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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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455 lines
13 KiB
C++
455 lines
13 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/particle_system.h"
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#include "nel/3d/particle_system_shape.h"
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#include "nel/3d/particle_system_model.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/texture_file.h"
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#include "nel/3d/ps_allocator.h"
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#include "nel/misc/file.h"
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#include "nel/misc/mem_stream.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/contiguous_block_allocator.h"
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// tmp
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#include "nel/3d/ps_face_look_at.h"
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#include "nel/3d/ps_force.h"
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namespace NL3D {
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using NLMISC::CIFile;
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namespace {
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NLMISC::CMutex s_PSSMutex;
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} /* anonymous namespace */
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// private usage : macro to check the memory integrity
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#if defined(NL_DEBUG) && defined(NL_OS_WINDOWS)
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// #define PARTICLES_CHECK_MEM NLMEMORY::CheckHeap(true);
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#define PARTICLES_CHECK_MEM
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#else
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#define PARTICLES_CHECK_MEM
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#endif
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// ***************************************************************************
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// A singleton to define the TextureCategory of Particle system
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class CPSTextureCategory
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{
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public:
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static NLMISC::CSmartPtr<ITexture::CTextureCategory> &get()
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{
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if(!_Instance)
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_Instance= new CPSTextureCategory();
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return _Instance->_TextureCategory;
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}
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// release memory
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static void releaseInstance()
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{
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if( _Instance )
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delete _Instance;
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_Instance = NULL;
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}
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private:
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NLMISC::CSmartPtr<ITexture::CTextureCategory> _TextureCategory;
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CPSTextureCategory()
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{
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_TextureCategory= new ITexture::CTextureCategory("PARTICLE SYSTEM");
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}
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static CPSTextureCategory *_Instance;
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};
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CPSTextureCategory *CPSTextureCategory::_Instance= NULL;
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///===========================================================================
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void CParticleSystemShape::releaseInstance()
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{
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CPSTextureCategory::releaseInstance();
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}
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///===========================================================================
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CParticleSystemShape::CParticleSystemShape() : _MaxViewDist(100.f),
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_DestroyWhenOutOfFrustum(false),
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_DestroyModelWhenOutOfRange(false),
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_UsePrecomputedBBox(false),
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_Sharing(false),
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_NumBytesWanted(0)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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for (uint k = 0; k < 4; ++k)
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{
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_UserParamDefaultTrack[k].setDefaultValue(0);
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}
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_DefaultPos.setDefaultValue(CVector::Null);
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_DefaultScale.setDefaultValue( CVector(1, 1, 1) );
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_DefaultRotQuat.setDefaultValue(CQuat());
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_DefaultTriggerTrack.setDefaultValue(true); // by default, system start as soon as they are instanciated
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}
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///===========================================================================
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void CParticleSystemShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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sint ver = f.serialVersion(6);
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/// version 6 : added sharing flag
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//NLMISC::CVector8 &buf = _ParticleSystemProto.bufferAsVector();
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//f.serialCont(buf);
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if (f.isReading ())
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{
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std::vector<uint8> buf;
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f.serialCont(buf);
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_ParticleSystemProto.fill(&buf[0], (uint32)buf.size());
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}
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else
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{
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f.serialBufferWithSize ((uint8*)_ParticleSystemProto.buffer(), _ParticleSystemProto.length());
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}
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if (ver > 1)
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{
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// serial default tracks
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for (uint k = 0; k < 4; ++k)
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{
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f.serial(_UserParamDefaultTrack[k]);
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}
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}
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if ( ver > 2)
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{
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f.serial (_DefaultPos);
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f.serial (_DefaultScale);
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f.serial (_DefaultRotQuat);
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}
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if ( ver > 3)
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{
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f.serial(_MaxViewDist);
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f.serial(_DestroyWhenOutOfFrustum);
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f.serial(_DestroyModelWhenOutOfRange);
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}
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if ( ver > 4)
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{
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f.serial(_UsePrecomputedBBox);
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if (_UsePrecomputedBBox)
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{
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f.serial(_PrecomputedBBox);
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}
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}
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if ( ver > 5)
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{
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f.serial(_Sharing);
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}
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}
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///===========================================================================
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void CParticleSystemShape::buildFromPS(const CParticleSystem &ps)
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{
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// must be sure that we are writing in the stream
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if (_ParticleSystemProto.isReading())
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{
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_ParticleSystemProto.invert();
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}
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// to have const correctness in the prototype, we must do this...
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CParticleSystem *myPs = const_cast<CParticleSystem *>(&ps);
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nlassert(myPs);
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// build the prototype
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_ParticleSystemProto.serialPtr(myPs);
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// mirror some system values
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_MaxViewDist = myPs->getMaxViewDist();
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_DestroyWhenOutOfFrustum = myPs->doesDestroyWhenOutOfFrustum();
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_DestroyModelWhenOutOfRange = myPs->getDestroyModelWhenOutOfRange();
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if (!myPs->getAutoComputeBBox())
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{
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_UsePrecomputedBBox = true;
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myPs->computeBBox(_PrecomputedBBox);
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}
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else
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{
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_UsePrecomputedBBox = false;
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}
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_Sharing = myPs->isSharingEnabled();
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}
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///===========================================================================
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void CParticleSystemShape::getAABBox(NLMISC::CAABBox &bbox) const
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{
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if (!_UsePrecomputedBBox)
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{
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bbox.setCenter(NLMISC::CVector::Null);
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bbox.setHalfSize(NLMISC::CVector(1, 1, 1));
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}
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else
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{
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bbox = _PrecomputedBBox;
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}
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}
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///===========================================================================
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CParticleSystem *CParticleSystemShape::instanciatePS(CScene &scene, NLMISC::CContiguousBlockAllocator *blockAllocator /*= NULL*/)
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{
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if (_Sharing && _SharedSystem != NULL) // is sharing enabled, and is a system already instanciated
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{
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return _SharedSystem;
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}
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// avoid prb with concurrent thread (may happen if an instance group containing ps is loaded in background)
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s_PSSMutex.enter();
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#ifdef PS_FAST_ALLOC
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nlassert(PSBlockAllocator == NULL);
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if (blockAllocator)
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{
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// set new allocator for particle system memory
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PSBlockAllocator = blockAllocator;
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blockAllocator->init(_NumBytesWanted); // if size wanted is already known, set it
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}
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#endif
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//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
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// copy the datas
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CParticleSystem *myInstance = NULL;
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// serialize from the memory stream
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if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
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{
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_ParticleSystemProto.invert();
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}
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_ParticleSystemProto.resetPtrTable();
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_ParticleSystemProto.seek(0, NLMISC::IStream::begin);
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// NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
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_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
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/* NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
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nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
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*/
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myInstance->setScene(&scene);
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if (_CachedTex.empty() && scene.getDriver())
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{
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//nlinfo("flushing texs");
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// load && cache textures
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myInstance->enumTexs(_CachedTex, *scene.getDriver());
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for(uint k = 0; k < _CachedTex.size(); ++k)
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{
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if (_CachedTex[k])
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{
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_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
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scene.getDriver()->setupTexture (*(ITexture *)_CachedTex[k]);
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}
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}
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}
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else
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{
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/*
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for(uint k = 0; k < _CachedTex.size(); ++k)
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{
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nlinfo(_CachedTex[k]->getShareName().c_str());
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}
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*/
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}
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// tmp
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if (_Sharing)
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{
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_SharedSystem = myInstance; // set this as the first shared instance
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}
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#ifdef PS_FAST_ALLOC
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if (blockAllocator)
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{
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_NumBytesWanted = blockAllocator->getNumAllocatedBytes(); // now we know the number of wanted bytes, subsequent alloc can be much faster
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PSBlockAllocator = NULL;
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}
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#endif
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s_PSSMutex.leave();
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/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
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nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start))); */
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return myInstance;
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}
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///===========================================================================
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CTransformShape *CParticleSystemShape::createInstance(CScene &scene)
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{
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CParticleSystemModel *psm = NLMISC::safe_cast<CParticleSystemModel *>(scene.createModel(NL3D::ParticleSystemModelId) );
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psm->Shape = this;
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psm->_Scene = &scene; // the model needs the scene to recreate the particle system he holds
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// by default, we don't instanciate the system. It will be instanciated only if visible and triggered
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// psm->_ParticleSystem = instanciatePS(scene);
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// Setup position with the default value
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psm->ITransformable::setPos( _DefaultPos.getDefaultValue() );
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psm->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() );
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psm->ITransformable::setScale( _DefaultScale.getDefaultValue() );
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// ParticleSystems are added to the "Fx" Load Balancing Group.
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psm->setLoadBalancingGroup("Fx");
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return psm;
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}
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///===========================================================================
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void CParticleSystemShape::render(IDriver *drv, CTransformShape *trans, bool passOpaque)
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{
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H_AUTO ( NL3D_Particles_Render );
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nlassert(drv);
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CParticleSystemModel *psm = NLMISC::safe_cast<CParticleSystemModel *>(trans);
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if (psm->_Invalidated) return;
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CParticleSystem *ps = psm->getPS();
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/// has the system been triggered yet ?
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if (!ps) return;
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TAnimationTime delay = psm->getEllapsedTime();
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nlassert(ps->getScene());
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///////////////////////
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// render particles //
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///////////////////////
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/// if sharing is enabled, we should resetup the system matrix
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if (ps->isSharingEnabled())
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{
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ps->setSysMat(&(psm->getWorldMatrix()));
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ps->setUserMatrix(&(psm->getUserMatrix()));
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}
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// Setup the matrix.
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/// drv->setupModelMatrix(trans->getWorldMatrix());
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ps->setDriver(drv);
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// draw particle
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PARTICLES_CHECK_MEM;
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if (passOpaque)
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{
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PSLookAtRenderTime = 0;
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//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
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ps->step(CParticleSystem::SolidRender, delay, *this, *psm);
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/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
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nlinfo("Solid render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
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nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime))); */
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}
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else
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{
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//PSLookAtRenderTime = 0;
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//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
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ps->step(CParticleSystem::BlendRender, delay, *this, *psm);
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/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
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nlinfo("Blend render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
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nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime))); */
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}
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PARTICLES_CHECK_MEM;
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if (psm->isToolDisplayEnabled())
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{
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ps->step(CParticleSystem::ToolRender, delay, *this, *psm);
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PARTICLES_CHECK_MEM;
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}
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}
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///===========================================================================
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void CParticleSystemShape::flushTextures(IDriver &driver, uint selectedTexture)
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{
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// if textures are already flushed, no-op
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if (!_CachedTex.empty()) return;
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if (_SharedSystem)
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{
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_SharedSystem->enumTexs(_CachedTex, driver);
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}
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else
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{
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s_PSSMutex.enter();
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// must create an instance just to flush the textures
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CParticleSystem *myInstance = NULL;
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#ifdef PS_FAST_ALLOC
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nlassert(PSBlockAllocator == NULL);
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NLMISC::CContiguousBlockAllocator blockAllocator;
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PSBlockAllocator = &blockAllocator;
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blockAllocator.init(300000); // we release memory just after, and we don't want to fragment the memory, so provide large enough mem
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#endif
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// serialize from the memory stream
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if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
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{
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_ParticleSystemProto.invert();
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}
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_ParticleSystemProto.resetPtrTable();
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_ParticleSystemProto.seek(0, NLMISC::IStream::begin);
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_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
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#ifdef PS_FAST_ALLOC
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_NumBytesWanted = blockAllocator.getNumAllocatedBytes(); // next allocation will be fast because we know how much memory to allocate
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#endif
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myInstance->enumTexs(_CachedTex, driver);
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// tmp
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/*
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#ifdef NL_DEBUG
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for(uint k = 0; k < myInstance->getNbProcess(); ++k)
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{
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CPSLocated *loc = (CPSLocated *) myInstance->getProcess(k);
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for(uint l = 0; l < loc->getNbBoundObjects(); ++l)
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{
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if (dynamic_cast<CPSCentralGravity *>(loc->getBoundObject(l)))
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{
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nlwarning("PS %s uses central gravity", myInstance->getName().c_str());
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break;
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}
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}
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}
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#endif */
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// sort the process inside the fx
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myInstance->getSortingByEmitterPrecedence(_ProcessOrder);
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delete myInstance;
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#ifdef PS_FAST_ALLOC
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PSBlockAllocator = NULL;
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#endif
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s_PSSMutex.leave();
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}
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for(uint k = 0; k < _CachedTex.size(); ++k)
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{
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//nlinfo(_CachedTex[k]->getShareName().c_str());
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if (_CachedTex[k])
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{
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_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
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driver.setupTexture(*_CachedTex[k]);
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}
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}
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}
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} // NL3D
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