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172 lines
5.4 KiB
C++
172 lines
5.4 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_PS_PARTICLE_RIBBON_LOOK_AT_H
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#define NL_PS_PARTICLE_RIBBON_LOOK_AT_H
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#include "nel/3d/ps_ribbon_base.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/index_buffer.h"
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namespace NL3D
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{
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/** A ribbon look at particle. It is like a ribbon, but textured (with no animation), and it always faces the user
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*/
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class CPSRibbonLookAt : public CPSRibbonBase, public CPSSizedParticle, public CPSColoredParticle,
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public CPSMaterial, public CPSTexturedParticleNoAnim
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{
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public:
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///\name Object
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///@{
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/// ctor
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CPSRibbonLookAt();
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/// dtor
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~CPSRibbonLookAt();
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/// serialisation. Derivers must override this, and call their parent version
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virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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//
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NLMISC_DECLARE_CLASS(CPSRibbonLookAt);
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///@}
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///\name Texture
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///@{
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/// set the texture for this particle
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void setTexture(CSmartPtr<ITexture> tex);
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/// get the texture used for this particle
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ITexture *getTexture(void) { return _Tex;}
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const ITexture *getTexture(void) const { return _Tex;}
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///@}
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///\name Behaviour
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///@{
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/** (de)activate color fading
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* when its done, colors fades to black along the tail.
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* NOT SUPPORTED FOR NOW
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*/
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virtual void setColorFading(bool onOff = true) {}
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/** Test whether color fading is activated.
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* NOT SUPPORTED FOR NOW
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*/
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virtual bool getColorFading(void) const { return false; }
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/** tells in which basis is the tail
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* It requires one transform per particle if it is not the same as the located that hold that particle
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* The default is false. With that you can control if a rotation of the system will rotate the tail
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*/
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virtual void setSystemBasis(bool yes) {}
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/// return true if the tails are in the system basis
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virtual bool isInSystemBasis(void) const { return true; }
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//void setPersistAfterDeath(bool persit = true);
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/** return true if the ribbon light persist after death
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* \see _PersistAfterDeath()
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*/
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//bool getPersistAfterDeath(void) const { return _DyingRibbons != NULL; }
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///@}
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/// inherited from CPSParticle
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virtual void step(TPSProcessPass pass);
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/// return true if there are transparent faces in the object
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virtual bool hasTransparentFaces(void);
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/// return true if there are Opaque faces in the object
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virtual bool hasOpaqueFaces(void);
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virtual uint32 getNumWantedTris() const;
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/// from CPSParticle : return true if there are lightable faces in the object
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virtual bool hasLightableFaces() { return false; }
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//
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virtual bool supportGlobalColorLighting() const { return true; }
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// from CPSLocatedBindable
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virtual void enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv);
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// from CPSParticle
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virtual void setZBias(float value) { CPSMaterial::setZBias(value); }
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virtual float getZBias() const { return CPSMaterial::getZBias(); }
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protected:
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CSmartPtr<ITexture> _Tex;
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// the number of dying ribbons that are present
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//uint32 _NbDyingRibbons;
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// a counter to tell how much frame is left for each ribbon
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//std::vector<uint32> _DyingRibbonsLifeLeft;
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/// inherited from CPSLocatedBindable
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virtual void newElement(const CPSEmitterInfo &info);
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/// inherited from CPSLocatedBindable
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virtual void deleteElement(uint32 index);
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/// inherited from CPSLocatedBindable
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virtual void resize(uint32 size);
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virtual CPSLocated *getSizeOwner(void) { return _Owner; }
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virtual CPSLocated *getColorOwner(void) { return _Owner; }
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private:
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/// update the material and the vb so that they match the color scheme. Inherited from CPSColoredParticle
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virtual void updateMatAndVbForColor(void);
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/// display a set of ribbons
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void displayRibbons(uint32 nbRibbons, uint32 srcStep);
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/**\name Vertex buffers & their corresponding index buffers. We keep a map of pretextured vertex buffer (with or without colors).
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* Vb for ribbons that have the same size are shared.
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*/
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//@{
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/** a struct containing a vertex buffer and a primitive block
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*/
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class CVBnPB
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{
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public:
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CVertexBuffer VB;
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CIndexBuffer PB;
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public:
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CVBnPB()
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{
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NL_SET_IB_NAME(PB, "CPSRibbonLookAt::CVBnPB::PB");
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VB.setName("CPSRibbonLookAt::CVBnPB::VB");
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}
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};
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typedef CHashMap<uint, CVBnPB> TVBMap;
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static TVBMap _VBMap; // index buffers with no color
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static TVBMap _ColoredVBMap; // index buffer + colors
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/// get a vertex buffer and a primitive suited for the current ribbon
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CVBnPB &getVBnPB();
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/// get the number of ribbons contained in a vb for a given length. (e.g the number of ribbons that can be batched)
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uint getNumRibbonsInVB() const;
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//@}
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};
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} // NL3D
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#endif // NL_PS_RIBBON_LOOK_AT_H
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/* End of ps_ribbon_look_at.h */
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