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+<hr><h1>particle_system_shape.cpp</h1><a href="particle__system__shape_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="particle__system_8h.html">3d/particle_system.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="particle__system__shape_8h.html">3d/particle_system_shape.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="mem__stream_8h.html">nel/misc/mem_stream.h</a>"</font>
+00035
+00036
+00037
+00038 <font class="keyword">namespace </font>NL3D {
+00039
+00040 <font class="keyword">using</font> <a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a>;
+00041 <font class="keyword">using</font> <a class="code" href="classNLMISC_1_1CIFile.html">NLMISC::CIFile</a>;
+00042
+00043
+00044
+00045
+00046 <font class="comment">// private usage : macro to check the memory integrity</font>
+00047 <font class="preprocessor">#if defined(NL_DEBUG) &amp;&amp; defined(NL_OS_WINDOWS)</font>
+00048 <font class="preprocessor"></font><font class="preprocessor"> #include &lt;crtdbg.h&gt;</font>
+00049 <font class="comment">//#define PARTICLES_CHECK_MEM nlassert(_CrtCheckMemory());</font>
+00050 <font class="preprocessor"> #define PARTICLES_CHECK_MEM </font>
+00051 <font class="preprocessor"></font><font class="preprocessor">#else</font>
+<a name="l00052"></a><a class="code" href="particle__system__shape_8cpp.html#a0">00052</a> <font class="preprocessor"></font><font class="preprocessor"> #define PARTICLES_CHECK_MEM</font>
+00053 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
+00054 <font class="preprocessor"></font>
+<a name="l00056"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a0">00056</a> CParticleSystemShape::CParticleSystemShape() : _MaxViewDist(100.f),
+00057 _DestroyWhenOutOfFrustum(false),
+00058 _DestroyModelWhenOutOfRange(false),
+00059 _UsePrecomputedBBox(false),
+00060 _Sharing(false)
+00061 {
+00062 <font class="keywordflow">for</font> (<a class="code" href="types__nl_8h.html#a13">uint</a> k = 0; k &lt; 4; ++k)
+00063 {
+00064 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n3">_UserParamDefaultTrack</a>[k].setValue(0);
+00065 }
+00066 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n4">_DefaultPos</a>.setValue(CVector::Null);
+00067 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n5">_DefaultScale</a>.setValue( CVector(1, 1, 1) );
+00068 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n6">_DefaultRotQuat</a>.setValue(CQuat());
+00069 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n7">_DefaultTriggerTrack</a>.setValue(<font class="keyword">true</font>); <font class="comment">// by default, system start as soon as they are instanciated</font>
+00070
+00071 }
+00072
+<a name="l00074"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a4">00074</a> <font class="keywordtype">void</font> CParticleSystemShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00075 {
+00076 <a class="code" href="types__nl_8h.html#a12">sint</a> ver = f.serialVersion(6);
+00078 NLMISC::CVector8 &amp;buf = _ParticleSystemProto.bufferAsVector();
+00079 f.serialCont(buf);
+00080 <font class="keywordflow">if</font> (ver &gt; 1)
+00081 {
+00082 <font class="comment">// serial default tracks</font>
+00083 <font class="keywordflow">for</font> (<a class="code" href="types__nl_8h.html#a13">uint</a> k = 0; k &lt; 4; ++k)
+00084 {
+00085 f.serial(_UserParamDefaultTrack[k]);
+00086 }
+00087 }
+00088 <font class="keywordflow">if</font> ( ver &gt; 2)
+00089 {
+00090 f.serial (_DefaultPos);
+00091 f.serial (_DefaultScale);
+00092 f.serial (_DefaultRotQuat);
+00093 }
+00094 <font class="keywordflow">if</font> ( ver &gt; 3)
+00095 {
+00096 f.serial(_MaxViewDist);
+00097 f.serial(_DestroyWhenOutOfFrustum);
+00098 f.serial(_DestroyModelWhenOutOfRange);
+00099 }
+00100 <font class="keywordflow">if</font> ( ver &gt; 4)
+00101 {
+00102 f.serial(_UsePrecomputedBBox);
+00103 <font class="keywordflow">if</font> (_UsePrecomputedBBox)
+00104 {
+00105 f.serial(_PrecomputedBBox);
+00106 }
+00107 }
+00108 <font class="keywordflow">if</font> ( ver &gt; 5)
+00109 {
+00110 f.serial(_Sharing);
+00111 }
+00112 }
+00113
+<a name="l00115"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a1">00115</a> <font class="keywordtype">void</font> CParticleSystemShape::buildFromPS(<font class="keyword">const</font> CParticleSystem &amp;ps)
+00116 {
+00117 <font class="comment">// must be sure that we are writting in the stream</font>
+00118 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+00119 {
+00120 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a17">invert</a>();
+00121 }
+00122
+00123 <font class="comment">// to have const correctness in the prototype, we must do this...</font>
+00124 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *myPs = const_cast&lt;CParticleSystem *&gt;(&amp;ps);
+00125 <a class="code" href="debug_8h.html#a6">nlassert</a>(myPs);
+00126 <font class="comment">// build the prototype</font>
+00127 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a27">serialPtr</a>(myPs);
+00128
+00129 <font class="comment">// mirror some system values</font>
+00130 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n1">_MaxViewDist</a> = myPs-&gt;getMaxViewDist();
+00131 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n9">_DestroyWhenOutOfFrustum</a> = myPs-&gt;doesDestroyWhenOutOfFrustum();
+00132 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n10">_DestroyModelWhenOutOfRange</a> = myPs-&gt;getDestroyModelWhenOutOfRange();
+00133 <font class="keywordflow">if</font> (!myPs-&gt;getAutoComputeBBox())
+00134 {
+00135 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a> = <font class="keyword">true</font>;
+00136 myPs-&gt;computeBBox(<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n2">_PrecomputedBBox</a>);
+00137 }
+00138 <font class="keywordflow">else</font>
+00139 {
+00140 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a> = <font class="keyword">false</font>;
+00141 }
+00142 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n12">_Sharing</a> = myPs-&gt;isSharingEnabled();
+00143 }
+00144
+<a name="l00146"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a8">00146</a> <font class="keywordtype">void</font> CParticleSystemShape::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)<font class="keyword"> const</font>
+00147 <font class="keyword"></font>{
+00148 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a>)
+00149 {
+00150 bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z249_0">setCenter</a>(<a class="code" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>);
+00151 bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z249_1">setHalfSize</a>(<a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>(1, 1, 1));
+00152 }
+00153 <font class="keywordflow">else</font>
+00154 {
+00155 bbox = <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n2">_PrecomputedBBox</a>;
+00156 }
+00157 }
+00158
+<a name="l00160"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a10">00160</a> CParticleSystem *CParticleSystemShape::instanciatePS(CScene &amp;scene)
+00161 {
+00162 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n12">_Sharing</a> &amp;&amp; <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a> != NULL) <font class="comment">// is sharing enabled, and is a system already instanciated</font>
+00163 {
+00164 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a>;
+00165 }
+00166
+00167 <font class="comment">// copy the datas</font>
+00168 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *myInstance = NULL;
+00169
+00170 <font class="comment">// serialize from the memory stream </font>
+00171 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) <font class="comment">// we must be sure that we are reading the stream</font>
+00172 {
+00173 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a17">invert</a>();
+00174 }
+00175
+00176 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a18">resetPtrTable</a>();
+00177 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a7">seek</a>(0, IStream::begin);
+00178 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a27">serialPtr</a>(myInstance); <font class="comment">// instanciate the system </font>
+00179
+00180
+00181 myInstance-&gt;setScene(&amp;scene);
+00182
+00183 <font class="keywordflow">if</font> (_Sharing)
+00184 {
+00185 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a> = myInstance; <font class="comment">// set this as the first shared instance</font>
+00186 }
+00187
+00188 <font class="keywordflow">return</font> myInstance;
+00189 }
+00190
+<a name="l00192"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a3">00192</a> CTransformShape *CParticleSystemShape::createInstance(CScene &amp;scene)
+00193 {
+00194 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *psm = NLMISC::safe_cast&lt;CParticleSystemModel *&gt;(scene.createModel(NL3D::ParticleSystemModelId) );
+00195 psm-&gt;Shape = <font class="keyword">this</font>;
+00196 psm-&gt;_Scene = &amp;scene; <font class="comment">// the model needs the scene to recreate the particle system he holds </font>
+00197 <font class="comment">// by default, we don't instanciate the system. It will be instanciated only if visible and triggered</font>
+00198 <font class="comment">// psm-&gt;_ParticleSystem = instanciatePS(scene); </font>
+00199
+00200 <font class="comment">// Setup position with the default value</font>
+00201 psm-&gt;ITransformable::setPos( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n4">_DefaultPos</a>.getValue()).Value );
+00202 psm-&gt;ITransformable::setRotQuat( ((<a class="code" href="namespaceNL3D.html#a16">CAnimatedValueQuat</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n6">_DefaultRotQuat</a>.getValue()).Value );
+00203 psm-&gt;ITransformable::setScale( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n5">_DefaultScale</a>.getValue()).Value );
+00204
+00205 <font class="comment">// LoadBalancing backward compatibility: ParticleSystems are added to the "Global" Load Balancing Group.</font>
+00206 psm-&gt;setLoadBalancingGroup(<font class="stringliteral">"Global"</font>);
+00207
+00208 <font class="keywordflow">return</font> psm;
+00209 }
+00210
+<a name="l00212"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#z606_0">00212</a> <font class="keywordtype">void</font> CParticleSystemShape::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">bool</font> passOpaque)
+00213 {
+00214 <a class="code" href="debug_8h.html#a6">nlassert</a>(dynamic_cast&lt;CParticleSystemModel *&gt;(trans));
+00215 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
+00216 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *psm = (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *) trans;
+00217 <font class="keywordflow">if</font> (psm-&gt;_Invalidated) <font class="keywordflow">return</font>;
+00218 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *ps = psm-&gt;getPS();
+00220 <font class="keywordflow">if</font> (!ps) <font class="keywordflow">return</font>;
+00221
+00222 <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm-&gt;getEllapsedTime();
+00223 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps-&gt;getScene());
+00224
+00226 <font class="comment">// render particles //</font>
+00228 <font class="comment"></font>
+00230 <font class="comment"> if (ps-&gt;isSharingEnabled())</font>
+00231 {
+00232 ps-&gt;setSysMat(trans-&gt;getWorldMatrix());
+00233 }
+00234
+00235 <font class="comment">// Setup the matrix.</font>
+00237 <font class="comment"></font>
+00238 ps-&gt;setDriver(drv);
+00239 <font class="comment">// draw particle</font>
+00240 <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
+00241 <font class="keywordflow">if</font> (passOpaque)
+00242 {
+00243 ps-&gt;step(CParticleSystem::SolidRender, delay);
+00244 }
+00245 <font class="keywordflow">else</font>
+00246 {
+00247 ps-&gt;step(CParticleSystem::BlendRender, delay);
+00248 }
+00249 <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
+00250 <font class="keywordflow">if</font> (psm-&gt;isToolDisplayEnabled())
+00251 {
+00252 ps-&gt;step(CParticleSystem::ToolRender, delay);
+00253 <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
+00254 }
+00255 }
+00256
+00257 } <font class="comment">// NL3D</font>
+</pre></div>
+
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