1041 lines
31 KiB
C++
1041 lines
31 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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#include "stdpch.h"
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#include "ground_fx_manager.h"
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#include "pacs_client.h"
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#include "sheet_manager.h"
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#include "misc.h"
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#include "entities.h"
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#include "user_entity.h"
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#include "time_client.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/3d/u_text_context.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_camera.h"
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#include "nel/misc/vector.h"
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#include "client_sheets/race_stats_sheet.h"
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#include "client_sheets/character_sheet.h"
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#include "client_sheets/ground_fx_sheet.h"
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#include "continent_manager.h"
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#include "network_connection.h"
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#ifdef NL_DEBUG
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#define DEBUG_FX
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#endif
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#ifdef DEBUG_FX
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#define CHECK_INTEGRITY checkIntegrity();
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#else
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#define CHECK_INTEGRITY
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#endif
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H_AUTO_DECL(RZ_GroundFXManager)
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extern NL3D::UTextContext *TextContext;
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extern NL3D::UDriver *Driver;
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extern NL3D::UScene *Scene;
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extern CContinentManager ContinentMngr;
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// max dist to reuse an old fx
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static const float MAX_DIST_TO_REUSE_OLD_FX = 1.5f;
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using namespace NLMISC;
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// *****************************************************************************
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CGroundFXManager::CGroundFXManager() :
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_MinSpeed(1.5f),
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_MaxSpeed(6.f),
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_SpeedWaterWalkFast(3.f),
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_SpeedWaterSwimFast(3.f),
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_MaxDist(50.f),
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_MaxNumFX(10),
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_NumFX(0),
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_MaxNumCachedFX(10),
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_NumCachedFX(0),
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_NumInstances(0),
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_Scene(NULL)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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// Construct
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}
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// *****************************************************************************
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CGroundFXManager::~CGroundFXManager()
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{
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H_AUTO_USE(RZ_GroundFXManager)
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reset();
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CHECK_INTEGRITY
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}
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// *****************************************************************************
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void CGroundFXManager::reset()
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{
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H_AUTO_USE(RZ_GroundFXManager)
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CHECK_INTEGRITY
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if (_Scene)
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{
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TGroundFXList::iterator it;
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// release all active FXs
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for(it = _ActiveFXs.begin(); it != _ActiveFXs.end(); ++it)
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{
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if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
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if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
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}
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// release all inactive FXs
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for(it = _InactiveFXs.begin(); it != _InactiveFXs.end(); ++it)
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{
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if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
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if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
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}
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// release all cached FXs
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for(it = _CachedFXs.begin(); it != _CachedFXs.end(); ++it)
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{
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if (!it->FX.empty()) _Scene->deleteInstance(it->FX);
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if (!it->FXUnderWater.empty()) _Scene->deleteInstance(it->FXUnderWater);
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}
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}
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_ActiveFXs.clear();
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_InactiveFXs.clear();
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_CachedFXs.clear();
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_InstancesList.clear();
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_SortedInstances.clear();
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_NumFX = 0;
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_NumCachedFX = 0;
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_NumInstances = 0;
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_Scene = NULL;
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}
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// *****************************************************************************
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void CGroundFXManager::init(NL3D::UScene *scene, float maxDist, uint maxNumFX, uint fxCacheSize)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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nlassert(_Scene == NULL); // init already called
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_Scene = scene;
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_MaxDist = maxDist;
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_MaxNumFX = maxNumFX;
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_MaxNumCachedFX = fxCacheSize;
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}
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// *****************************************************************************
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CGroundFXManager::TEntityHandle CGroundFXManager::add(CEntityCL *entity)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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CHECK_INTEGRITY
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nlassert(entity);
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#ifdef NL_DEBUG
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for(TInstanceList::iterator it = _InstancesList.begin(); it != _InstancesList.end(); ++it)
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{
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if (it->Entity == entity)
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{
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nlerror("entity added twice"); //
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}
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}
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#endif
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_InstancesList.push_front(CInstance());
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CInstance &i = _InstancesList.front();
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i.Entity = entity;
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i.HasFX = false;
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i.EmittersActive = false;
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i.EmittersUnderWaterActive = false;
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i.InstanciateDelay = 2;
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++ _NumInstances;
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CHECK_INTEGRITY
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return _InstancesList.begin();
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}
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// *****************************************************************************
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void CGroundFXManager::remove(TEntityHandle handle)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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CHECK_INTEGRITY
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if (handle->HasFX)
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{
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// shutdown fx
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if (!handle->FXHandle->FX.empty())
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{
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handle->FXHandle->FX.activateEmitters(false);
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handle->FXHandle->FX.stopSound();
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}
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if (!handle->FXHandle->FXUnderWater.empty())
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{
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handle->FXHandle->FXUnderWater.activateEmitters(false);
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handle->FXHandle->FXUnderWater.stopSound();
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}
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// put in inactive list
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_InactiveFXs.splice(_InactiveFXs.begin(), _ActiveFXs, handle->FXHandle);
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nlassert(_NumFX > 0);
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-- _NumFX;
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handle->EmittersActive = false;
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handle->EmittersUnderWaterActive = false;
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}
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_InstancesList.erase(handle);
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nlassert(_NumInstances != 0);
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-- _NumInstances;
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CHECK_INTEGRITY
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}
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// predicate to test a ground id
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// *****************************************************************************
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// Predicate for binary search in a vector of sorted ground fx sheets
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struct CCmpGroundIDPred
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{
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inline bool operator()(const CGroundFXSheet &lhs, const CGroundFXSheet &rhs) const
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{
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return lhs.GroundID < rhs.GroundID;
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}
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};
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// *****************************************************************************
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void CGroundFXManager::CInstance::getFXNameFromGroundType(uint32 groundID, std::string &fxName) const
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{
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H_AUTO_USE(RZ_GroundFXManager)
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fxName= "";
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if (!Entity) return;
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const CEntitySheet *es;
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es = SheetMngr.get(Entity->sheetId());
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if (!es) return;
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const std::vector<CGroundFXSheet> *gfx = Entity->getGroundFX();
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if (!gfx) return;
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CGroundFXSheet tmp;
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tmp.GroundID = groundID;
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std::vector<CGroundFXSheet>::const_iterator it = std::lower_bound(gfx->begin(), gfx->end(), tmp, CCmpGroundIDPred());
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if (it ==gfx->end()) return;
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if (it->GroundID != groundID) return;
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fxName= it->getFXName();
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}
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// *****************************************************************************
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/** Predicate to sort instances by distances.
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*/
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struct CSortInstancePred
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{
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bool operator()(CGroundFXManager::TEntityHandle lhs, CGroundFXManager::TEntityHandle rhs) const
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{
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return lhs->Dist2 < rhs->Dist2;
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}
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};
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// *****************************************************************************
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void CGroundFXManager::invalidateFX(TEntityHandle instance)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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bool present = false;
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if (!instance->FXHandle->FX.empty())
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{
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present = instance->FXHandle->FX.isSystemPresent();
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instance->FXHandle->FX.activateEmitters(false);
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instance->FXHandle->FX.stopSound();
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}
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if (!instance->FXHandle->FXUnderWater.empty())
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{
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present &= instance->FXHandle->FXUnderWater.isSystemPresent();
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instance->FXHandle->FXUnderWater.activateEmitters(false);
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instance->FXHandle->FXUnderWater.stopSound();
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}
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//
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instance->EmittersActive = false;
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instance->EmittersUnderWaterActive = false;
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instance->HasFX = false;
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if (present)
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{
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// put in inactive list
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_InactiveFXs.splice(_InactiveFXs.begin(), _ActiveFXs, instance->FXHandle);
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nlassert(_NumFX > 0);
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-- _NumFX;
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}
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else
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{
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// directly put in cache without (fx already shut down)
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moveFXInCache(_ActiveFXs, instance->FXHandle);
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-- _NumFX;
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}
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}
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// *****************************************************************************
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void CGroundFXManager::moveFXInCache(TGroundFXList &ownerList, TGroundFXHandle fx)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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if (!fx->FX.empty()) fx->FX.hide();
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// cache full ?
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nlassert(_NumCachedFX <= _MaxNumCachedFX);
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if (_NumCachedFX == _MaxNumCachedFX)
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{
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// remove least recently added fx
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if (!_CachedFXs.back().FX.empty()) _Scene->deleteInstance(_CachedFXs.back().FX);
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if (!_CachedFXs.back().FXUnderWater.empty()) _Scene->deleteInstance(_CachedFXs.back().FXUnderWater);
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_CachedFXs.pop_back();
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}
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else
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{
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++ _NumCachedFX;
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}
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// move in cache front
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_CachedFXs.splice(_CachedFXs.begin(), ownerList, fx);
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}
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// *******************************************************************************************
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void CGroundFXManager::checkIntegrity()
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{
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H_AUTO_USE(RZ_GroundFXManager)
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for(TGroundFXList::iterator it = _InactiveFXs.begin(); it != _InactiveFXs.end(); ++it)
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{
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if (!it->FX.empty()) nlassert(!it->FX.hasActiveEmitters());
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if (!it->FXUnderWater.empty()) nlassert(!it->FXUnderWater.hasActiveEmitters());
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}
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for(TGroundFXList::iterator it = _CachedFXs.begin(); it != _CachedFXs.end(); ++it)
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{
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if (!it->FX.empty())
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{
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nlassert(!it->FX.hasActiveEmitters());
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nlassert(!it->FX.hasParticles());
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}
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if (!it->FXUnderWater.empty())
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{
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nlassert(!it->FXUnderWater.hasActiveEmitters());
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nlassert(!it->FXUnderWater.hasParticles());
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if (it->FXUnderWater.hasParticles())
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{
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nlinfo(it->FXName.c_str());
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}
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}
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}
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uint numFX = (uint)_ActiveFXs.size();
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nlassert(numFX == _NumFX);
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nlassert(numFX <= _MaxNumFX);
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uint numCachedFX = (uint)_CachedFXs.size();
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nlassert(numCachedFX == _NumCachedFX);
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nlassert(numCachedFX <= _MaxNumCachedFX);
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}
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// *****************************************************************************
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void CGroundFXManager::update(const NLMISC::CVectorD &camPos)
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{
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H_AUTO_USE(RZ_GroundFXManager)
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if (!_Scene) return;
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CHECK_INTEGRITY
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// check all inactive fxs, and move in cache those that have no more particles
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TGroundFXList::iterator currIt, nextIt;
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for(TGroundFXList::iterator currIt = _InactiveFXs.begin(); currIt != _InactiveFXs.end();)
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{
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nextIt = currIt;
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++ nextIt;
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bool somethingVisible = false;
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if (!currIt->FX.empty() && currIt->FX.isSystemPresent() && currIt->FX.hasParticles())
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{
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somethingVisible = true;
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}
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if (!currIt->FXUnderWater.empty() && currIt->FXUnderWater.isSystemPresent() && currIt->FXUnderWater.hasParticles())
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{
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somethingVisible = true;
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}
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if (!somethingVisible)
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{
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moveFXInCache(_InactiveFXs, currIt);
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}
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currIt = nextIt;
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}
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float maxDist2 = _MaxDist * _MaxDist;
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//
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_SortedInstances.clear();
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_SortedInstances.reserve(_NumInstances);
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// check all candidates entities
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for(TInstanceList::iterator instanceIt = _InstancesList.begin(); instanceIt != _InstancesList.end(); ++instanceIt)
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{
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const NLMISC::CVectorD &entityPos = instanceIt->Entity->pos();
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if (instanceIt->InstanciateDelay != 0)
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{
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-- instanceIt->InstanciateDelay;
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continue;
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}
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if (instanceIt->Entity->getLastClip())
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{
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// entity is clipped
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// if a fx was attached, put it in the inactive list
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// When the entity is not visible, we can't update its ground fx :
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// As a matter of fact, snapToGround is not called at each frame for entities that are not visible, so this causes a
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// very noticeable shift on z for the ground fx when the entity enters the view pyramid.
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if (instanceIt->HasFX)
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{
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invalidateFX(instanceIt);
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}
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}
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else
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{
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// entity is not clipped
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instanceIt->Dist2 = (float) (entityPos - camPos).sqrnorm();
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if (instanceIt->Dist2 > maxDist2)
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{
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// entity not eligible for fx (too far), remove any attached fx
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if (instanceIt->HasFX)
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{
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invalidateFX(instanceIt);
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}
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}
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else
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{
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instanceIt->Mode = CInstance::Ground;
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// if entity is in water, fx can be generated even if the entity hasn't moved
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if (instanceIt->Entity->mode() == MBEHAV::SWIM || instanceIt->Entity->mode() == MBEHAV::MOUNT_SWIM)
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{
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instanceIt->Mode = CInstance::Swim;
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// retrieve water height
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CContinent *cont = ContinentMngr.cur();
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if (cont)
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||
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{
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bool splashEnabled;
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if (cont->WaterMap.getWaterHeight(CVector2f((float) entityPos.x, (float) entityPos.y), instanceIt->WaterHeight, splashEnabled))
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||
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{
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if (splashEnabled)
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||
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{
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// put in candidate list, even if not moving
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_SortedInstances.push_back(instanceIt);
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}
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else
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{
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// there's water, but with no splashs
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instanceIt->Mode = CInstance::Ground;
|
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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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||
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// water height not retrieved ? -> set ground mode
|
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instanceIt->Mode = CInstance::Ground;
|
||
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}
|
||
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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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||
|
// 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 > _SpeedWaterWalkFast)
|
||
|
{
|
||
|
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->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 = IM->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 = IM->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_POSY), false);
|
||
|
if(node)
|
||
|
{
|
||
|
node->setValue64(y);
|
||
|
node = IM->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 = IM->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;
|
||
|
IM->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_VPB))->setValue64(*prop);
|
||
|
prop = (sint64 *)&visualC;
|
||
|
IM->getDbProp("SERVER:Entities:E"+NLMISC::toString("%d", slot)+":P"+NLMISC::toString("%d", CLFECOMMON::PROPERTY_VPC))->setValue64(*prop);
|
||
|
prop = (sint64 *)&visualA;
|
||
|
IM->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
|