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particle_system_manager.cppGo to the documentation of this file.00001 00007 /* Copyright, 2000 - 2002 Nevrax Ltd. 00008 * 00009 * This file is part of NEVRAX NEL. 00010 * NEVRAX NEL is free software; you can redistribute it and/or modify 00011 * it under the terms of the GNU General Public License as published by 00012 * the Free Software Foundation; either version 2, or (at your option) 00013 * any later version. 00014 00015 * NEVRAX NEL is distributed in the hope that it will be useful, but 00016 * WITHOUT ANY WARRANTY; without even the implied warranty of 00017 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00018 * General Public License for more details. 00019 00020 * You should have received a copy of the GNU General Public License 00021 * along with NEVRAX NEL; see the file COPYING. If not, write to the 00022 * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, 00023 * MA 02111-1307, USA. 00024 */ 00025 00026 #include "std3d.h" 00027 00028 #include "3d/particle_system_manager.h" 00029 #include "3d/particle_system_model.h" 00030 #include "3d/scene.h" 00031 00032 namespace NL3D { 00033 00035 CParticleSystemManager::CParticleSystemManager() : _NumModels(0) 00036 { 00037 _CurrListIterator = _ModelList.end(); 00038 } 00039 00041 void CParticleSystemManager::refreshModels(const std::vector<NLMISC::CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos) 00042 { 00043 #ifdef NL_DEBUG 00044 nlassert(_NumModels == _ModelList.size()); 00045 #endif 00046 00047 if (_NumModels == 0) return; 00048 const uint toProcess = std::min(_NumModels, (uint) NumProcessToRefresh); 00049 00050 for (uint k = 0; k < toProcess; ++k) 00051 { 00052 if (_CurrListIterator == _ModelList.end()) 00053 { 00054 _CurrListIterator = _ModelList.begin(); 00055 } 00056 00057 if ((*_CurrListIterator)->refreshRscDeletion(worldFrustumPyramid, viewerPos)) // check if the resources of the model must be released (which also release them) 00058 { 00059 _CurrListIterator = _ModelList.erase(_CurrListIterator); 00060 -- _NumModels; 00061 } 00062 else 00063 { 00064 ++ _CurrListIterator; 00065 } 00066 } 00067 00068 #ifdef NL_DEBUG 00069 nlassert(_NumModels == _ModelList.size()); 00070 #endif 00071 } 00072 00074 CParticleSystemManager::TModelHandle CParticleSystemManager::addSystemModel(CParticleSystemModel *model) 00075 { 00076 #ifdef NL_DEBUG 00077 nlassert(std::find(_ModelList.begin(), _ModelList.end(), model) == _ModelList.end()); 00078 #endif 00079 _ModelList.push_front(model); 00080 ++_NumModels; 00081 00082 #ifdef NL_DEBUG 00083 nlassert(_NumModels == _ModelList.size()); 00084 #endif 00085 00086 TModelHandle handle; 00087 handle.Valid = true; 00088 handle.Iter = _ModelList.begin(); 00089 return handle; 00090 } 00091 00092 00094 void CParticleSystemManager::removeSystemModel(TModelHandle &handle) 00095 { 00096 nlassert(handle.Valid); 00097 #ifdef NL_DEBUG 00098 nlassert(_NumModels == _ModelList.size()); 00099 #endif 00100 nlassert(_NumModels != 0); 00101 if (handle.Iter == _CurrListIterator) 00102 { 00103 ++_CurrListIterator; 00104 } 00105 00106 _ModelList.erase(handle.Iter); 00107 --_NumModels; 00108 #ifdef NL_DEBUG 00109 nlassert(_NumModels == _ModelList.size()); 00110 #endif 00111 } 00112 00113 00115 CParticleSystemManager::TModelHandle CParticleSystemManager::addPermanentlyAnimatedSystem(CParticleSystemModel *ps) 00116 { 00117 #ifdef NL_DEBUG 00118 nlassert(std::find(_PermanentlyAnimatedModelList.begin(), _PermanentlyAnimatedModelList.end(), ps) == _PermanentlyAnimatedModelList.end()); 00119 #endif 00120 _PermanentlyAnimatedModelList.push_front(ps); 00121 00122 00123 TModelHandle handle; 00124 handle.Valid = true; 00125 handle.Iter = _PermanentlyAnimatedModelList.begin(); 00126 return handle; 00127 } 00128 00130 void CParticleSystemManager::removePermanentlyAnimatedSystem(CParticleSystemManager::TModelHandle &handle) 00131 { 00132 nlassert(handle.Valid); 00133 _PermanentlyAnimatedModelList.erase(handle.Iter); 00134 } 00135 00137 void CParticleSystemManager::processAnimate(TAnimationTime deltaT) 00138 { 00139 for (TModelList::iterator it = _PermanentlyAnimatedModelList.begin(); it != _PermanentlyAnimatedModelList.end(); ++it) 00140 { 00141 CParticleSystemModel &psm = *(*it); 00142 CParticleSystem *ps = psm.getPS(); 00143 if (ps) 00144 { 00145 if (psm.isAutoGetEllapsedTimeEnabled()) 00146 { 00147 psm.setEllapsedTime(ps->getScene()->getEllapsedTime() * psm.getEllapsedTimeRatio()); 00148 } 00149 TAnimationTime delay = psm.getEllapsedTime(); 00150 // animate particles 00151 ps->step(CParticleSystem::Anim, delay); 00152 00153 if (!psm.getEditionMode()) 00154 { 00155 // test deletion condition (no more particle, no more particle and emitters) 00156 if (ps->getDestroyCondition() != CParticleSystem::none) 00157 { 00158 if (ps->getSystemDate() > ps->getDelayBeforeDeathConditionTest()) 00159 { 00160 switch (ps->getDestroyCondition()) 00161 { 00162 case CParticleSystem::noMoreParticles: 00163 if (!ps->hasParticles()) 00164 { 00165 psm.releaseRscAndInvalidate(); 00166 return; 00167 } 00168 break; 00169 case CParticleSystem::noMoreParticlesAndEmitters: 00170 if (!ps->hasParticles() && !ps->hasEmitters()) 00171 { 00172 psm.releaseRscAndInvalidate(); 00173 return; 00174 } 00175 break; 00176 default: break; 00177 } 00178 } 00179 } 00180 } 00181 } 00182 } 00183 } 00184 00185 } // NL3D |