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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_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) && defined(NL_OS_WINDOWS)</font> +00048 <font class="preprocessor"></font><font class="preprocessor"> #include <crtdbg.h></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 < 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> &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 &buf = _ParticleSystemProto.bufferAsVector(); +00079 f.serialCont(buf); +00080 <font class="keywordflow">if</font> (ver > 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 < 4; ++k) +00084 { +00085 f.serial(_UserParamDefaultTrack[k]); +00086 } +00087 } +00088 <font class="keywordflow">if</font> ( ver > 2) +00089 { +00090 f.serial (_DefaultPos); +00091 f.serial (_DefaultScale); +00092 f.serial (_DefaultRotQuat); +00093 } +00094 <font class="keywordflow">if</font> ( ver > 3) +00095 { +00096 f.serial(_MaxViewDist); +00097 f.serial(_DestroyWhenOutOfFrustum); +00098 f.serial(_DestroyModelWhenOutOfRange); +00099 } +00100 <font class="keywordflow">if</font> ( ver > 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 > 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 &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<CParticleSystem *>(&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->getMaxViewDist(); +00131 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n9">_DestroyWhenOutOfFrustum</a> = myPs->doesDestroyWhenOutOfFrustum(); +00132 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n10">_DestroyModelWhenOutOfRange</a> = myPs->getDestroyModelWhenOutOfRange(); +00133 <font class="keywordflow">if</font> (!myPs->getAutoComputeBBox()) +00134 { +00135 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a> = <font class="keyword">true</font>; +00136 myPs->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->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> &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 &scene) +00161 { +00162 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n12">_Sharing</a> && <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->setScene(&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 &scene) +00193 { +00194 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *psm = NLMISC::safe_cast<CParticleSystemModel *>(scene.createModel(NL3D::ParticleSystemModelId) ); +00195 psm->Shape = <font class="keyword">this</font>; +00196 psm->_Scene = &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->_ParticleSystem = instanciatePS(scene); </font> +00199 +00200 <font class="comment">// Setup position with the default value</font> +00201 psm->ITransformable::setPos( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n4">_DefaultPos</a>.getValue()).Value ); +00202 psm->ITransformable::setRotQuat( ((<a class="code" href="namespaceNL3D.html#a16">CAnimatedValueQuat</a>&)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n6">_DefaultRotQuat</a>.getValue()).Value ); +00203 psm->ITransformable::setScale( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&)<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->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<CParticleSystemModel *>(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->_Invalidated) <font class="keywordflow">return</font>; +00218 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *ps = psm->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->getEllapsedTime(); +00223 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps->getScene()); +00224 +00226 <font class="comment">// render particles //</font> +00228 <font class="comment"></font> +00230 <font class="comment"> if (ps->isSharingEnabled())</font> +00231 { +00232 ps->setSysMat(trans->getWorldMatrix()); +00233 } +00234 +00235 <font class="comment">// Setup the matrix.</font> +00237 <font class="comment"></font> +00238 ps->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->step(CParticleSystem::SolidRender, delay); +00244 } +00245 <font class="keywordflow">else</font> +00246 { +00247 ps->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->isToolDisplayEnabled()) +00251 { +00252 ps->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> + +<!-- 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> |