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286 lines
12 KiB
C
286 lines
12 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_TIMED_FX_MANAGER_H
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#define CL_TIMED_FX_MANAGER_H
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#include "nel/misc/vector.h"
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#include "nel/misc/noise_value.h"
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#include "game_share/season.h"
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#include "time_client.h"
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#include "fx_manager.h"
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class CSeasonFXSheet;
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namespace NL3D
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{
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class UParticleSystemInstance;
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class UScene;
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}
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/** A fx that must be spawn at a given season and hour
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CTimedFX
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{
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public:
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NLMISC::CVector SpawnPosition;
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NLMISC::CQuat Rot;
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NLMISC::CVector Scale;
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const CSeasonFXSheet *FXSheet;
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#if !FINAL_VERSION
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bool FromIG; // true if the fx comes from an ig, or false if it was generated dynamically
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#endif
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public:
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CTimedFX() : SpawnPosition(0.f, 0.f, 0.f), FXSheet(NULL)
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{
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#if !FINAL_VERSION
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FromIG = true;
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#endif
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}
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NLMISC::CMatrix getInstanceMatrix() const;
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};
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typedef std::vector<CTimedFX> TTimedFXGroup;
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/** Manager to spawn fxs at a given season and hour.
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CTimedFXManager
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{
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private:
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class CManagedFX;
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struct CTimeStampedFX
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{
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CClientDate Date; // the date at which the FX must be added / removed
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//sint32 DebugDay;
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CManagedFX *FX; // managed FX
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bool operator < (const CTimeStampedFX &rhs) const
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{
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if (Date == rhs.Date) return FX < rhs.FX;
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else return Date < rhs.Date;
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} // we want to deal with early dates sooner
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bool operator == (const CTimeStampedFX &rhs) const { return Date == rhs.Date && FX == rhs.FX; }
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CTimeStampedFX() : FX(NULL) {}
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};
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typedef std::set<CTimeStampedFX> TTimeStampedFXPtrSet;
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struct CManagedFXGroup;
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struct CCandidateFXListHead;
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/** A managed FX. Unless it is flagged as 'always intanciated', or is in a group that is shutting down,
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* such a fx can only be in one set : _FXToAdd if it is not currently instanciated (or is shutting down), and _FXToRemove if it is instanciated and is not being shut down.
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* and will be removed in the future.
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*/
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class CManagedFX : public CTimedFX
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{
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public:
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enum TState { Unknown = 0, Permanent, InAddList, InRemoveList };
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#ifdef NL_DEBUG
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CManagedFXGroup *OwnerGroup;
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#endif
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NL3D::UParticleSystemInstance Instance; // Pointer to the actual FX. NULL if failed to instanciate or if not instanciated
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TState State;
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TTimeStampedFXPtrSet::iterator SetHandle; // if the fx is in a list (see its state), then it is an iterator into that list (for removal)
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//
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CManagedFX **_PrevCandidateFX; // if the fx has asked to be instanciated, it is inserted in a list of candidate fxs. points the previous "Next" pointer
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// even if the fx is currently instanciated, it remains in that list (those are the potnetially instanciated fxs)
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CManagedFX *_NextCandidateFX; // next candidate FX
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//
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CManagedFX **_PrevInstanciatedFX; // link into instanciated fx list, prev (is also a candidate)
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CManagedFX *_NextInstanciatedFX; // link into instanciated fx list, next
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// Tmp for debug
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#ifdef NL_DEBUG
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uint32 Magic;
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#endif
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public:
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// ctor
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CManagedFX()
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{
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Instance = NULL;
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State = Unknown;
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#ifdef NL_DEBUG
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OwnerGroup = NULL;
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Magic = 0xbaadcafe;
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#endif
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_PrevCandidateFX = NULL;
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_NextCandidateFX = NULL;
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//
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_PrevInstanciatedFX = NULL;
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_NextInstanciatedFX = NULL;
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}
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// compute start hour of that fx for the given day
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void computeStartHour(sint32 cycle, CClientDate &resultDate, float cycleLength, float dayLength, const NLMISC::CNoiseValue &nv) const;
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// compute end hour of that fx for the given day
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void computeEndHour(sint32 cycle, CClientDate &resultDate, float cycleLength, float dayLength, const NLMISC::CNoiseValue &nv) const;
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// unlink from list of candidate fxs
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void unlinkFromCandidateFXList();
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// unlink from list of instanciated fx. NB : this doesn't remove the model!
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void unlinkFromInstanciatedFXList();
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/** Shutdown the fx
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*/
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void shutDown(NL3D::UScene *scene, CFXManager &fxManager);
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private:
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void computeHour(sint32 cycle, float bias, CClientDate &resultDate, float cycleLength, float dayLength, const NLMISC::CNoiseValue &nv, float minHour, float maxHour) const;
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};
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// A group of managed fx. We never resize these vectors after creation so we can keep pointers in them.
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typedef std::vector<CManagedFX> TManagedFXGroup;
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struct CManagedFXGroup
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{
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TManagedFXGroup Group;
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#ifdef NL_DEBUG
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EGSPD::CSeason::TSeason Season;
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#endif
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};
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// a list of group of managed fxs.
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typedef std::list<CManagedFXGroup> TManagedFXGroupList;
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public:
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//\name USER INTERFACE
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//@{
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// mode of display for debug
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enum TDebugDisplayMode { NoText = 0, PSName, SpawnDate, DebugModeCount };
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// handle to add/remove a group of managed fxs (see add() / remove())
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typedef TManagedFXGroupList::iterator TFXGroupHandle;
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// dtor
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~CTimedFXManager();
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/** Init the manager. Must be called before first use
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* \param scene The scene from which instances are created
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* \param startDate Date of init
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* \param dayLength Length of a day, in hours
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* \param noiseFrequency Frequency of noise used to compute pseudo random spwaning dates of fxs (depends on their spawn position and on the date)
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* \param maxNumberOfFXInstance Max number of fx instances that are allowed to be instanciated at a given time. Nearest fx are instanciated first
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* \param sortDistanceInterval precision with which fx are sorted in distance. For example, with 1meter precision, fx at 0.2 & 0.5 from the user are considered
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* to be at the same distance
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* \param maxDist Max dist at which fxs are sorted. For efficiency, it is important to keep maxDist / sortDistanceInterval
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*/
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void init(NL3D::UScene *scene,
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const CClientDate &startDate,
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float dayLength,
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float noiseFrequency,
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uint maxNumberOfFXInstances,
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float sortDistanceInterval,
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float maxDist
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);
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// Reset all manager content
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void reset();
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/** Register a set of fxs to be managed.
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* A handle is returned to remove it later.
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*/
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TFXGroupHandle add(const std::vector<CTimedFX> &fxs, EGSPD::CSeason::TSeason season);
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/** Remove a FX group that has previously been added
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* All FX instances are deleted.
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*/
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void remove(TFXGroupHandle handle);
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/** Delayed removal of a fx group that has previously been added.
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* All FXs are shutdown by removing their emitters.
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* This is useful to switch from one season to another.
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*/
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void shutDown(TFXGroupHandle handle);
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// Update the manager state to match the new date. This add / removes FX as necessary
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void update(const CClientDate &date, EGSPD::CSeason::TSeason currSeason, const NLMISC::CVector &camPos);
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// Set a new date, but do not update current fx. The new hour will be taken in account during the next call to 'add'
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void setDate(const CClientDate &date);
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// get the current date
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const CClientDate &getDate() const { return _CurrDate; }
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// Access to the unique instance of this class
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static CTimedFXManager &getInstance();
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// for debug only
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void dumpFXToAdd() const;
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void dumpFXToRemove() const;
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void dumpFXInfo() const;
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// debug bbox and dates of FXs to remove and to add.
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void displayFXBoxes(TDebugDisplayMode displayMode) const;
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// set max number of fx to be instanciated at a time
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void setMaxNumFXInstances(uint maxNumInstaces);
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//@}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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// Set of fx to be instanciated in the future. It is managed as a priority queue (sorted by date of instanciation).
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TTimeStampedFXPtrSet _FXToAdd;
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// Set of fx to remove in the future, and that are currently instanciated (and are not shutting done). It is managed as a priority queue (sorted by date of removal).
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TTimeStampedFXPtrSet _FXToRemove;
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// List of the groups of FXs that are currenlty managed.
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TManagedFXGroupList _FXGroups;
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// The scene from which to add / remove instances
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NL3D::UScene *_Scene;
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// Current date of the manager
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CClientDate _CurrDate;
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// List of group that are shutting down (that is, shutDown(TFXGroupHandle handle) was called on that group)
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std::list<TFXGroupHandle> _ShuttingDownGroups;
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// Length of a day, in hours
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float _DayLength;
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// Noise function used to compute start/end date of fxs
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NLMISC::CNoiseValue _Noise;
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// Init
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bool _InitDone;
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//\name DISTANCE SORTING
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//@{
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// FX to be displayed can be limited in number -> the nearest fx are instanciated in priority
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// To achieve this, we keep a list of candidate fx for each interval of distance (thus achieving linear approximate sorting)
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typedef std::vector<CManagedFX *> TCandidateFXListSortedByDist;
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TCandidateFXListSortedByDist _CandidateFXListSortedByDist; // roughly sorted list of candidate fx. Should be rebuilt completely when players moves (done in linear time)
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TCandidateFXListSortedByDist _CandidateFXListSortedByDistTmp; // already allocated vect for fast resorting of list when player moves
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// NB : this vector nevers grows
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bool _CandidateFXListTouched; // the list of candidate has been modified, so the manager should see which fxs should be instanciated, and which fxs should be removed
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float _SortDistance; // length of each distance interval, in meters
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uint _MaxNumberOfFXInstances; // max number of instances that can be 'alive' at a time
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//@}
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// Linked list of currently instanciated FXs (nearest candidates)
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CManagedFX *_InstanciatedFXs;
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NLMISC::CVector _LastCamPos;
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// fx manager to deals with shutting down fxs
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CFXManager _FXManager;
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private:
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// ctor
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CTimedFXManager();
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// for debug
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void checkIntegrity();
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// setup user params for a fx
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void setupUserParams(CManagedFX &fi, uint cycle);
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// insert a fx in list of candidate for instanciation (also unlink from a previous list)
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void linkCandidateFX(TCandidateFXListSortedByDist &targetList, float dist, CManagedFX *fx);
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// link a fx into a list of instances (also unlink from a previous list)
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void linkInstanciatedFX(CManagedFX *&listHead, CManagedFX *fx);
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// update list of instanciated fxs (create / removes fxs as necessary)
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void updateInstanciatedFXList();
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// re-sort list of candidate fx by distance (this is necessary when player moves)
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void updateCandidateFXListSorting();
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public:
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// convert a cycle and an hour to a date
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static void cycleToDate(sint32 cycle, float hour, float cycleLength, float dayLength, CClientDate &result);
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// give the matching cycle for a date
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static sint32 dateToCycle(const CClientDate &date, float cycleLength, float dayLength);
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};
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#endif
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