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207 lines
7.1 KiB
C++
207 lines
7.1 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_SHAPE_H
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#define NL_PARTICLE_SYSTEM_SHAPE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/class_id.h"
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#include "nel/misc/mem_stream.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/shape.h"
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#include "nel/3d/track.h"
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namespace NLMISC
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{
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class CContiguousBlockAllocator;
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}
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namespace NL3D {
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///////////////////////////////////////////////////////////////////////////////
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// THE FOLLOWING CLASS ARE FOR INSERTION OF A PARTICLE SYSTEM IN A MOT MODEL //
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///////////////////////////////////////////////////////////////////////////////
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId ParticleSystemModelId=NLMISC::CClassId(0x3a9b1dc3, 0x49627ff0);
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class CParticleSystem;
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class CParticleSystemModel;
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class CParticleSystemDetailObs;
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/** This class helps to instanciate a particle system
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* (the shape contains a particle system prototype stored as a memory stream)
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* Use the createInstance method to insert the system in a scene
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* To load the shape from a file, use a shape stream
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*/
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class CParticleSystemShape : public IShape
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{
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public:
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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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/// Default ctor
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CParticleSystemShape();
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// release memory
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static void releaseInstance();
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/** build the shape from a 'raw' particle system. A prototype will be created by copying the system in a memory stream
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* NOTE : For now, prefer the instanciation from a file, which do not need reallocation
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*/
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void buildFromPS(const NL3D::CParticleSystem &ps);
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/// Dtor.
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virtual ~CParticleSystemShape() {}
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/** create a particle system instance
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* \param scene the scene used to createModel().
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* \return the specialized instance for this shape.
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*/
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virtual CTransformShape *createInstance(NL3D::CScene &scene);
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/// \name Inherited from IShape.
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// @{
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/** render() a particle system in a driver, with the specified TransformShape information.
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* CTransfromShape call this method in the render traversal.
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*/
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virtual void render(NL3D::IDriver *drv, CTransformShape *trans, bool passOpaque);
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// @}
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/// serial the shape
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virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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NLMISC_DECLARE_CLASS(CParticleSystemShape);
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/// get a the user param default tracks
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CTrackDefaultFloat *getUserParamDefaultTrack(uint numTrack)
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{
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nlassert(numTrack < 4);
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return &_UserParamDefaultTrack[numTrack];
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}
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/// get a the trigger default track
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CTrackDefaultBool *getDefaultTriggerTrack(void)
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{
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return &_DefaultTriggerTrack;
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}
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/// Always return a unit bounding box, unless the system has a precomputed bbox.
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virtual void getAABBox(NLMISC::CAABBox &bbox) const;
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/** this method is meaningless here : the traverseLoadBalancing() for particle system
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* compute the number of triangles from the Model, not the shape
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*/
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virtual float getNumTriangles (float /* distance */) { return 0; }
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/// \name access default tracks.
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// @{
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CTrackDefaultVector* getDefaultPos () {return &_DefaultPos;}
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CTrackDefaultVector* getDefaultScale () {return &_DefaultScale;}
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CTrackDefaultQuat* getDefaultRotQuat () {return &_DefaultRotQuat;}
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// @}
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// Test if the system is shared
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bool isShared() const { return _Sharing; }
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// Get the number of cached textures
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uint getNumCachedTextures() const { return (uint)_CachedTex.size(); }
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// Get a cached texture
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ITexture *getCachedTexture(uint index) const { return _CachedTex[index]; }
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protected:
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friend class CParticleSystemModel;
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friend class CParticleSystem;
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public:
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/** Instanciate a particle system from this shape.
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* A particle system may need to call this when a system is back in the frustum
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* An contiguous block allocator may be provided for fast alloc, init will be called on such allocator with 0
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* if num bytes is unknown of with the size needed otherwise.
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*/
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CParticleSystem *instanciatePS(CScene &scene, NLMISC::CContiguousBlockAllocator *blockAllocator = NULL);
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public:
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/// inherited from ishape
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virtual void flushTextures (IDriver &driver, uint selectedTexture);
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protected:
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/** A memory stream containing a particle system. Each system is instanciated from this prototype
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* Nevertheless, we store some more system infos which are needed for its lifecycle mgt.
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*/
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NLMISC::CMemStream _ParticleSystemProto;
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float _MaxViewDist; // the max view distance of the system, mirror the PS value
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NLMISC::CAABBox _PrecomputedBBox; // mirror the ps value
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/// the default track for animation of user parameters
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CTrackDefaultFloat _UserParamDefaultTrack[4];
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/// Transform default tracks.
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CTrackDefaultVector _DefaultPos;
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CTrackDefaultVector _DefaultScale;
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CTrackDefaultQuat _DefaultRotQuat;
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/// Trigger default track
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CTrackDefaultBool _DefaultTriggerTrack;
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/// For sharing, this tells us if there's a system already instanciated that we could use for sharing
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NLMISC::CRefPtr<CParticleSystem> _SharedSystem;
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bool _DestroyWhenOutOfFrustum; // mirror the ps value
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bool _DestroyModelWhenOutOfRange; // mirror the ps value
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bool _UsePrecomputedBBox; // mirror the ps value
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bool _Sharing; // mirror the ps value
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// keep smart pointer on textures for caching, so that when flushTextures is called, subsequent
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std::vector<NLMISC::CSmartPtr<ITexture> > _CachedTex;
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// The amount of memory needed for instanciation or 0 if not known.
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// If the amount is known, a big block can be allocated for fast contiguous allocations
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// Given that a .ps can allocate numerous small block, this can be slow indeed..
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uint _NumBytesWanted;
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public:
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#ifdef PS_FAST_ALLOC
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// for fast allocation of ps resources. Used only if the system is shared
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// In this case, only one CParticleSystem instance is created, even if there are several models,
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// and because the allocator must remains until the instance is released, we must keep it in the shape
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//
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NLMISC::CContiguousBlockAllocator Allocator;
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#endif
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// Order in which the element of the particle system must be processed during the sim loop.
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std::vector<uint> _ProcessOrder;
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};
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} // NL3D
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#endif // NL_PARTICLE_SYSTEM_SHAPE_H
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/* End of particle_system_shape.h */
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