khanat-code-old/code/nel/include/nel/3d/ps_face.h

152 lines
4.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_PS_FACE_H
#define NL_PS_FACE_H
#include "nel/3d/ps_quad.h"
//
#include "nel/misc/traits_nl.h"
namespace NL3D
{
struct CPlaneBasisPair
{
CPlaneBasis Basis;
CVector Axis; // an axis for rotation
float AngularVelocity; // an angular velocity
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* A face particle
* Unlike FaceLookAt, these particle can have an orientation in space.
* They are drawn with an angle bias of 45deg in their local basis (for optimisation purpose)
*
* ^ y
* |
* 0
* / \
* / \
* 3 1--> x
* \ /
* \ /
* 2
* If all particle must rotate the same, but with a rotattionnal bias, a hint can be provided, so that
* there are batch of particle that share the same orientation. The users must give the number of various phase
* This is the fastest.
* Other cases need an attribute maker that produce a couple of vectors
* , giving the x & y direction of the local basis (plane particle)
*
*/
class CPSFace : public CPSQuad
, public CPSRotated3DPlaneParticle
, public CPSHintParticleRotateTheSame
{
public:
/** Create the face
* you can give a non-animated texture here
*/
CPSFace(CSmartPtr<ITexture> tex = NULL);
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
NLMISC_DECLARE_CLASS(CPSFace);
/** Tells that all faces are turning in the same manner, and only have a rotationnal bias
* This is faster then other method. Any previous set scheme for 3d rotation is kept.
* \param: the number of rotation configuration we have. The more high it is, the slower it'll be
* If this is too low, a lot of particles will have the same orientation
* If it is 0, then the hint is disabled
* \param minAngularVelocity : the maximum angular velocity for particle rotation
* \param maxAngularVelocity : the maximum angular velocity for particle rotation
* \see CPSRotated3dPlaneParticle
*/
void hintRotateTheSame(uint32 nbConfiguration
, float minAngularVelocity = NLMISC::Pi
, float maxAngularVelocity = NLMISC::Pi
);
/** disable the hint 'hintRotateTheSame'
* The previous set scheme for roation is used
* \see hintRotateTheSame(), CPSRotated3dPlaneParticle
*/
void disableHintRotateTheSame(void)
{
hintRotateTheSame(0);
}
/** check whether a call to hintRotateTheSame was performed
* \return 0 if the hint is disabled, the number of configurations else
* \see hintRotateTheSame(), CPSRotated3dPlaneParticle
*/
uint32 checkHintRotateTheSame(float &min, float &max) const
{
min = _MinAngularVelocity;
max = _MaxAngularVelocity;
return (uint32)_PrecompBasis.size();
}
/// from CPSParticle : return true if there are lightable faces in the object
virtual bool hasLightableFaces() { return false; }
protected:
friend class CPSFaceHelper; /// for private use only
virtual void step(TPSProcessPass pass);
virtual void newElement(const CPSEmitterInfo &info);
virtual void deleteElement(uint32 index);
virtual void resize(uint32 size);
/// fill _IndexInPrecompBasis with index in the range [0.. nb configurations[
void fillIndexesInPrecompBasis(void);
virtual CPSLocated *getPlaneBasisOwner(void) { return _Owner; }
// we must store them for serialization
float _MinAngularVelocity;
float _MaxAngularVelocity;
/// a set of precomp basis, before and after transfomation in world space, used if the hint 'RotateTheSame' has been called
CPSVector<CPlaneBasisPair>::V _PrecompBasis;
/// this contain an index in _PrecompBasis for each particle
CPSVector<uint32>::V _IndexInPrecompBasis;
};
} // NL3D
// special traits
namespace NLMISC
{
NL_TRIVIAL_TYPE_TRAITS(NL3D::CPlaneBasisPair)
}
#endif // NL_PS_FACE_H
/* End of ps_face.h */