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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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237 lines
5.8 KiB
C++
237 lines
5.8 KiB
C++
// 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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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h" // First include for pre-compiled headers.
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// 3D
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/pacs/u_global_position.h"
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// Client
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#include "fx_manager.h"
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#include "time_client.h"
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#include "pacs_client.h"
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H_AUTO_DECL(RZ_FXManager)
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLPACS;
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using namespace std;
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////////////
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// EXTERN //
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////////////
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extern UScene *Scene;
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/////////////
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// GLOBALS //
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/////////////
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// FX manager.
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CFXManager FXMngr;
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/////////////
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// MEMBERS //
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/////////////
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/////////////
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// METHODS //
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/////////////
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//-----------------------------------------------
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// CFXManager :
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// Constructor.
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//-----------------------------------------------
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CFXManager::CFXManager()
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{
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H_AUTO_USE(RZ_FXManager)
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_NumFXToRemove = 0;
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}// CFXManager //
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//-----------------------------------------------
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// CFXManager :
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// Destructor.
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//-----------------------------------------------
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CFXManager::~CFXManager()
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{
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H_AUTO_USE(RZ_FXManager)
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reset();
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}// CFXManager //
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//-----------------------------------------------
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// instantFX :
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// create an FX that will be removed as soon as possible.
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//-----------------------------------------------
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NL3D::UParticleSystemInstance CFXManager::instantFX(const std::string &fxName, float timeOut /* = 0.f*/)
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{
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H_AUTO_USE(RZ_FXManager)
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// Check FX Name.
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if(fxName.empty())
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return 0;
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NL3D::UParticleSystemInstance fx;
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fx.cast (Scene->createInstance(fxName));
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if(!fx.empty())
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{
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_FX2RemoveList.push_back(CFX2Remove(fx, timeOut));
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++_NumFXToRemove;
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}
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return fx;
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}// instantFX //
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//-----------------------------------------------
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// addFX :
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//-----------------------------------------------
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void CFXManager::addFX(NL3D::UParticleSystemInstance fx, float timeOut, bool testNoMoreParticles /*= false*/)
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{
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H_AUTO_USE(RZ_FXManager)
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if (fx.empty()) return;
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_FX2RemoveList.push_back(CFX2Remove(fx, timeOut, testNoMoreParticles));
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++_NumFXToRemove;
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}// addFX //
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//-----------------------------------------------
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// fx2remove :
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//-----------------------------------------------
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void CFXManager::fx2remove(NL3D::UParticleSystemInstance fx, float timeOut)
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{
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H_AUTO_USE(RZ_FXManager)
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if(!fx.empty())
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{
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_FX2RemoveList.push_back(CFX2Remove(fx, timeOut));
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++_NumFXToRemove;
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}
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}// fx2remove //
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//-----------------------------------------------
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// update :
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//-----------------------------------------------
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void CFXManager::update()
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{
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H_AUTO_USE(RZ_FXManager)
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// deferred fx
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while (!_DeferredFXByDate.empty())
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{
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if (T1 < (uint)_DeferredFXByDate.begin()->first) break;
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const CDeferredFX &fx = _DeferredFXByDate.begin()->second;
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NL3D::UParticleSystemInstance fxInstance = instantFX(fx.FXName, fx.TimeOut);
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if (!fxInstance.empty())
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{
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fxInstance.setTransformMode(UTransform::DirectMatrix);
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fxInstance.setMatrix(fx.Matrix);
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UGlobalPosition gPos;
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GR->retrievePosition(fx.Matrix.getPos());
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UInstanceGroup *clusterSystem = getCluster(gPos);
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fxInstance.setClusterSystem(clusterSystem);
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fxInstance.forceInstanciate(); // accurate timing wanted
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}
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_DeferredFXByDate.erase(_DeferredFXByDate.begin());
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}
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#ifdef NL_DEBUG
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nlassert(_NumFXToRemove == _FX2RemoveList.size());
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#endif
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// Try to remove Animation FXs still not removed.
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std::list<CFX2Remove>::iterator itFx = _FX2RemoveList.begin();
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while(itFx != _FX2RemoveList.end())
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{
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// Backup the old iterator
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std::list<CFX2Remove>::iterator itTmp = itFx;
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// Iterator on the Next FX.
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itFx++;
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// If the FX is not present or valid -> remove the FX.
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if(!itTmp->Instance.isSystemPresent() ||
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!itTmp->Instance.isValid() ||
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(itTmp->TestNoMoreParticles && !itTmp->Instance.hasParticles())
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)
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{
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// Delete the FX.
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Scene->deleteInstance(itTmp->Instance);
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// Remove from the list.
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_FX2RemoveList.erase(itTmp);
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-- _NumFXToRemove;
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}
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else
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if (itTmp->TimeOut != 0.f)
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{
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itTmp->TimeOut -= DT;
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if (itTmp->TimeOut < 0.f)
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{
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// Delete the FX.
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Scene->deleteInstance(itTmp->Instance);
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// Remove from the list.
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_FX2RemoveList.erase(itTmp);
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-- _NumFXToRemove;
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}
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}
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}
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}// update //
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//-----------------------------------------------
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// reset :
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//-----------------------------------------------
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void CFXManager::reset()
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{
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H_AUTO_USE(RZ_FXManager)
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// Remove Animation FXs still not removed.
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std::list<CFX2Remove>::iterator itFx = _FX2RemoveList.begin();
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while(itFx != _FX2RemoveList.end())
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{
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// Delete the FX.
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if(Scene)
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Scene->deleteInstance(itFx->Instance);
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// Next FX
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itFx++;
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}
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// clear FX list
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_FX2RemoveList.clear();
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_DeferredFXByDate.clear();
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_NumFXToRemove = 0;
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}
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//-----------------------------------------------
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// deferedFX :
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//-----------------------------------------------
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void CFXManager::deferFX(const std::string &fxName, const NLMISC::CMatrix &matrix, float delayInSeconds, float timeOut /*=FX_MANAGER_DEFAULT_TIMEOUT*/)
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{
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CDeferredFX fx;
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fx.FXName = fxName;
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fx.Matrix = matrix;
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fx.TimeOut = timeOut;
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_DeferredFXByDate.insert(std::make_pair(T1 + uint64(1000.f * delayInSeconds), fx));
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}
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