khanat-opennel-code/code/ryzom/client/src/ground_fx_manager.cpp
kaetemi 5fd4f96a59 Configure shadow outline in applications
--HG--
branch : develop
2014-10-08 23:20:35 +02:00

1042 lines
30 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#include "stdpch.h"
#include "ground_fx_manager.h"
#include "pacs_client.h"
#include "sheet_manager.h"
#include "misc.h"
#include "entities.h"
#include "user_entity.h"
#include "time_client.h"
#include "nel/3d/u_particle_system_instance.h"
#include "nel/3d/u_text_context.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_camera.h"
#include "nel/misc/vector.h"
#include "client_sheets/race_stats_sheet.h"
#include "client_sheets/character_sheet.h"
#include "client_sheets/ground_fx_sheet.h"
#include "continent_manager.h"
#include "network_connection.h"
#ifdef NL_DEBUG
#define DEBUG_FX
#endif
#ifdef DEBUG_FX
#define CHECK_INTEGRITY checkIntegrity();
#else
#define CHECK_INTEGRITY
#endif
H_AUTO_DECL(RZ_GroundFXManager)
extern NL3D::UTextContext *TextContext;
extern NL3D::UDriver *Driver;
extern NL3D::UScene *Scene;
extern CContinentManager ContinentMngr;
// max dist to reuse an old fx
static const float MAX_DIST_TO_REUSE_OLD_FX = 1.5f;
using namespace NLMISC;
// *****************************************************************************
CGroundFXManager::CGroundFXManager() :
_MinSpeed(1.5f),
_MaxSpeed(6.f),
_SpeedWaterWalkFast(3.f),
_SpeedWaterSwimFast(2.f),
_MaxDist(50.f),
_MaxNumFX(10),
_NumFX(0),
_MaxNumCachedFX(10),
_NumCachedFX(0),
_NumInstances(0),
_Scene(NULL)
{
H_AUTO_USE(RZ_GroundFXManager)
// Construct
}
// *****************************************************************************
CGroundFXManager::~CGroundFXManager()
{
H_AUTO_USE(RZ_GroundFXManager)
reset();
CHECK_INTEGRITY
}
// *****************************************************************************
void CGroundFXManager::reset()
{
H_AUTO_USE(RZ_GroundFXManager)
CHECK_INTEGRITY
if (_Scene)
{
TGroundFXList::iterator it;
// release all active FXs
for(it = _ActiveFXs.begin(); it != _ActiveFXs.end(); ++it)
{
if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
}
// release all inactive FXs
for(it = _InactiveFXs.begin(); it != _InactiveFXs.end(); ++it)
{
if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
}
// release all cached FXs
for(it = _CachedFXs.begin(); it != _CachedFXs.end(); ++it)
{
if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
}
}
_ActiveFXs.clear();
_InactiveFXs.clear();
_CachedFXs.clear();
_InstancesList.clear();
_SortedInstances.clear();
_NumFX = 0;
_NumCachedFX = 0;
_NumInstances = 0;
_Scene = NULL;
}
// *****************************************************************************
void CGroundFXManager::init(NL3D::UScene *scene, float maxDist, uint maxNumFX, uint fxCacheSize)
{
H_AUTO_USE(RZ_GroundFXManager)
nlassert(_Scene == NULL); // init already called
_Scene = scene;
_MaxDist = maxDist;
_MaxNumFX = maxNumFX;
_MaxNumCachedFX = fxCacheSize;
}
// *****************************************************************************
CGroundFXManager::TEntityHandle CGroundFXManager::add(CEntityCL *entity)
{
H_AUTO_USE(RZ_GroundFXManager)
CHECK_INTEGRITY
nlassert(entity);
#ifdef NL_DEBUG
for(TInstanceList::iterator it = _InstancesList.begin(); it != _InstancesList.end(); ++it)
{
if (it->Entity == entity)
{
nlerror("entity added twice"); //
}
}
#endif
_InstancesList.push_front(CInstance());
CInstance &i = _InstancesList.front();
i.Entity = entity;
i.HasFX = false;
i.EmittersActive = false;
i.EmittersUnderWaterActive = false;
i.InstanciateDelay = 2;
++ _NumInstances;
CHECK_INTEGRITY
return _InstancesList.begin();
}
// *****************************************************************************
void CGroundFXManager::remove(TEntityHandle handle)
{
H_AUTO_USE(RZ_GroundFXManager)
CHECK_INTEGRITY
if (handle->HasFX)
{
// shutdown fx
if (!handle->FXHandle->FX.empty())
{
handle->FXHandle->FX.activateEmitters(false);
handle->FXHandle->FX.stopSound();
}
if (!handle->FXHandle->FXUnderWater.empty())
{
handle->FXHandle->FXUnderWater.activateEmitters(false);
handle->FXHandle->FXUnderWater.stopSound();
}
// put in inactive list
_InactiveFXs.splice(_InactiveFXs.begin(), _ActiveFXs, handle->FXHandle);
nlassert(_NumFX > 0);
-- _NumFX;
handle->EmittersActive = false;
handle->EmittersUnderWaterActive = false;
}
_InstancesList.erase(handle);
nlassert(_NumInstances != 0);
-- _NumInstances;
CHECK_INTEGRITY
}
// predicate to test a ground id
// *****************************************************************************
// Predicate for binary search in a vector of sorted ground fx sheets
struct CCmpGroundIDPred
{
inline bool operator()(const CGroundFXSheet &lhs, const CGroundFXSheet &rhs) const
{
return lhs.GroundID < rhs.GroundID;
}
};
// *****************************************************************************
void CGroundFXManager::CInstance::getFXNameFromGroundType(uint32 groundID, std::string &fxName) const
{
H_AUTO_USE(RZ_GroundFXManager)
fxName= "";
if (!Entity) return;
const CEntitySheet *es;
es = SheetMngr.get(Entity->sheetId());
if (!es) return;
const std::vector<CGroundFXSheet> *gfx = Entity->getGroundFX();
if (!gfx) return;
CGroundFXSheet tmp;
tmp.GroundID = groundID;
std::vector<CGroundFXSheet>::const_iterator it = std::lower_bound(gfx->begin(), gfx->end(), tmp, CCmpGroundIDPred());
if (it ==gfx->end()) return;
if (it->GroundID != groundID) return;
fxName= it->getFXName();
}
// *****************************************************************************
/** Predicate to sort instances by distances.
*/
struct CSortInstancePred
{
bool operator()(CGroundFXManager::TEntityHandle lhs, CGroundFXManager::TEntityHandle rhs) const
{
return lhs->Dist2 < rhs->Dist2;
}
};
// *****************************************************************************
void CGroundFXManager::invalidateFX(TEntityHandle instance)
{
H_AUTO_USE(RZ_GroundFXManager)
bool present = false;
if (!instance->FXHandle->FX.empty())
{
present = instance->FXHandle->FX.isSystemPresent();
instance->FXHandle->FX.activateEmitters(false);
instance->FXHandle->FX.stopSound();
}
if (!instance->FXHandle->FXUnderWater.empty())
{
present &= instance->FXHandle->FXUnderWater.isSystemPresent();
instance->FXHandle->FXUnderWater.activateEmitters(false);
instance->FXHandle->FXUnderWater.stopSound();
}
//
instance->EmittersActive = false;
instance->EmittersUnderWaterActive = false;
instance->HasFX = false;
if (present)
{
// put in inactive list
_InactiveFXs.splice(_InactiveFXs.begin(), _ActiveFXs, instance->FXHandle);
nlassert(_NumFX > 0);
-- _NumFX;
}
else
{
// directly put in cache without (fx already shut down)
moveFXInCache(_ActiveFXs, instance->FXHandle);
-- _NumFX;
}
}
// *****************************************************************************
void CGroundFXManager::moveFXInCache(TGroundFXList &ownerList, TGroundFXHandle fx)
{
H_AUTO_USE(RZ_GroundFXManager)
if (!fx->FX.empty()) fx->FX.hide();
// cache full ?
nlassert(_NumCachedFX <= _MaxNumCachedFX);
if (_NumCachedFX == _MaxNumCachedFX)
{
// remove least recently added fx
if (!_CachedFXs.back().FX.empty()) _Scene->deleteInstance(_CachedFXs.back().FX);
if (!_CachedFXs.back().FXUnderWater.empty()) _Scene->deleteInstance(_CachedFXs.back().FXUnderWater);
_CachedFXs.pop_back();
}
else
{
++ _NumCachedFX;
}
// move in cache front
_CachedFXs.splice(_CachedFXs.begin(), ownerList, fx);
}
// *******************************************************************************************
void CGroundFXManager::checkIntegrity()
{
H_AUTO_USE(RZ_GroundFXManager)
for(TGroundFXList::iterator it = _InactiveFXs.begin(); it != _InactiveFXs.end(); ++it)
{
if (!it->FX.empty()) nlassert(!it->FX.hasActiveEmitters());
if (!it->FXUnderWater.empty()) nlassert(!it->FXUnderWater.hasActiveEmitters());
}
for(TGroundFXList::iterator it = _CachedFXs.begin(); it != _CachedFXs.end(); ++it)
{
if (!it->FX.empty())
{
nlassert(!it->FX.hasActiveEmitters());
nlassert(!it->FX.hasParticles());
}
if (!it->FXUnderWater.empty())
{
nlassert(!it->FXUnderWater.hasActiveEmitters());
nlassert(!it->FXUnderWater.hasParticles());
if (it->FXUnderWater.hasParticles())
{
nlinfo(it->FXName.c_str());
}
}
}
uint numFX = (uint)_ActiveFXs.size();
nlassert(numFX == _NumFX);
nlassert(numFX <= _MaxNumFX);
uint numCachedFX = (uint)_CachedFXs.size();
nlassert(numCachedFX == _NumCachedFX);
nlassert(numCachedFX <= _MaxNumCachedFX);
}
// *****************************************************************************
void CGroundFXManager::update(const NLMISC::CVectorD &camPos)
{
H_AUTO_USE(RZ_GroundFXManager)
if (!_Scene) return;
CHECK_INTEGRITY
// check all inactive fxs, and move in cache those that have no more particles
TGroundFXList::iterator currIt, nextIt;
for(TGroundFXList::iterator currIt = _InactiveFXs.begin(); currIt != _InactiveFXs.end();)
{
nextIt = currIt;
++ nextIt;
bool somethingVisible = false;
if (!currIt->FX.empty() && currIt->FX.isSystemPresent() && currIt->FX.hasParticles())
{
somethingVisible = true;
}
if (!currIt->FXUnderWater.empty() && currIt->FXUnderWater.isSystemPresent() && currIt->FXUnderWater.hasParticles())
{
somethingVisible = true;
}
if (!somethingVisible)
{
moveFXInCache(_InactiveFXs, currIt);
}
currIt = nextIt;
}
float maxDist2 = _MaxDist * _MaxDist;
//
_SortedInstances.clear();
_SortedInstances.reserve(_NumInstances);
// check all candidates entities
for(TInstanceList::iterator instanceIt = _InstancesList.begin(); instanceIt != _InstancesList.end(); ++instanceIt)
{
const NLMISC::CVectorD &entityPos = instanceIt->Entity->pos();
if (instanceIt->InstanciateDelay != 0)
{
-- instanceIt->InstanciateDelay;
continue;
}
if (instanceIt->Entity->getLastClip())
{
// entity is clipped
// if a fx was attached, put it in the inactive list
// When the entity is not visible, we can't update its ground fx :
// As a matter of fact, snapToGround is not called at each frame for entities that are not visible, so this causes a
// very noticeable shift on z for the ground fx when the entity enters the view pyramid.
if (instanceIt->HasFX)
{
invalidateFX(instanceIt);
}
}
else
{
// entity is not clipped
instanceIt->Dist2 = (float) (entityPos - camPos).sqrnorm();
if (instanceIt->Dist2 > maxDist2)
{
// entity not eligible for fx (too far), remove any attached fx
if (instanceIt->HasFX)
{
invalidateFX(instanceIt);
}
}
else
{
instanceIt->Mode = CInstance::Ground;
// if entity is in water, fx can be generated even if the entity hasn't moved
if (instanceIt->Entity->mode() == MBEHAV::SWIM || instanceIt->Entity->mode() == MBEHAV::MOUNT_SWIM)
{
instanceIt->Mode = CInstance::Swim;
// retrieve water height
CContinent *cont = ContinentMngr.cur();
if (cont)
{
bool splashEnabled;
if (cont->WaterMap.getWaterHeight(CVector2f((float) entityPos.x, (float) entityPos.y), instanceIt->WaterHeight, splashEnabled))
{
if (splashEnabled)
{
// put in candidate list, even if not moving
_SortedInstances.push_back(instanceIt);
}
else
{
// there's water, but with no splashs
instanceIt->Mode = CInstance::Ground;
}
}
else
{
// water height not retrieved ? -> set ground mode
instanceIt->Mode = CInstance::Ground;
}
}
}
else
{
// check if entity walking in water
CContinent *cont = ContinentMngr.cur();
if (cont)
{
bool splashEnabled;
if (cont->WaterMap.getWaterHeight(CVector2f((float) entityPos.x, (float) entityPos.y), instanceIt->WaterHeight, splashEnabled))
{
if (splashEnabled)
{
// see if feet are underwater
if (entityPos.z < instanceIt->WaterHeight)
{
instanceIt->Mode = CInstance::Water;
// put in candidate list, even if not moving
_SortedInstances.push_back(instanceIt);
}
}
}
}
}
if (instanceIt->Mode == CInstance::Ground)
{
// entity not in water
if (instanceIt->Entity->getSpeed() >= _MinSpeed)
{
// put in sort list
_SortedInstances.push_back(instanceIt);
}
else
{
if (instanceIt->HasFX)
{
invalidateFX(instanceIt);
}
}
}
}
}
}
CHECK_INTEGRITY
// sort instances by distance (number of chosen instances is likely to be a lot less than 200, so quick sort is ok)
std::sort(_SortedInstances.begin(), _SortedInstances.end(), CSortInstancePred());
uint numValidInstances = std::min(_MaxNumFX, uint(_SortedInstances.size()));
uint k;
for(k = 0; k < numValidInstances; ++k)
{
std::string fxName;
std::string stdFXName; // standardized name for retrieval in cache
std::string fxNameUnderWater;
bool createNewFx = false;
//
float fxZ; // z at which the instance must be put
static float fxZBias = 0.2f;
//
double speed = _SortedInstances[k]->Entity->getSpeed();
//
switch(_SortedInstances[k]->Mode)
{
case CInstance::Water:
if (speed == 0.f) fxName = "StepSwimIdle.ps";
else if (speed > _SpeedWaterWalkFast) fxName = "StepSwimRun.ps";
else fxName = "StepSwimWalk.ps";
fxZ = _SortedInstances[k]->WaterHeight;
break;
case CInstance::Swim:
if (speed == 0.f) fxName = "StepSwimIdle.ps";
else if (speed > _SpeedWaterSwimFast)
{
fxName = "StepSwimSpeed.ps";
fxNameUnderWater = "StepSwimSpeedUnderWater.ps";
}
else
{
fxName = "StepSwim.ps";
fxNameUnderWater = "StepSwimUnderWater.ps";
}
fxZ = _SortedInstances[k]->WaterHeight;
break;
case CInstance::Ground:
{
uint32 groundId = (uint32) _SortedInstances[k]->Entity->getGroundType();
_SortedInstances[k]->getFXNameFromGroundType(groundId, fxName);
fxZ = (float) _SortedInstances[k]->Entity->pos().z;
}
break;
default:
nlassert(0);
break;
}
if (!fxName.empty())
{
stdFXName = NLMISC::strlwr(NLMISC::CFile::getFilenameWithoutExtension(fxName));
}
// is an fx already attached to the entity ?
if (_SortedInstances[k]->HasFX)
{
if (_SortedInstances[k]->FXHandle->FXName == stdFXName)
{
// name is the same
// ok, activate emitters
if (!_SortedInstances[k]->EmittersActive)
{
// NB : we dont activate emitters has soon as the fx is allocated by an entity, because of the way the fx works.
// As a matter of fact, if an object move from A to B, the fx may spawn several particles on [AB] in a single frame
// So if the FX was previously used by another entity, a trail of particles may appear between the 2 entities when
// fx is deallocated from first entity and allocated by the new one
if (!_SortedInstances[k]->FXHandle->FX.empty())
{
if (_SortedInstances[k]->FXHandle->FX.isSystemPresent())
{
_SortedInstances[k]->FXHandle->FX.activateEmitters(true);
_SortedInstances[k]->FXHandle->FX.reactivateSound();
_SortedInstances[k]->EmittersActive = true;
}
}
}
// underwater fx
if (!_SortedInstances[k]->EmittersUnderWaterActive)
{
// NB : we dont activate emitters has soon as the fx is allocated by an entity, because of the way the fx works.
// As a matter of fact, if an object move from A to B, the fx may spawn several particles on [AB] in a single frame
// So if the FX was previously used by another entity, a trail of particles may appear between the 2 entities when
// fx is deallocated from first entity and allocated by the new one
if (!_SortedInstances[k]->FXHandle->FXUnderWater.empty())
{
if (_SortedInstances[k]->FXHandle->FXUnderWater.isSystemPresent())
{
_SortedInstances[k]->FXHandle->FXUnderWater.activateEmitters(true);
_SortedInstances[k]->FXHandle->FXUnderWater.reactivateSound();
_SortedInstances[k]->EmittersUnderWaterActive = true;
}
}
}
}
else
{
// name has changed
// put in inactive list
invalidateFX(_SortedInstances[k]);
if (!fxName.empty())
{
// must create a new fx
createNewFx = true;
}
}
}
else
{
if (!fxName.empty())
{
// must create a new fx
createNewFx = true;
}
}
if (createNewFx)
{
nlassert(!fxName.empty());
bool instanciate = true; // should we instanciate a new fx ?
if (!_InactiveFXs.empty())
{
// simple linear search should suffice
for(TGroundFXList::iterator it = _InactiveFXs.begin(); it != _InactiveFXs.end(); ++it)
{
if (it->FXName == stdFXName)
{
// fx must be not too far because of transparancy sorting issues
if ((_SortedInstances[k]->Entity->pos() - it->FX.getMatrix().getPos()).sqrnorm() < MAX_DIST_TO_REUSE_OLD_FX * MAX_DIST_TO_REUSE_OLD_FX)
{
// put fx in active list
_ActiveFXs.splice(_ActiveFXs.begin(), _InactiveFXs, it);
++ _NumFX;
_SortedInstances[k]->HasFX = true;
nlassert(!_SortedInstances[k]->EmittersActive);
nlassert(!_SortedInstances[k]->EmittersUnderWaterActive);
_SortedInstances[k]->FXHandle = _ActiveFXs.begin();
instanciate = false;
break;
}
}
}
}
// Look for a matching fx in the cache.
// We can't reuse inactive fx (those that are shuttingdown), because we wait for all particles to disappear, so that the bbox is null
if (instanciate && !_CachedFXs.empty())
{
for(TGroundFXList::iterator it = _CachedFXs.begin(); it != _CachedFXs.end(); ++it)
{
if (it->FXName == stdFXName)
{
//
if (!it->FX.empty()) it->FX.show();
// put fx in active list
_ActiveFXs.splice(_ActiveFXs.begin(), _CachedFXs, it);
nlassert(_NumCachedFX > 0);
-- _NumCachedFX;
++ _NumFX;
//
_SortedInstances[k]->HasFX = true;
nlassert(!_SortedInstances[k]->EmittersActive);
nlassert(!_SortedInstances[k]->EmittersUnderWaterActive);
_SortedInstances[k]->FXHandle = _ActiveFXs.begin();
instanciate = false;
break;
}
}
}
if (instanciate)
{
// must create new fx
_ActiveFXs.push_front(CGroundFX());
++ _NumFX;
CGroundFX &gfx = _ActiveFXs.front();
gfx.FX = NULL;
gfx.FXUnderWater = NULL;
NL3D::UInstance fxInstance = _Scene->createInstance(fxName);
if (!fxInstance.empty())
{
gfx.FX.cast (fxInstance);
if (gfx.FX.empty())
{
// not a particle system instance
_Scene->deleteInstance(fxInstance);
}
else
{
if (_SortedInstances[k]->Mode != CInstance::Ground)
{
// add z-bias for fx in water
gfx.FX.setZBias(-fxZBias);
}
}
}
if (!fxNameUnderWater.empty())
{
fxInstance = _Scene->createInstance(fxNameUnderWater);
if (!fxInstance.empty())
{
gfx.FXUnderWater.cast (fxInstance);
if (gfx.FXUnderWater.empty())
{
// not a particle system instance
_Scene->deleteInstance(fxInstance);
}
else
{
gfx.FXUnderWater.setZBias(fxZBias);
}
}
}
gfx.FXName = stdFXName;
_SortedInstances[k]->HasFX = true;
nlassert(!_SortedInstances[k]->EmittersActive);
nlassert(!_SortedInstances[k]->EmittersUnderWaterActive);
_SortedInstances[k]->FXHandle = _ActiveFXs.begin();
if (!gfx.FX.empty())
{
gfx.FX.setTransformMode(NL3D::UTransform::DirectMatrix);
gfx.FX.setOrderingLayer(2);
}
if (!gfx.FXUnderWater.empty())
{
gfx.FXUnderWater.setTransformMode(NL3D::UTransform::DirectMatrix);
gfx.FXUnderWater.setOrderingLayer(0);
}
}
}
// update Pos & matrix
if (_SortedInstances[k]->HasFX && !_SortedInstances[k]->FXHandle->FX.empty())
{
NLMISC::CMatrix mat = _SortedInstances[k]->Entity->dirMatrix();
const NLMISC::CVector &front = _SortedInstances[k]->Entity->front();
mat.setRot(CVector::K ^ front, - front, CVector::K);
const NLMISC::CVector &entityPos = _SortedInstances[k]->Entity->pos();
mat.setPos(NLMISC::CVector(entityPos.x, entityPos.y, (float) fxZ));
_SortedInstances[k]->FXHandle->FX.setMatrix(mat);
_SortedInstances[k]->FXHandle->FX.setClusterSystem(_SortedInstances[k]->Entity->getClusterSystem());
if (!_SortedInstances[k]->FXHandle->FXUnderWater.empty())
{
_SortedInstances[k]->FXHandle->FXUnderWater.setMatrix(mat);
_SortedInstances[k]->FXHandle->FXUnderWater.setClusterSystem(_SortedInstances[k]->Entity->getClusterSystem());
}
if (_SortedInstances[k]->Mode == CInstance::Ground)
{
float intensity;
if (_MinSpeed == _MaxSpeed)
{
intensity = 0.f;
}
else
{
intensity = (float) ((speed - _MinSpeed) / (_MaxSpeed - _MinSpeed));
}
clamp(intensity, 0.f, 1.f);
_SortedInstances[k]->FXHandle->FX.setUserParam(0, intensity);
}
/*
else
{
// adjust z-bias (tmp)
if (_SortedInstances[k]->FXHandle->FXUnderWater) _SortedInstances[k]->FXHandle->FXUnderWater.setZBias(-fxZBias);
if (_SortedInstances[k]->FXHandle->FX) _SortedInstances[k]->FXHandle->FX.setZBias(fxZBias);
}*/
}
}
// remove fx for instances that are too far / not taken in account
for (; k < _SortedInstances.size(); ++k)
{
if (_SortedInstances[k]->HasFX)
{
invalidateFX(_SortedInstances[k]);
}
}
CHECK_INTEGRITY
}
//////////////////////////////////
// tmp tmp : test of ground fxs //
//////////////////////////////////
#if !FINAL_VERSION
#include "interface_v3/interface_manager.h"
using NLMISC::toString;
CTestGroundFX TestGroundFX;
// ***********************************************************************************************
void CTestGroundFX::update()
{
H_AUTO_USE(RZ_GroundFXManager)
for(uint k = 0; k < Entities.size(); ++k)
{
if (MoveAll || Entities[k].Move)
{
Entities[k].Entity->snapToGround();
NLMISC::CVectorD newPos = NLMISC::CVectorD(DT * Entities[k].Dir) + Entities[k].Entity->pos();
NLMISC::CVectorD startToPos = newPos - NLMISC::CVectorD(Entities[k].StartPos);
if (startToPos.norm() > 10.0)
{
newPos = NLMISC::CVectorD(Entities[k].StartPos) + 10.0 * startToPos.normed();
}
Entities[k].Entity->pacsPos(newPos);
Entities[k].Duration -= DT;
if (Entities[k].Duration <= 0.f)
{
if (MoveAll)
{
Entities[k].Move = true;
Entities[k].Duration = 5.f;
Entities[k].Dir.set(NLMISC::frand(1.f), NLMISC::frand(1.f), 0.f);
Entities[k].Dir.normalize();
}
else
{
Entities[k].Move = false;
}
}
}
}
}
// ***********************************************************************************************
void CTestGroundFX::displayFXBoxes() const
{
H_AUTO_USE(RZ_GroundFXManager)
Driver->setViewMatrix(Scene->getCam().getMatrix().inverted());
NL3D::CFrustum fr;
Scene->getCam().getFrustum(fr.Left, fr.Right, fr.Bottom, fr.Top, fr.Near, fr.Far);
fr.Perspective = true;
Driver->setFrustum(fr);
TextContext->setColor(CRGBA::Green);
TextContext->setShaded(false);
TextContext->setShadeOutline(false);
TextContext->setFontSize(12);
//
float size = 0.4f;
float textSize = 2.5f;
// display fx to add
for(uint k = 0; k < TestGroundFX.Entities.size(); ++k)
{
NLMISC::CMatrix mat;
mat.identity();
CVector pos = (CVector) TestGroundFX.Entities[k].Entity->pos();
mat.setPos(pos);
Driver->setModelMatrix(mat);
drawBox(CVector(- size, - size, - size),
CVector(size, size, size),
CRGBA::Magenta);
mat.identity();
mat.setRot(Scene->getCam().getRotQuat());
mat.setPos(pos + 5.f * size * CVector::K);
CVector distVect = pos - Scene->getCam().getPos();
mat.scale(textSize * distVect.norm());
TextContext->render3D(mat, NLMISC::toString("gfx %d, dist = %.1f", (int) k, (pos - Scene->getCam().getMatrix().getPos()).norm()));
}
}
// *******************************************************************************************
void CGroundFXManager::setMinSpeed(float minSpeed)
{
H_AUTO_USE(RZ_GroundFXManager)
nlassert(minSpeed >= 0.f);
_MinSpeed = minSpeed;
}
// *******************************************************************************************
void CGroundFXManager::setMaxSpeed(float maxSpeed)
{
H_AUTO_USE(RZ_GroundFXManager)
nlassert(maxSpeed >= 0.f);
_MaxSpeed = maxSpeed;
}
// *******************************************************************************************
void CGroundFXManager::setSpeedWaterWalkFast(float speed)
{
H_AUTO_USE(RZ_GroundFXManager)
nlassert(speed >= 0.f);
_SpeedWaterWalkFast = speed;
}
// *******************************************************************************************
void CGroundFXManager::setSpeedWaterSwimFast(float speed)
{
H_AUTO_USE(RZ_GroundFXManager)
nlassert(speed >= 0.f);
_SpeedWaterSwimFast = speed;
}
// *******************************************************************************************
// temp, for debug
// add an entity for test
NLMISC_COMMAND(gfxAdd, "gfxAdd", "<>")
{
uint slot;
for(slot = 0; slot < EntitiesMngr.nbEntitiesAllocated(); ++slot)
{
if (EntitiesMngr.entity(slot) == NULL)
{
break;
}
}
int category = 0;
uint32 form;
if (args.size() == 1)
{
if (fromString(args[0], category))
{
switch(category)
{
case 1:
{
NLMISC::CSheetId sheet("dag_for_lvl_01.creature");
form = sheet.asInt();
}
break;
default:
{
NLMISC::CSheetId sheet("fyros.race_stats");
form = sheet.asInt();
}
break;
}
}
else
{
NLMISC::CSheetId sheet(args[0]);
form = sheet.asInt();
}
}
TNewEntityInfo emptyEntityInfo;
emptyEntityInfo.reset();
CEntityCL *entity = EntitiesMngr.create(slot, form, emptyEntityInfo);
if(entity)
{
sint64 *prop = 0;
CCDBNodeLeaf *node = 0;
CInterfaceManager *IM = CInterfaceManager::getInstance();
// Set Position
node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_POSX), false);
NLMISC::CVectorD pos;
pos = UserEntity->pos() + 2.f * UserEntity->front();
if(node)
{
sint64 x = (sint64)(pos.x * 1000.0);
sint64 y = (sint64)(pos.y * 1000.0);
sint64 z = (sint64)(pos.z * 1000.0);
node->setValue64(x);
node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_POSY), false);
if(node)
{
node->setValue64(y);
node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_POSZ), false);
if(node)
{
node->setValue64(z);
EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_POSITION);
}
}
}
// Set Direction
entity->front(UserEntity->front());
entity->dir(UserEntity->front());
// Set Mode
node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_MODE), false);
if(node)
{
MBEHAV::EMode m = MBEHAV::NORMAL;
prop = (sint64 *)&m;
node->setValue64(*prop);
EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_MODE);
}
// Set Visual Properties
if(dynamic_cast<CPlayerCL *>(entity))
{
SPropVisualA visualA;
visualA.PropertySubData.Sex = ClientCfg.Sex;
SPropVisualB visualB;
// Initialize the Visual Property C (Default parameters).
SPropVisualC visualC;
visualC.PropertySubData.CharacterHeight = 7;
visualC.PropertySubData.ArmsWidth = 7;
visualC.PropertySubData.LegsWidth = 7;
visualC.PropertySubData.TorsoWidth = 7;
visualC.PropertySubData.BreastSize = 7;
// Set The Database
prop = (sint64 *)&visualB;
NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_VPB))->setValue64(*prop);
prop = (sint64 *)&visualC;
NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_VPC))->setValue64(*prop);
prop = (sint64 *)&visualA;
NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_VPA))->setValue64(*prop);
// Apply Changes.
EntitiesMngr.updateVisualProperty(0, slot, CLFECOMMON::PROPERTY_VPA);
}
TestGroundFX.Entities.push_back(CTestGroundFX::CEntity());
TestGroundFX.Entities.back().Entity = entity;
TestGroundFX.Entities.back().Slot = slot;
TestGroundFX.Entities.back().Move = false;
TestGroundFX.Entities.back().Dir.set(0.f, 0.f, 0.f);
TestGroundFX.Entities.back().Duration = 0;
TestGroundFX.Entities.back().StartPos = pos;
entity->pacsPos(pos);
}
return true;
}
// remove all test entities
NLMISC_COMMAND(gfxReset, "gfxReset", "<>")
{
for(uint k = 0; k < TestGroundFX.Entities.size(); ++k)
{
EntitiesMngr.remove(TestGroundFX.Entities[k].Slot, false);
}
TestGroundFX.Entities.clear();
return true;
}
// move one entity
NLMISC_COMMAND(gfxMove, "gfxMove", "<>")
{
if (args.size() != 1) return false;
uint index;
fromString(args[0], index);
if (index > TestGroundFX.Entities.size()) return false;
TestGroundFX.Entities[index].Move = true;
TestGroundFX.Entities[index].Dir.set(NLMISC::frand(1.f), NLMISC::frand(1.f), 0.f);
TestGroundFX.Entities[index].Dir.normalize();
TestGroundFX.Entities[index].Duration = 5.f;
return true;
}
// move all entities
NLMISC_COMMAND(gfxMoveAll, "gfxMoveAll", "<>")
{
for(uint k = 0; k < TestGroundFX.Entities.size(); ++k)
{
TestGroundFX.Entities[k].Dir.set(NLMISC::frand(1.f), NLMISC::frand(1.f), 0.f);
TestGroundFX.Entities[k].Dir.normalize();
TestGroundFX.Entities[k].Duration = 5.f;
}
TestGroundFX.MoveAll = true;
return true;
}
// stop all entities
NLMISC_COMMAND(gfxStopAll, "gfxStopAll", "<>")
{
for(uint k = 0; k < TestGroundFX.Entities.size(); ++k)
{
TestGroundFX.Entities[k].Move = false;
}
TestGroundFX.MoveAll = false;
return true;
}
#endif