157 lines
4.7 KiB
C++
157 lines
4.7 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_MANAGER_H
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#define NL_PARTICLE_SYSTEM_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/plane.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/particle_system_process.h"
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#include <list>
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#include <vector>
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namespace NLMISC
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{
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class CVector;
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}
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namespace NL3D {
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class CParticleSystemModel;
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/**
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* This class list all the particle systems that have resources allocated at a given time, so that
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* we can remove the resource of those who are too far from the viewer.
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* This has been added because objects that are in a cluster that is not
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* visible are not parsed during traversals, so their resources couldn't just be released
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* Only a few systems are parsed each time (because they can be numerous).
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* Call to that class should be made by CScene, so you don't need to use it
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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class CParticleSystemManager
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{
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public:
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enum { NumProcessToRefresh = 3 }; // the number of systems that are refreshed at each call
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/// default ctor
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CParticleSystemManager();
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// dtor
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~CParticleSystemManager();
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// release memory
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static void release();
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/// call this to refresh systems. (check those whose data should be released)
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void refreshModels(const std::vector<NLMISC::CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos);
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/// perform animation on systems that should be animated even if not parsed (temporary spells for example)
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void processAnimate(TAnimationTime deltaT);
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// stop sound for all particle systems in this manager
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void stopSound();
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// reactivate sound for all particle systems in this manager
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void reactivateSound();
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// stop sound for all particle systems in all managers
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static void stopSoundForAllManagers();
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// reactivate sound for all particle systems in all managers
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static void reactivateSoundForAllManagers();
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private:
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friend class CParticleSystemModel;
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// info about a ps that is always animated
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class CAlwaysAnimatedPS
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{
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public:
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CParticleSystemModel *Model;
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CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
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bool IsRelMatrix; // gives usage of the field OldAncestorMatOrRelPos
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bool HasAncestorSkeleton; // has the system an ancestor skeleton ?
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public:
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// ctor
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CAlwaysAnimatedPS()
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{
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NL_PS_FUNC(CAlwaysAnimatedPS_CAlwaysAnimatedPS)
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Model = NULL;
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IsRelMatrix = false;
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HasAncestorSkeleton = false;
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}
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};
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typedef std::list<CParticleSystemModel *> TModelList;
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typedef std::list<CAlwaysAnimatedPS> TAlwaysAnimatedModelList;
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typedef std::list<CParticleSystemManager *> TManagerList;
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static TManagerList *ManagerList;
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struct TModelHandle
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{
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TModelList::iterator Iter;
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bool Valid;
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TModelHandle() : Valid(false) {}
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};
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struct TAlwaysAnimatedModelHandle
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{
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TAlwaysAnimatedModelList::iterator Iter;
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bool Valid;
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TAlwaysAnimatedModelHandle() : Valid(false) {}
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};
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/** Should be called when a new p.s. model has resources attached to it.
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* \see removeSystemModel
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*/
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TModelHandle addSystemModel(CParticleSystemModel *);
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/// Should called when a p.s model has resources detached from it.
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void removeSystemModel(TModelHandle &handle);
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/// Should be called to attach a system that must always be animated
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TAlwaysAnimatedModelHandle addPermanentlyAnimatedSystem(CParticleSystemModel *);
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/// Remove a permanenlty animated system
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void removePermanentlyAnimatedSystem(TAlwaysAnimatedModelHandle &handle);
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private:
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TModelList::iterator _CurrListIterator; /// the current element being processed
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TModelList _ModelList;
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TAlwaysAnimatedModelList _PermanentlyAnimatedModelList;
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uint _NumModels;
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// access to list of currently instanciated managers
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static TManagerList &getManagerList();
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// link into the global manager list for that manager
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TManagerList::iterator _GlobalListHandle;
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};
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} // NL3D
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#endif // NL_PARTICLE_SYSTEM_MANAGER_H
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/* End of particle_system_manager.h */
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