khanat-opennel-code/code/nel/include/nel/3d/ps_face_look_at.h
2010-06-12 12:17:29 +02:00

135 lines
4.6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 NL_PS_FACE_LOOK_AT_H
#define NL_PS_FACE_LOOK_AT_H
#include "nel/3d/ps_particle_basic.h"
#include "nel/3d/ps_quad.h"
#include "nel/3d/ps_iterator.h"
namespace NL3D
{
class CPSFaceLookAt;
/**
* A FaceLookAt particle
* These particles can have 2 different size (width and height) when activated
*/
class CPSFaceLookAt : public CPSQuad, public CPSRotated2DParticle
{
public:
/** create the face look at by giving a texture. This can't be a CTextureGrouped (for animation)
* animation must be set later by using setTextureScheme
*/
CPSFaceLookAt(CSmartPtr<ITexture> tex = NULL);
void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
NLMISC_DECLARE_CLASS(CPSFaceLookAt);
/** activate 'fake' motion blur (its done by deforming the quad)
* This is slower, however. This has no effect with rotated particles.
* \param coeff a coefficient for motion blur (too high value may give unrealistic result)
* 0 deactivate the motion blur
* \param threshold : speed will be clamped below this value
*/
void activateMotionBlur(float coeff = 1.f, float threshold = 1.f)
{
_MotionBlurCoeff = coeff;
_Threshold = threshold;
}
/// set the motion blur coeff (0 = none)
void setMotionBlurCoeff(float coeff) { _MotionBlurCoeff = coeff; }
/// set the motion blur threshold
void setMotionBlurThreshold(float threshold) { _Threshold = threshold; }
/** return the motion blur coeff (0.f means none)
* \see activateMotionBlur()
*/
float getMotionBlurCoeff(void) const { return _MotionBlurCoeff; }
/// get the motion blur threshold
float getMotionBlurThreshold(void) const { return _Threshold; }
/** Setting this to true allows to have independant height and width for these particles.
* The interface to manage the second size can be obtained from getSecondSize(), which correspond to the height of particles.
* The default is to not have independant sizes
*/
void setIndependantSizes(bool enable = true) { _IndependantSizes = enable; }
/// test whether independant sizes are activated
bool hasIndependantSizes(void) const { return _IndependantSizes; }
/// retrieve an interface to set the second size
CPSSizedParticle &getSecondSize(void)
{
nlassert(_IndependantSizes);
return _SecondSize;
}
/// retrieve an interface to set the second size const version
const CPSSizedParticle &getSecondSize(void) const
{
nlassert(_IndependantSizes);
return _SecondSize;
}
/// from CPSParticle : return true if there are lightable faces in the object
virtual bool hasLightableFaces() { return false; }
// Force faces to be aligned on motion. This bypass motion blur / align on z axis
void setAlignOnMotion(bool align) { _AlignOnMotion = align; }
bool getAlignOnMotion() const { return _AlignOnMotion; }
// Force lookat to align with the z-axis
void setAlignOnZAxis(bool align) { _AlignOnZAxis = align; }
bool getAlignOnZAxis() const { return _AlignOnZAxis; }
protected:
friend class CPSFaceLookAtHelper; /// used for implementation only
float _MotionBlurCoeff;
float _Threshold; // motion blur theshold
// in this struct we defines the getSizeOwner method, which is abstract in the CPSSizedParticle clas
struct CSecondSize : public CPSSizedParticle
{
CPSFaceLookAt *Owner;
virtual CPSLocated *getSizeOwner(void) { return Owner->getOwner(); }
} _SecondSize;
bool _IndependantSizes;
bool _AlignOnMotion;
bool _AlignOnZAxis;
virtual void draw(bool opaque);
void newElement(const CPSEmitterInfo &info);
void deleteElement(uint32);
void resize(uint32);
virtual CPSLocated *getAngle2DOwner(void) { return _Owner; }
};
extern uint64 PSLookAtRenderTime;
} // NL3D
#endif // NL_PS_FACE_LOOK_AT_H
/* End of ps_face_look_at.h */