfRange : 1;
|
|
bool _DestroyWhenOutOfFrustum : 1;
|
|
bool _Sharing : 1;
|
|
bool _AutoLOD : 1;
|
|
bool _KeepEllapsedTimeForLifeUpdate : 1;
|
|
bool _AutoLODSkipParticles : 1;
|
|
bool _EnableLoadBalancing : 1;
|
|
bool _EmitThreshold : 1;
|
|
bool _BypassIntegrationStepLimit : 1;
|
|
bool _ForceGlobalColorLighting : 1;
|
|
bool _AutoComputeDelayBeforeDeathTest : 1;
|
|
bool _AutoCount : 1;
|
|
bool _HiddenAtCurrentFrame : 1;
|
|
bool _HiddenAtPreviousFrame : 1;
|
|
|
|
static bool _SerialIdentifiers;
|
|
static bool _ForceDisplayBBox;
|
|
|
|
|
|
#ifdef NL_DEBUG
|
|
static uint _NumInstances;
|
|
#endif
|
|
public:
|
|
// For use by emitters only : This compute a delta of position of the fx matrix to ensure that spawning position are correct when the system moves
|
|
void interpolateFXPosDelta(NLMISC::CVector &dest, TAnimationTime deltaT);
|
|
// For use by emitters only : This compute a delta of position of the user matrix to ensure that spawning position are correct when the system moves
|
|
void interpolateUserPosDelta(NLMISC::CVector &dest, TAnimationTime deltaT);
|
|
// For use by emitters only : Get the current emit ratio when auto-LOD is used. Valid only during the 'Emit' pass
|
|
float getAutoLODEmitRatio() const { return _AutoLODEmitRatio; }
|
|
// For private used by CPSLocated instances : should be called when the matrix mode of a located has changed
|
|
void matrixModeChanged(CParticleSystemProcess *proc, TPSMatrixMode oldMode, TPSMatrixMode newMode);
|
|
// FOR PRIVATE USE : called when one more object of the system needs the _UserCoordSystemInfo field => so allocate it if needed.
|
|
void addRefForUserSysCoordInfo(uint numRefs = 1);
|
|
// FOR PRIVATE USE : called when one less object of the system needs the _UserCoordSystemInfo field => deallocate it when there are no references left
|
|
void releaseRefForUserSysCoordInfo(uint numRefs = 1);
|
|
// tmp for debug : dump hierarchy of fx
|
|
void dumpHierarchy();
|
|
public:
|
|
// spawn info. They are shared by all PS ! This is because there can be only one PS processed at a time in the lib, so no need to store that per instance
|
|
typedef std::vector<CPSSpawnInfo> TSpawnInfoVect;
|
|
struct CSpawnVect : public NLMISC::CRefCount
|
|
{
|
|
TSpawnInfoVect SpawnInfos;
|
|
uint MaxNumSpawns;
|
|
};
|
|
static std::vector<NLMISC::CSmartPtr<CSpawnVect> > _Spawns; // for each process of the system (the array is ordered as CParticleSystem::_ProcessVect is) , store a list of particles to spawn. We can't spawn them directly,
|
|
// because ageing particle must be processed and removed first to make room
|
|
// for new particles and thus avoid a 'pulse' effect when framerate is low or when spawning is fast (see the update loop CParticleSystem::step for details)
|
|
// NB : we use a smart pointer to avoid resize of a vector of vector, which is baaad...
|
|
// This is public but intended to be used by CPSLocated only.
|
|
static std::vector<uint> _ParticleToRemove; // used during the update step, contains the indices of the particles to remove
|
|
static std::vector<sint> _ParticleRemoveListIndex; // for each particle, -1 if it hasn't been removed, or else give the insertion number in _ParticleToRemove
|
|
static std::vector<uint> _CollidingParticles; // index of particle that collided
|
|
static std::vector<NLMISC::CVector> _SpawnPos; // spawn position of newly created particles
|
|
public:
|
|
// current sim steps infos
|
|
static TAnimationTime EllapsedTime;
|
|
static TAnimationTime InverseTotalEllapsedTime;
|
|
static TAnimationTime RealEllapsedTime;
|
|
static float RealEllapsedTimeRatio;
|
|
static bool InsideSimLoop;
|
|
static bool InsideRemoveLoop;
|
|
static bool InsideNewElementsLoop;
|
|
static CParticleSystemModel *OwnerModel; // owner model for that system
|
|
};
|
|
|
|
// NOT USED FOR NOW
|
|
/**
|
|
* This class holds infos needed to duplicate a particle system
|
|
* Because of cross referencement, an object of the system may need referencment before it is created
|
|
* With map holding pointer to already created object, we can duplicate the system safely
|
|
* for now it is for PRIVATE USE...
|
|
* may be useful in NLMISC later as it could be used with other kind of objects ...
|
|
*/
|
|
/*
|
|
class CPSCopyHelper
|
|
{
|
|
public:
|
|
// duplicate an object using the copy ctor, if it has not been before
|
|
template <class T> T *ctorCopy(const T &src)
|
|
{
|
|
TCopiedIt it = _Alreadycopied.find(src);
|
|
if (it != _AlreadyCopied.end())
|
|
{
|
|
return (T *) it;
|
|
}
|
|
else
|
|
{
|
|
T *result = new T(src);
|
|
_AlreadyCopied.insert((void *) result);
|
|
return result;
|
|
}
|
|
}
|
|
// duplicate an object using its clone method, if it has not been before
|
|
|
|
template <class T> T *clone(const T &src)
|
|
{
|
|
TCopiedIt it = _AlreadyCopied.find(src);
|
|
if (it != _AlreadyCopied.end())
|
|
{
|
|
return (T *) *it;
|
|
}
|
|
else
|
|
{
|
|
T *result = src.clone(this);
|
|
_AlreadyCopied.insert((void *) result);
|
|
return result;
|
|
}
|
|
}
|
|
|
|
|
|
// insert a value that has been copied by other means
|
|
void insert(void *ptr)
|
|
{
|
|
std::pair<TCopiedIt, bool> result = _AlreadyCopied.insert(ptr);
|
|
nlassert(result.second);
|
|
}
|
|
|
|
private:
|
|
typedef std::set<void *> TAlreadyCopied;
|
|
typedef TAlreadyCopied::iterator TCopiedIt;
|
|
TAlreadyCopied _AlreadyCopied;
|
|
};
|
|
|
|
*/
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_PARTICLE_SYSTEM_H
|
|
|
|
/* End of particle_system.h */
|