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class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>particle_system_model.cpp</h1><a href="particle__system__model_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="debug_8h.html">nel/misc/debug.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="particle__system__shape_8h.html">3d/particle_system_shape.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="particle__system_8h.html">3d/particle_system.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font> +00038 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font> +00039 +00040 +00041 +00042 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">cluster.h</a>"</font> <font class="comment">// ask trap</font> +00043 +00044 +00045 +00046 +00047 <font class="keyword">namespace </font>NL3D { +00048 +<a name="l00051"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_0">00051</a> CParticleSystemModel::CParticleSystemModel() : _AutoGetEllapsedTime(true), +00052 _ParticleSystem(NULL), +00053 _Scene(NULL), +00054 _EllapsedTime(0.01f), +00055 _EllapsedTimeRatio(1.f), +00056 _ToolDisplayEnabled(false), +00057 _TransparencyStateTouched(true), +00058 _EditionMode(false), +00059 _Invalidated(false), +00060 _InsertedInVisibleList(false), +00061 _InClusterAndVisible(false), +00062 _BypassGlobalUserParam(0) +00063 { +00064 <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<font class="keyword">false</font>); +00065 <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<font class="keyword">true</font>); +00066 IAnimatable::resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>); +00067 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>.Value = <font class="keyword">true</font>; +00068 +00069 <font class="comment">// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered</font> +00070 CTransform::setIsForceAnimDetail(<font class="keyword">true</font>); +00071 } +00072 +00073 +<a name="l00075"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z661_2">00075</a> <font class="keywordtype">void</font> CParticleSystemModel::setEditionMode(<font class="keywordtype">bool</font> enable <font class="comment">/*= true*/</font>) +00076 { +00077 <font class="keywordflow">if</font> (enable) +00078 { +00080 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) +00081 { +00082 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00083 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>); +00084 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">reallocRsc</a>(); +00085 } +00086 } +00087 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o9">_EditionMode</a> = enable; +00088 } +00089 +<a name="l00091"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_1">00091</a> <font class="keywordtype">void</font> CParticleSystemModel::registerPSModelObserver(IPSModelObserver *obs) +00092 { +00093 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// this observer has already been registered</font> +00094 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.push_back(obs); +00095 } +00096 +<a name="l00098"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_2">00098</a> <font class="keywordtype">void</font> CParticleSystemModel::removePSModelObserver(IPSModelObserver *obs) +00099 { +00100 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// the observer must have been registered</font> +00101 std::vector<IPSModelObserver *>::iterator it = std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs); +00102 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.erase(it); +00103 } +00104 +00105 +<a name="l00107"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">00107</a> <font class="keywordtype">bool</font> CParticleSystemModel::isPSModelObserver(IPSModelObserver *obs) +00108 { +00109 <font class="keywordflow">return</font> std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs) != <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(); +00110 } +00111 +00112 +<a name="l00114"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_2">00114</a> <font class="keywordtype">void</font> CParticleSystemModel::registerBasic() +00115 { +00116 <font class="comment">// register the model and his observers</font> +00117 CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, <a class="code" href="namespaceNL3D.html#a277">TransformShapeId</a>, CParticleSystemModel::creator); +00118 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a3">AnimDetailTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemDetailObs::creator); +00119 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemClipObs::creator); +00120 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a232">RenderTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemRenderObs::creator); +00121 } +00122 +<a name="l00124"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a0">00124</a> <font class="keywordtype">void</font> CParticleSystemModel::updateOpacityInfos(<font class="keywordtype">void</font>) +00125 { +00126 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>); +00127 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a>) <font class="keywordflow">return</font>; +00128 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>); +00129 <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->hasOpaqueObjects() || <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o7">_ToolDisplayEnabled</a>); +00130 <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->hasTransparentObjects()); +00131 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a> = <font class="keyword">false</font>; +00132 } +00133 +00134 +<a name="l00136"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a2">00136</a> <font class="keywordtype">void</font> CParticleSystemModel::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox)<font class="keyword"> const</font> +00137 <font class="keyword"></font>{ +00138 <font class="keywordflow">if</font> (_ParticleSystem) +00139 { +00140 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->computeBBox(bbox); +00141 } +00142 <font class="keywordflow">else</font> +00143 { +00144 NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)->getAABBox(bbox); +00145 } +00146 } +00147 +<a name="l00149"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_1">00149</a> CParticleSystemModel::~CParticleSystemModel() +00150 { +00151 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00152 <font class="keywordflow">if</font> (_ParticleSystem) +00153 { +00154 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>); +00155 } +00156 <font class="comment">// Auto detach me from skeleton. Must do it here, not in ~CTransform().</font> +00157 <font class="keywordflow">if</font>(_FatherSkeletonModel) +00158 { +00159 <font class="comment">// detach me from the skeleton.</font> +00160 <font class="comment">// Observers hierarchy is modified.</font> +00161 <a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>->detachSkeletonSon(<font class="keyword">this</font>); +00162 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>==NULL); +00163 } +00164 } +00165 +00166 +<a name="l00169"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">00169</a> <font class="keywordtype">void</font> CParticleSystemModel::reallocRsc() +00170 { +00171 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> == NULL); +00172 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)->instanciatePS(*<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00173 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>); +00174 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00175 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l4">CParticleSystemManager</a> &psmgt = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager(); +00176 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a> = psmgt.addSystemModel(<font class="keyword">this</font>); +00177 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getAnimType() == CParticleSystem::AnimAlways) +00178 { +00179 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a> = psmgt.addPermanentlyAnimatedSystem(<font class="keyword">this</font>); +00180 } +00181 <font class="comment">// touch user params animated value. If the system rsc have been released before, this force to restore them</font> +00182 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k) +00183 { +00184 <a class="code" href="classNL3D_1_1IAnimatable.html#z368_1">touch</a>((uint)CParticleSystemModel::PSParam0 + k, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>); +00185 } +00186 } +00187 +<a name="l00189"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">00189</a> <font class="keywordtype">void</font> CParticleSystemModel::releasePSPointer() +00190 { +00191 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>.<a class="code" href="classNLMISC_1_1CSmartPtr.html#a10">getNbRef</a>() == 1) +00192 { +00193 <font class="comment">// Backup user params (in animated value) so that they will be restored when the system is recreated</font> +00194 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k) +00195 { +00196 +00197 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[k].Value = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getUserParam(k); +00198 } +00199 } +00200 <font class="comment">//</font> +00201 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NULL; <font class="comment">// one less ref with the smart ptr </font> +00202 } +00203 +<a name="l00205"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c1">00205</a> <font class="keywordtype">bool</font> CParticleSystemModel::refreshRscDeletion(<font class="keyword">const</font> std::vector<CPlane> &worldFrustumPyramid, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &viewerPos) +00206 { +00207 <font class="keywordflow">if</font> (_EditionMode) <font class="keywordflow">return</font> <font class="keyword">false</font>; +00216 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>); +00217 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a> *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>); +00218 +00219 <font class="comment">/* NLMISC::CVector sysPos = getTransformMode() == DirectMatrix ?</font> +00220 <font class="comment"> getMatrix().getPos() :</font> +00221 <font class="comment"> getPos(); */</font> +00222 +00223 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> sysPos = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#a1">getWorldMatrix</a>().getPos(); +00224 +00225 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a> = sysPos - viewerPos; +00227 <font class="keyword">const</font> <font class="keywordtype">float</font> dist2 = v * v; +00228 +00229 <font class="keywordflow">if</font> (dist2 > shape->_MaxViewDist * shape->_MaxViewDist) <font class="comment">// too far ?</font> +00230 { +00231 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid) +00232 { +00233 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>); +00234 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>; +00235 } +00236 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>(); +00237 <font class="keywordflow">if</font> (shape->_DestroyModelWhenOutOfRange) +00238 { +00239 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>; +00240 } +00241 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00242 } +00243 +00245 <font class="keywordflow">if</font> (shape->_DestroyWhenOutOfFrustum) +00246 { +00247 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">checkAgainstPyramid</a>(worldFrustumPyramid) == <font class="keyword">false</font>) +00248 { +00249 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid) +00250 { +00251 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>); +00252 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>; +00253 } +00254 +00255 <font class="keywordflow">if</font> (shape->_DestroyModelWhenOutOfRange) +00256 { +00257 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>; +00258 } +00259 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>(); +00260 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00261 } +00262 } +00263 +00264 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00265 } +00266 +<a name="l00268"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c2">00268</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRsc() +00269 { +00270 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>; +00271 +00272 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid) +00273 { +00274 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>); +00275 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>; +00276 } +00277 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00278 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>); +00279 } +00280 +<a name="l00282"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c3">00282</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRscAndInvalidate() +00283 { +00284 +00285 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>; +00286 +00287 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid) +00288 { +00289 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>); +00290 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>; +00291 } +00292 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>(); +00293 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>; +00294 +00295 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>); +00296 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>); +00297 +00298 <font class="keyword">static</font> std::vector<IPSModelObserver *> copyVect; +00299 copyVect.resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.size()); +00300 std::copy(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), copyVect.begin()); +00301 +00302 <font class="keywordflow">for</font> (std::vector<IPSModelObserver *>::iterator it = copyVect.begin(); it != copyVect.end(); ++it) +00303 { +00304 (*it)->invalidPS(<font class="keyword">this</font>); <font class="comment">// if this crash, then you forgot to call removePSModelObserver !</font> +00305 } +00306 } +00307 +<a name="l00309"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_1">00309</a> IAnimatedValue* CParticleSystemModel::getValue (uint valueId) +00310 { +00311 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>); +00312 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValue(valueId); +00313 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) +00314 { +00315 +00316 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>]; +00317 } +00318 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>; +00319 } +00320 +<a name="l00322"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">00322</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getPSParamName (uint valueId) +00323 { +00324 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>); +00325 <font class="keyword">const</font> <font class="keywordtype">char</font> *name[] = { <font class="stringliteral">"PSParam0"</font>, <font class="stringliteral">"PSParam1"</font>, <font class="stringliteral">"PSParam2"</font>, <font class="stringliteral">"PSParam3"</font> }; +00326 <font class="keywordflow">return</font> name[valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>]; +00327 } +00328 +<a name="l00330"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_2">00330</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getValueName (uint valueId)<font class="keyword"> const </font> +00331 <font class="keyword"></font>{ +00332 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>); +00333 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValueName(valueId); +00334 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">getPSParamName</a>(valueId); +00335 <font class="keywordflow">return</font> <font class="stringliteral">"PSTrigger"</font>; +00336 } +00337 +<a name="l00339"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_3">00339</a> ITrack* CParticleSystemModel::getDefaultTrack (uint valueId) +00340 { +00341 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>); +00342 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>); +00343 +00344 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a> *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>); +00345 +00346 <font class="keywordflow">switch</font> (valueId) +00347 { +00348 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s5">PosValue</a>: <font class="keywordflow">return</font> pss->getDefaultPos(); +00349 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s7">RotQuatValue</a>: <font class="keywordflow">return</font> pss->getDefaultRotQuat(); +00350 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s8">ScaleValue</a>: <font class="keywordflow">return</font> pss->getDefaultScale(); +00351 } +00352 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getDefaultTrack(valueId); <font class="comment">// delegate to parent</font> +00353 +00354 <font class="comment">// this value belong to us</font> +00355 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) +00356 { +00357 <font class="keywordflow">return</font> pss->getUserParamDefaultTrack(valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>); +00358 } +00359 <font class="keywordflow">return</font> pss->getDefaultTriggerTrack(); +00360 } +00361 +<a name="l00363"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_4">00363</a> <font class="keywordtype">void</font> CParticleSystemModel::registerToChannelMixer(CChannelMixer *chanMixer, <font class="keyword">const</font> std::string &prefix <font class="comment">/* =std::string() */</font>) +00364 { +00365 CTransformShape::registerToChannelMixer(chanMixer, prefix); +00366 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); +00367 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s2">PSParam1</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); +00368 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s3">PSParam2</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); +00369 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s4">PSParam3</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); +00370 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>); +00371 } +00372 +00373 +<a name="l00375"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a3">00375</a> <font class="keywordtype">float</font> CParticleSystemModel::getNumTriangles (<font class="keywordtype">float</font> distance) +00376 { +00377 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font> 0; +00378 <font class="keywordflow">return</font> (float) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getWantedNumTris(distance); +00379 } +00380 +<a name="l00382"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">00382</a> <font class="keywordtype">bool</font> CParticleSystemModel::checkAgainstPyramid(<font class="keyword">const</font> std::vector<CPlane> &pyramid)<font class="keyword"> const</font> +00383 <font class="keyword"></font>{ +00384 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) +00385 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> bbox; +00386 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->computeBBox(bbox); +00387 <font class="keyword">const</font> CMatrix &mat = <a class="code" href="classNL3D_1_1ITransformable.html#a2">getMatrix</a>(); +00388 +00389 <font class="comment">// Transform the pyramid in Object space. </font> +00390 <font class="keywordflow">for</font>(sint i=0; i < (sint) pyramid.size(); i++) +00391 { +00392 <font class="comment">// test wether the bbox is entirely in the neg side of the plane</font> +00393 <font class="keywordflow">if</font> (!bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z265_1">clipBack</a>(pyramid[i] * mat )) +00394 { +00395 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00396 } +00397 } +00398 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00399 +00400 } +00401 +00403 <font class="comment">// CParticleSystemDetailObs implementation //</font> +00405 <font class="comment"></font> +<a name="l00407"></a><a class="code" href="classNL3D_1_1CParticleSystemDetailObs.html#a0">00407</a> <font class="comment">void CParticleSystemDetailObs::traverse(IObs *caller)</font> +00408 { +00409 CTransformAnimDetailObs::traverse(caller); +00410 CParticleSystemModel *psm= NLMISC::safe_cast<CParticleSystemModel *>(Model); +00411 CParticleSystem *ps = psm->getPS(); +00412 <font class="keywordflow">if</font> (psm->_Invalidated) <font class="keywordflow">return</font>; +00413 <font class="keywordflow">if</font> (psm->getVisibility() == CHrcTrav::Hide) <font class="keywordflow">return</font>; +00414 +00415 +00416 <font class="keywordflow">if</font> (!psm->_EditionMode && !psm->_InClusterAndVisible) +00417 { +00418 CParticleSystemShape *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *)psm->Shape); +00419 <font class="keywordflow">if</font> (pss->_DestroyWhenOutOfFrustum) +00420 { +00421 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange) +00422 { +00423 psm->releaseRscAndInvalidate(); +00424 } +00425 <font class="keywordflow">else</font> <font class="comment">// remove rsc but do not invalidate the system</font> +00426 { +00427 psm->releaseRsc(); +00428 } +00429 <font class="keywordflow">return</font>; +00430 } +00431 <font class="keywordflow">if</font> (!ps) <font class="keywordflow">return</font>; +00432 } +00433 +00434 <font class="comment">// check for trigger. If the trigger is false, and there is a system instanciated, we delete it.</font> +00435 <font class="keywordflow">if</font> (!psm->_EditionMode) +00436 { +00437 <font class="keywordflow">if</font> (!psm->_TriggerAnimatedValue.Value) +00438 { +00439 <font class="comment">// system is off, or hasn't been instanciated now...</font> +00440 <font class="keywordflow">if</font> (ps) +00441 { +00442 psm->releaseRsc(); +00443 } +00444 <font class="keywordflow">return</font>; +00445 } +00446 } +00447 +00448 <font class="comment">// the system or its center is in the view frustum, but it may not have been instanciated from its shape now</font> +00449 <font class="keywordflow">if</font> (!ps) +00450 { +00451 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm->_Scene); +00452 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm->Shape); +00453 psm->reallocRsc(); +00454 ps = psm->_ParticleSystem; +00455 } +00456 +00457 CClipTrav *trav= (CClipTrav*) ClipObs->Trav; +00458 +00459 <font class="keywordflow">if</font> (psm->_InClusterAndVisible || ps->getAnimType() == CParticleSystem::AnimInCluster) +00460 { +00461 <font class="keywordtype">bool</font> animate = <font class="keyword">true</font>; +00462 <font class="keywordflow">if</font> (ps->isSharingEnabled()) +00463 { +00464 <font class="keywordflow">if</font> (ps->_LastUpdateDate == trav->CurrentDate) +00465 { +00466 animate = <font class="keyword">false</font>; +00467 } +00468 <font class="keywordflow">else</font> +00469 { +00470 ps->_LastUpdateDate = trav->CurrentDate; +00471 } +00472 } +00473 <font class="keywordflow">else</font> +00474 { +00475 ps->_LastUpdateDate = trav->CurrentDate; +00476 } +00477 ps->_LastUpdateDate = trav->CurrentDate; +00478 <font class="keywordflow">if</font> (animate) +00479 { +00480 <font class="keyword">const</font> CMatrix &mat= HrcObs->WorldMatrix; +00481 ps->setSysMat(mat); +00482 ps->setViewMat(trav->ViewMatrix); +00483 psm->updateOpacityInfos(); +00484 +00485 <font class="comment">//ps->setSysMat(psm->getWorldMatrix());</font> +00486 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps->getScene()); +00487 +00488 +00489 <font class="comment">// setup the number of faces we allow</font> +00490 ps->setNumTris((uint) psm->getNumTrianglesAfterLoadBalancing()); +00491 +00492 +00493 <font class="comment">// set the global user param that are bypassed</font> +00494 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font> +00495 ps->_BypassGlobalUserParam = psm->_BypassGlobalUserParam; +00496 +00497 <font class="comment">// setup system user parameters for parameters that have been touched</font> +00498 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k) +00499 { +00500 <font class="keywordflow">if</font> (psm->isTouched((uint)CParticleSystemModel::PSParam0 + k)) +00501 { +00502 ps->setUserParam(k, psm->_UserParam[k].Value); +00503 psm->clearFlag((uint)CParticleSystemModel::PSParam0 + k); +00504 } +00505 } +00506 +00507 <font class="keywordflow">if</font> (ps->getAnimType() != CParticleSystem::AnimAlways) <font class="comment">// if the animation is always perfomed, then its done by the particle system manager</font> +00508 { +00509 <font class="keywordflow">if</font> (psm->isAutoGetEllapsedTimeEnabled()) +00510 { +00511 psm->setEllapsedTime(ps->getScene()->getEllapsedTime() * psm->getEllapsedTimeRatio()); +00512 } +00513 <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm->getEllapsedTime(); +00514 <font class="comment">// animate particles </font> +00515 ps->step(CParticleSystem::Anim, delay); +00516 } +00517 } +00518 } +00519 +00520 +00521 <font class="comment">// add a render obs if in cluster & not hidden</font> +00522 <font class="keywordflow">if</font> (psm->_InClusterAndVisible) +00523 { +00524 trav->RenderTrav->addRenderObs(ClipObs->RenderObs); +00525 } +00526 } +00527 +00528 +00529 +00531 <font class="comment">// CParticleSystemRenderObs implementation //</font> +<a name="l00533"></a><a class="code" href="classNL3D_1_1CParticleSystemRenderObs.html#a0">00533</a> <font class="comment">void CParticleSystemRenderObs::traverse(IObs *caller)</font> +00534 { +00535 +00536 +00537 +00538 <font class="comment">/*</font> +00539 <font class="comment"> if (!psm->_OutOfFrustum)</font> +00540 <font class="comment"> {*/</font> +00541 CTransformShapeRenderObs::traverse(caller); +00542 <font class="comment">//}</font> +00543 } +00544 +00545 +00546 <font class="comment">/*</font> +00547 <font class="comment"> * CParticleSystemClipObs implementation </font> +00548 <font class="comment"> * IMPORTANT : the Visible attribute is interpreted as 'in traversed clusters'. We need this because we want</font> +00549 <font class="comment"> * to know when a p.s is in clusters, but not visible. As a matter of fact we may need to have system that are animated</font> +00550 <font class="comment"> * as long as in cluster, but not visible. </font> +00551 <font class="comment"> */</font> +00552 +<a name="l00553"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a0">00553</a> <font class="keywordtype">void</font> CParticleSystemClipObs::traverse(IObs *caller) +00554 { +00555 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a> ( NL3D_Particles_Clip ); +00556 +00557 <font class="comment">// CTransformClipObs::traverse(caller);</font> +00558 <a class="code" href="classNL3D_1_1IObs.html#z620_0">traverseSons</a>(); +00559 <a class="code" href="debug_8h.html#a6">nlassert</a>(!caller || dynamic_cast<IBaseClipObs*>(caller)); +00560 CParticleSystemModel *m= (CParticleSystemModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>; +00561 <font class="keywordflow">if</font> (m->_Invalidated) <font class="keywordflow">return</font>; +00562 CClipTrav *trav= (CClipTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>; +00563 +00564 +00565 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> != trav->CurrentDate) +00566 { +00567 m->_InsertedInVisibleList = <font class="keyword">false</font>; +00568 m->_InClusterAndVisible = <font class="keyword">false</font>; +00569 <a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> = trav->CurrentDate; +00570 } +00571 <font class="keywordflow">if</font> (m->_InClusterAndVisible) <font class="keywordflow">return</font>; <font class="comment">// already visible</font> +00572 +00573 +00574 CParticleSystem *ps = m->_ParticleSystem; +00575 +00576 +00577 <font class="keywordflow">if</font> (ps) <font class="comment">// system instanciated</font> +00578 { +00579 <font class="comment">// if there are no more particles, no need to even clip..</font> +00580 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">checkDestroyCondition</a>(ps, m)) <font class="keywordflow">return</font>; +00581 } +00582 +00583 <font class="comment">// special case : system sticked to a skeleton</font> +00584 <font class="keywordflow">if</font>( ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)->_AncestorSkeletonModel!=NULL ) +00585 { +00586 <font class="keywordtype">bool</font> visible = ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)->_AncestorSkeletonModel->isClipVisible(); +00587 <font class="comment">// Special test: if we are sticked to a skeletonModel, and if we are still visible, maybe we don't have to</font> +00588 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> && m->_FatherSkeletonModel) +00589 { +00590 CClipTrav *clipTrav= NLMISC::safe_cast<CClipTrav*>(Trav); +00591 +00592 <font class="comment">// if our skeletonModel father is displayed with a Lod, maybe we are not to be displayed</font> +00593 <font class="keywordflow">if</font>(m->_FatherSkeletonModel->isDisplayedAsLodCharacter()) +00594 { +00595 <font class="comment">// We are visible only if we where sticked to the skeleton with forceCLod==true.</font> +00596 <font class="comment">// This is also true if we are actually a skeletonModel</font> +00597 <font class="keywordflow">if</font>(!m->getShowWhenLODSticked()) +00598 <font class="comment">// otherWise we are not visible. eg: this is the case of skins and some sticked object</font> +00599 visible = <font class="keyword">false</font>; +00600 } +00601 } +00602 <font class="comment">//</font> +00603 <font class="keywordflow">if</font> (visible) +00604 { +00605 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00606 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00607 m->_InClusterAndVisible = <font class="keyword">true</font>; +00608 <font class="keywordflow">return</font>; +00609 } +00610 <font class="keywordflow">else</font> <font class="comment">// not visible, may need animation however..</font> +00611 { +00612 <font class="keywordflow">if</font> (!ps) <font class="comment">// no resc allocated</font> +00613 { +00614 CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)m->Shape); +00615 <a class="code" href="debug_8h.html#a6">nlassert</a>(pss); +00616 <font class="comment">// invalidate the system if too far</font> +00617 <font class="keyword">const</font> CVector pos = m->getMatrix().getPos(); +00618 <font class="keyword">const</font> CVector d = pos - trav->CamPos; +00619 <font class="keywordflow">if</font> (d * d > pss->_MaxViewDist * pss->_MaxViewDist) +00620 { +00621 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>; +00622 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange) +00623 { +00624 m->_Invalidated = <font class="keyword">true</font>; +00625 } +00626 } +00627 } +00628 <font class="keywordflow">else</font> +00629 { +00630 <font class="comment">// NB : The test to see wether the system is not too far is performed by the particle system manager </font> +00631 <font class="keywordflow">if</font> (!m->_EditionMode) +00632 { +00633 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; <font class="comment">// system near, but maybe not in cluster..</font> +00634 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00635 } +00636 } +00637 } +00638 <font class="keywordflow">return</font>; +00639 } +00640 +00641 +00642 <font class="comment">//</font> +00643 <font class="keyword">const</font> std::vector<CPlane> &pyramid= trav->WorldPyramid; +00648 <font class="comment">// now the pyramid is directly expressed in the world</font> +00649 <font class="keyword">const</font> CMatrix &mat= <a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>->WorldMatrix; +00650 +00651 +00652 <font class="comment">// Transform the pyramid in Object space.</font> +00653 +00654 +00655 <font class="keywordflow">if</font>(!ps) +00656 { +00657 CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)m->Shape); +00658 <a class="code" href="debug_8h.html#a6">nlassert</a>(pss); +00659 +00660 <font class="comment">// the system wasn't present the last time, we use its center to see if it's back in the view frustum,</font> +00661 <font class="comment">// or if it is near enough.</font> +00662 <font class="comment">// if this is the case, we say it isn't clipped, so it will be reinstanciated from the shape</font> +00663 <font class="comment">// during the DetailAnimTraversal</font> +00664 +00665 <font class="keyword">const</font> CVector pos = m->getMatrix().getPos(); +00666 +00667 <font class="keyword">const</font> CVector d = pos - trav->CamPos; +00668 +00669 +00670 <font class="comment">// check wether system not too far </font> +00671 <font class="keywordflow">if</font> (d * d > pss->_MaxViewDist * pss->_MaxViewDist) +00672 { +00673 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>; +00674 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange) +00675 { +00676 m->_Invalidated = <font class="keyword">true</font>; +00677 } +00678 <font class="keywordflow">return</font>; +00679 } +00680 +00681 <font class="comment">// test the shape to see wether we have a precomputed bbox</font> +00682 <font class="keywordflow">if</font> (!pss->_UsePrecomputedBBox) +00683 { +00686 <font class="keywordflow">for</font>(sint i=0; i < (sint)pyramid.size(); i++) +00687 { +00688 <font class="keywordflow">if</font> ( (pyramid[i] * mat ).d > 0.0f ) <font class="comment">// in its basis, the system is at the center</font> +00689 +00690 { +00691 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00692 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00693 <font class="keywordflow">return</font>; +00694 } +00695 } +00696 +00697 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00698 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00699 m->_InClusterAndVisible = <font class="keyword">true</font>; +00700 <font class="keywordflow">return</font>; +00701 } +00702 <font class="keywordflow">else</font> +00703 { +00706 <font class="keywordflow">for</font>(sint i=0; i < (sint)pyramid.size(); i++) +00707 { +00708 <font class="keywordflow">if</font> ( !pss->_PrecomputedBBox.clipBack(pyramid[i] * mat ) ) +00709 { +00710 +00711 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00712 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00713 <font class="keywordflow">return</font>; +00714 } +00715 } +00716 +00717 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00718 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00719 m->_InClusterAndVisible = <font class="keyword">true</font>; +00720 <font class="keywordflow">return</font>; +00721 +00722 } +00723 } +00724 +00725 <font class="comment">//=========================================================================================================</font> +00726 <font class="comment">// the system is already instanciated</font> +00727 +00728 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps); +00730 <font class="keywordflow">if</font> (m->checkAgainstPyramid(pyramid) == <font class="keyword">false</font>) +00731 { +00732 <font class="keywordflow">if</font> (!m->_EditionMode) +00733 { +00734 <font class="comment">// system near, but maybe not in cluster.. </font> +00735 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00736 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00737 } +00738 <font class="keywordflow">return</font>; +00739 } +00740 +00741 +00742 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; +00743 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>(); +00744 m->_InClusterAndVisible = <font class="keyword">true</font>; +00745 } +00746 +00747 <font class="comment">//===================================================================</font> +<a name="l00748"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">00748</a> <font class="keywordtype">bool</font> CParticleSystemClipObs::checkDestroyCondition(CParticleSystem *ps, CParticleSystemModel *m) +00749 { +00750 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps && m); +00751 <font class="keywordflow">if</font> (!m->_EditionMode) +00752 { +00756 <font class="keywordflow">if</font> (ps->getAnimType() != CParticleSystem::AnimAlways) +00757 { +00758 <font class="comment">// test deletion condition (no more particle, no more particle and emitters)</font> +00759 <font class="keywordflow">if</font> (ps->getDestroyCondition() != CParticleSystem::none) +00760 { +00761 <font class="keywordflow">if</font> (ps->getSystemDate() > ps->getDelayBeforeDeathConditionTest()) +00762 { +00763 <font class="keywordflow">switch</font> (ps->getDestroyCondition()) +00764 { +00765 <font class="keywordflow">case</font> CParticleSystem::noMoreParticles: +00766 <font class="keywordflow">if</font> (!ps->hasParticles()) +00767 { +00768 m->releaseRscAndInvalidate(); +00769 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00770 } +00771 <font class="keywordflow">break</font>; +00772 <font class="keywordflow">case</font> CParticleSystem::noMoreParticlesAndEmitters: +00773 <font class="keywordflow">if</font> (!ps->hasParticles() && !ps->hasEmitters()) +00774 { +00775 m->releaseRscAndInvalidate(); +00776 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00777 } +00778 <font class="keywordflow">break</font>; +00779 <font class="keywordflow">default</font>: <font class="keywordflow">break</font>; +00780 } +00781 } +00782 } +00783 } +00784 } +00785 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00786 } +00787 +00788 <font class="comment">//===================================================================</font> +<a name="l00789"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_5">00789</a> <font class="keywordtype">void</font> CParticleSystemModel::bypassGlobalUserParamValue(uint userParamIndex,<font class="keywordtype">bool</font> byPass <font class="comment">/*=true*/</font>) +00790 { +00791 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font> +00792 <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>); +00793 <font class="keywordflow">if</font> (byPass) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> |= (1 << userParamIndex); +00794 <font class="keywordflow">else</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> &= ~(1 << userParamIndex); +00795 } +00796 +00797 <font class="comment">//===================================================================</font> +<a name="l00798"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_6">00798</a> <font class="keywordtype">bool</font> CParticleSystemModel::isGlobalUserParamValueBypassed(uint userParamIndex)<font class="keyword"> const</font> +00799 <font class="keyword"></font>{ +00800 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font> +00801 <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>); +00802 <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> & (1 << userParamIndex)) != 0; +00803 } +00804 +00805 +00806 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |