mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-23 15:26:16 +00:00
217 lines
5.6 KiB
C++
217 lines
5.6 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
#ifndef CL_GROUND_FX_MANAGER_H
|
|
#define CL_GROUND_FX_MANAGER_H
|
|
|
|
|
|
#include "nel/misc/vectord.h"
|
|
#include "nel/3d/u_particle_system_instance.h"
|
|
|
|
namespace NL3D
|
|
{
|
|
class UParticleSystemInstance;
|
|
class UScene;
|
|
}
|
|
|
|
namespace NLMISC
|
|
{
|
|
class CVectorD;
|
|
}
|
|
|
|
class CEntityCL;
|
|
|
|
/** Manager of 'ground fxs' : fx that are displayed when character walk over sand (actually sawdust), or grass.
|
|
* \author Nicolas Vizerie
|
|
* \author Nevrax France
|
|
* \date 2003
|
|
*/
|
|
class CGroundFXManager
|
|
{
|
|
private:
|
|
struct CGroundFX
|
|
{
|
|
NL3D::UParticleSystemInstance FX;
|
|
NL3D::UParticleSystemInstance FXUnderWater; // underwater part of fx
|
|
std::string FXName;
|
|
};
|
|
typedef std::list<CGroundFX> TGroundFXList;
|
|
typedef std::list<CGroundFX>::iterator TGroundFXHandle;
|
|
class CInstance
|
|
{
|
|
public:
|
|
enum TMode { Ground = 0, Water, Swim }; // if the entity is on the ground, then fx is created whn it moves
|
|
// if the entity is in water, then fx is played even if it doesn't move
|
|
// the same goes if entity is swimming
|
|
public:
|
|
CEntityCL *Entity; // the managed entity
|
|
float Dist2; // square dist to the camera
|
|
TGroundFXHandle FXHandle; // the FX that is played by that entity
|
|
uint32 GroundID; // ground type of current fx
|
|
uint InstanciateDelay; // delay before to instanciate the fx
|
|
bool HasFX; // is the FXHandle valid ?
|
|
bool EmittersActive; // are the emitters active ?
|
|
bool EmittersUnderWaterActive; // are the emitters active ?
|
|
TMode Mode;
|
|
float WaterHeight; // if entity is in water, give its height
|
|
bool Idle;
|
|
public:
|
|
// get name of ground fx associated with a ground material id, or empty
|
|
void getFXNameFromGroundType(uint32 groundID, std::string &fxName) const;
|
|
|
|
};
|
|
typedef std::list<CInstance> TInstanceList;
|
|
friend struct CSortInstancePred;
|
|
public:
|
|
|
|
typedef TInstanceList::iterator TEntityHandle;
|
|
typedef std::vector<TEntityHandle> TInstancePtrVect;
|
|
|
|
// ctor
|
|
CGroundFXManager();
|
|
// dtor
|
|
~CGroundFXManager();
|
|
/** Init the manager to work with the given scene.
|
|
* \param scene The scene from which instance are created
|
|
* \param maxDist The max dist at which ground fxs are generated
|
|
* \param maxActiveFX The max number of fxs that are holded by an entity
|
|
* \param maxInactiveFX The max number of inactive FXs (shuting down fxs & fx ready to use)
|
|
*/
|
|
void init(NL3D::UScene *scene, float maxDist, uint maxNumFX, uint fxCacheSize);
|
|
// get the max number of fxs.
|
|
uint getMaxNumFX() const { return _MaxNumFX; }
|
|
// Get size of cache for FXs
|
|
uint getFXCacheSize() const { return _MaxNumCachedFX; }
|
|
// get the max dist at which ground FXs are played
|
|
float getMaxDist() const { return _MaxDist; }
|
|
// register an entity to be managed
|
|
TEntityHandle add(CEntityCL *entity);
|
|
// remove a managed entity from its handle
|
|
void remove(TEntityHandle handle);
|
|
// update current manager state
|
|
void update(const NLMISC::CVectorD &camPos);
|
|
// reset the manager (must call init again for reuse). All handle allocated from add(CEntityCL *entity) becomes invalid after the call.
|
|
void reset();
|
|
// set min speed for walk/run (speed at which fx starts)
|
|
void setMinSpeed(float minSpeed);
|
|
// set max speed for walk/run (speed at which fx is at its max intensity)
|
|
void setMaxSpeed(float maxSpeed);
|
|
// set speed for fast walk in water
|
|
void setSpeedWaterWalkFast(float speed);
|
|
// set speed for fast swim in water
|
|
void setSpeedWaterSwimFast(float speed);
|
|
private:
|
|
float _MinSpeed;
|
|
float _MaxSpeed;
|
|
float _SpeedWaterWalkFast;
|
|
float _SpeedWaterSwimFast;
|
|
float _MaxDist;
|
|
TGroundFXList _ActiveFXs;
|
|
TGroundFXList _InactiveFXs; // Shutting down FXs
|
|
TGroundFXList _CachedFXs; // Cached fxs FXs
|
|
uint _MaxNumFX; // max number of fxs ( active fxs)
|
|
uint _NumFX;
|
|
uint _MaxNumCachedFX;
|
|
uint _NumCachedFX;
|
|
//
|
|
TInstanceList _InstancesList;
|
|
uint _NumInstances;
|
|
TInstancePtrVect _SortedInstances; // sorted entities by distance
|
|
NL3D::UScene *_Scene;
|
|
private:
|
|
void invalidateFX(TEntityHandle handle);
|
|
void moveFXInCache(TGroundFXList &ownerList, TGroundFXHandle fx);
|
|
// for debug only
|
|
void checkIntegrity();
|
|
|
|
};
|
|
|
|
|
|
/////////////////////////////////////////
|
|
// tmp : test class to test ground fxs //
|
|
/////////////////////////////////////////
|
|
|
|
#if 1
|
|
|
|
/** temp class to test ground fxs
|
|
*/
|
|
struct CTestGroundFX
|
|
{
|
|
struct CEntity
|
|
{
|
|
CEntityCL *Entity;
|
|
uint Slot;
|
|
bool Move;
|
|
NLMISC::CVector Dir;
|
|
NLMISC::CVector StartPos;
|
|
float Duration;
|
|
};
|
|
std::vector<CEntity> Entities;
|
|
bool MoveAll;
|
|
void update();
|
|
void displayFXBoxes() const;
|
|
CTestGroundFX() : MoveAll(false) {}
|
|
};
|
|
|
|
extern CTestGroundFX TestGroundFX;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|