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<h1>particle_system_manager.cpp</h1><a href="a04723.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <span class="comment">/* Copyright, 2000 - 2002 Nevrax Ltd.</span>
00008 <span class="comment"> *</span>
00009 <span class="comment"> * This file is part of NEVRAX NEL.</span>
00010 <span class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</span>
00011 <span class="comment"> * it under the terms of the GNU General Public License as published by</span>
00012 <span class="comment"> * the Free Software Foundation; either version 2, or (at your option)</span>
00013 <span class="comment"> * any later version.</span>
00014 <span class="comment"></span>
00015 <span class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</span>
00016 <span class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</span>
00017 <span class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</span>
00018 <span class="comment"> * General Public License for more details.</span>
00019 <span class="comment"></span>
00020 <span class="comment"> * You should have received a copy of the GNU General Public License</span>
00021 <span class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</span>
00022 <span class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</span>
00023 <span class="comment"> * MA 02111-1307, USA.</span>
00024 <span class="comment"> */</span>
00025
00026 <span class="preprocessor">#include "<a class="code" href="a05015.html">std3d.h</a>"</span>
00027
00028 <span class="preprocessor">#include "<a class="code" href="a04724.html">3d/particle_system_manager.h</a>"</span>
00029 <span class="preprocessor">#include "<a class="code" href="a04726.html">3d/particle_system_model.h</a>"</span>
00030 <span class="preprocessor">#include "<a class="code" href="a04926.html">3d/scene.h</a>"</span>
00031 <span class="preprocessor">#include "<a class="code" href="a04971.html">3d/skeleton_model.h</a>"</span>
00032
00033
00034 <span class="keyword">namespace </span>NL3D {
00035
00036
<a name="l00037"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">00037</a> <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagery1">CParticleSystemManager::TManagerList</a> &CParticleSystemManager::getManagerList()
00038 {
00039 <span class="keyword">static</span> <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagery1">TManagerList</a> *manager = NULL;
00040 <span class="keywordflow">if</span> (manager == NULL)
00041 {
00042 manager = <span class="keyword">new</span> <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagery1">TManagerList</a>;
00043 }
00044 <span class="keywordflow">return</span> *manager;
00045 }
00046
00047
00048
00049
<a name="l00051"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera0">00051</a> CParticleSystemManager::CParticleSystemManager() : _NumModels(0)
00052 {
00053 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a> = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end();
00054 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().push_front(<span class="keyword">this</span>);
00055 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr1">_GlobalListHandle</a> = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().begin();
00056 }
00057
<a name="l00059"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera5">00059</a> CParticleSystemManager::~CParticleSystemManager()
00060 {
00061 <span class="comment">// remove from global list</span>
00062 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().erase(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr1">_GlobalListHandle</a>);
00063 }
00064
<a name="l00066"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera3">00066</a> <span class="keywordtype">void</span> CParticleSystemManager::refreshModels(<span class="keyword">const</span> std::vector<NLMISC::CPlane> &worldFrustumPyramid, <span class="keyword">const</span> <a class="code" href="a03128.html">NLMISC::CVector</a> &viewerPos)
00067 {
00068 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00069 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.size());
00070 <span class="preprocessor"> #endif</span>
00071 <span class="preprocessor"></span>
00072 <span class="keywordflow">if</span> (<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == 0) <span class="keywordflow">return</span>;
00073 <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> toProcess = <a class="code" href="a04061.html#a0">std::min</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a>, (<a class="code" href="a04558.html#a15">uint</a>) <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerw0NL3D_1_1CParticleSystemManagerw1">NumProcessToRefresh</a>);
00074 TModelList::iterator nextIt;
00075 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> k = 0; k < toProcess; ++k)
00076 {
00077 <span class="keywordflow">if</span> (<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end())
00078 {
00079 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a> = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.begin();
00080 }
00081 nextIt = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a>;
00082 ++ nextIt;
00083 (*_CurrListIterator)->refreshRscDeletion(worldFrustumPyramid, viewerPos);
00084 _CurrListIterator = nextIt;
00085 <span class="keywordflow">if</span> (<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == 0) <span class="keywordflow">break</span>;
00086 }
00087
00088 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00089 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.size());
00090 <span class="preprocessor"> #endif</span>
00091 <span class="preprocessor"></span>}
00092
<a name="l00094"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerd1">00094</a> <a class="code" href="a03051.html">CParticleSystemManager::TModelHandle</a> CParticleSystemManager::addSystemModel(<a class="code" href="a03052.html">CParticleSystemModel</a> *model)
00095 {
00096 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00097 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(std::find(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.begin(), <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end(), model) == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end());
00098 <span class="preprocessor"> #endif</span>
00099 <span class="preprocessor"></span> <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.push_front(model);
00100 ++<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a>;
00101
00102 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00103 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.size());
00104 <span class="preprocessor"> #endif</span>
00105 <span class="preprocessor"></span>
00106 <a class="code" href="a03051.html">TModelHandle</a> handle;
00107 handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo1">Valid</a> = <span class="keyword">true</span>;
00108 handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo0">Iter</a> = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.begin();
00109 <span class="keywordflow">return</span> handle;
00110 }
00111
00112
<a name="l00114"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerd3">00114</a> <span class="keywordtype">void</span> CParticleSystemManager::removeSystemModel(<a class="code" href="a03051.html">TModelHandle</a> &handle)
00115 {
00116 <a class="code" href="a04199.html#a6">nlassert</a>(handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo1">Valid</a>);
00117 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00118 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.size());
00119 <span class="preprocessor"> #endif</span>
00120 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> != 0);
00121 <span class="keywordflow">if</span> (handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo0">Iter</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a>)
00122 {
00123 ++<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr0">_CurrListIterator</a>;
00124 }
00125
00126 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.erase(handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo0">Iter</a>);
00127 --<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a>;
00128 handle.<a class="code" href="a03051.html#NL3D_1_1CParticleSystemManager_1_1TModelHandleo1">Valid</a> = <span class="keyword">false</span>;
00129 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00130 <span class="preprocessor"></span> <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr3">_NumModels</a> == <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.size());
00131 <span class="preprocessor"> #endif</span>
00132 <span class="preprocessor"></span>}
00133
00134
<a name="l00136"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerd0">00136</a> <a class="code" href="a03050.html">CParticleSystemManager::TAlwaysAnimatedModelHandle</a> CParticleSystemManager::addPermanentlyAnimatedSystem(<a class="code" href="a03052.html">CParticleSystemModel</a> *ps)
00137 {
00138 <span class="preprocessor"> #ifdef NL_DEBUG</span>
00139 <span class="preprocessor"></span> <span class="keywordflow">for</span>(TAlwaysAnimatedModelList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.end(); ++it)
00140 {
00141 <a class="code" href="a04199.html#a6">nlassert</a>(it->Model != ps);
00142 }
00143 <span class="preprocessor"> #endif</span>
00144 <span class="preprocessor"></span> <a class="code" href="a03049.html">CAlwaysAnimatedPS</a> aaps;
00145 aaps.<a class="code" href="a03049.html#NL3D_1_1CParticleSystemManager_1_1CAlwaysAnimatedPSo2">Model</a> = ps;
00146 aaps.<a class="code" href="a03049.html#NL3D_1_1CParticleSystemManager_1_1CAlwaysAnimatedPSo0">HasAncestorSkeleton</a> = <span class="keyword">false</span>; <span class="comment">// even if there's an ancestor skeleton yet, force the manager to recompute relative pos of the system when clipped </span>
00147 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.push_front(aaps);
00148
00149
00150 <a class="code" href="a03050.html">TAlwaysAnimatedModelHandle</a> handle;
00151 handle.<a class="code" href="a03050.html#NL3D_1_1CParticleSystemManager_1_1TAlwaysAnimatedModelHandleo1">Valid</a> = <span class="keyword">true</span>;
00152 handle.<a class="code" href="a03050.html#NL3D_1_1CParticleSystemManager_1_1TAlwaysAnimatedModelHandleo0">Iter</a> = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.begin();
00153 <span class="keywordflow">return</span> handle;
00154 }
00155
<a name="l00157"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerd2">00157</a> <span class="keywordtype">void</span> CParticleSystemManager::removePermanentlyAnimatedSystem(<a class="code" href="a03050.html">CParticleSystemManager::TAlwaysAnimatedModelHandle</a> &handle)
00158 {
00159 <a class="code" href="a04199.html#a6">nlassert</a>(handle.<a class="code" href="a03050.html#NL3D_1_1CParticleSystemManager_1_1TAlwaysAnimatedModelHandleo1">Valid</a>);
00160 <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.erase(handle.<a class="code" href="a03050.html#NL3D_1_1CParticleSystemManager_1_1TAlwaysAnimatedModelHandleo0">Iter</a>);
00161 handle.<a class="code" href="a03050.html#NL3D_1_1CParticleSystemManager_1_1TAlwaysAnimatedModelHandleo1">Valid</a> = <span class="keyword">false</span>;
00162 }
00163
<a name="l00165"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera1">00165</a> <span class="keywordtype">void</span> CParticleSystemManager::processAnimate(<a class="code" href="a05363.html#a366">TAnimationTime</a> deltaT)
00166 {
00167 <span class="keywordflow">for</span> (TAlwaysAnimatedModelList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.end();)
00168 {
00169 <a class="code" href="a03052.html">CParticleSystemModel</a> &psm = *(it->Model);
00170 <a class="code" href="a03041.html">CParticleSystem</a> *ps = psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModelz618_1">getPS</a>();
00171 TAlwaysAnimatedModelList::iterator nextIt = it;
00172 nextIt++;
00173 <span class="keywordflow">if</span> (ps)
00174 {
00175 <span class="comment">// test if already auto-animated</span>
00176 <span class="keywordflow">if</span> (ps-><a class="code" href="a03041.html#NL3D_1_1CParticleSystemz601_7">getAnimType</a>() != CParticleSystem::AnimAlways)
00177 {
00178 psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModeld4">invalidateAutoAnimatedHandle</a>();
00179 it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr4">_PermanentlyAnimatedModelList</a>.erase(it);
00180 <span class="keywordflow">continue</span>;
00181 }
00182 <span class="comment">// special case for sticked fxs :</span>
00183 <span class="comment">// When a fx is sticked as a son of a skeleton model, the skeleton matrix is not updated </span>
00184 <span class="comment">// when the skeleton is not visible (clipped)</span>
00185 <span class="comment">// This is a concern when fx generate trails because when the skeleton becomes visible again,</span>
00186 <span class="comment">// a trail will appear between the previous visible pos and the new visible pos</span>
00187 <span class="comment">// to solve this :</span>
00188 <span class="comment">// When the ancestor skeleton is visible, we backup the relative position to the ancestor skeleton.</span>
00189 <span class="comment">// - if it is not visible at start, we must evaluate the position of the stick point anyway</span>
00190 <span class="comment">// When the father skeleton is clipped, we use the relative position </span>
00191 <span class="keywordflow">if</span> (psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela6">getAncestorSkeletonModel</a>())
00192 {
00193 <span class="keywordflow">if</span>(psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela6">getAncestorSkeletonModel</a>()-><a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela24">getVisibility</a>() != CHrcTrav::Hide) <span class="comment">// matrix of ancestor is irrelevant if the system is hidden (because sticked to hidden parent for example)</span>
00194 {
00195 <span class="keywordflow">if</span> (!psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela28">isClipVisible</a>()) <span class="comment">// the system may not be visible because of clod</span>
00196 {
00197 <span class="keywordflow">if</span> (!it->IsRelMatrix) <span class="comment">// relative matrix already computed ?</span>
00198 {
00199 <span class="keywordflow">if</span> (!it->HasAncestorSkeleton)
00200 {
00201 psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModelb2">forceCompute</a>();
00202 }
00203 it->OldAncestorMatOrRelPos = it->OldAncestorMatOrRelPos.inverted() * psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela25">getWorldMatrix</a>();
00204 it->IsRelMatrix = <span class="keyword">true</span>;
00205 }
00206 psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela45">setWorldMatrix</a>(psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela6">getAncestorSkeletonModel</a>()-><a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela25">getWorldMatrix</a>() * it->OldAncestorMatOrRelPos);
00207 }
00208 <span class="keywordflow">else</span>
00209 {
00210 <span class="comment">// backup ancestor position matrix relative to the ancestor skeleton</span>
00211 it->HasAncestorSkeleton = <span class="keyword">true</span>;
00212 it->OldAncestorMatOrRelPos = psm.<a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela6">getAncestorSkeletonModel</a>()-><a class="code" href="a02316.html#NL3D_1_1CWaveMakerModela25">getWorldMatrix</a>();
00213 it->IsRelMatrix = <span class="keyword">false</span>;
00214 }
00215 }
00216 }
00217 psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModeld2">doAnimate</a>();
00218 <span class="keywordflow">if</span> (!psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModelz623_1">getEditionMode</a>())
00219 {
00220 <span class="comment">// test deletion condition (no more particle, no more particle and emitters)</span>
00221 <span class="keywordflow">if</span> (ps-><a class="code" href="a03041.html#NL3D_1_1CParticleSystemz601_16">isDestroyConditionVerified</a>())
00222 {
00223 psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModeld9">releaseRscAndInvalidate</a>();
00224 }
00225 }
00226
00227 }
00228 it = nextIt;
00229 }
00230 }
00231
<a name="l00233"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera4">00233</a> <span class="keywordtype">void</span> CParticleSystemManager::stopSound()
00234 {
00235 <span class="keywordflow">for</span>(TModelList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end(); ++it)
00236 {
00237 <a class="code" href="a03052.html">CParticleSystemModel</a> &psm = *(*it);
00238 <a class="code" href="a03041.html">CParticleSystem</a> *ps = psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModelz618_1">getPS</a>();
00239 <span class="keywordflow">if</span> (ps)
00240 {
00241 ps-><a class="code" href="a03041.html#NL3D_1_1CParticleSystemz603_1">stopSound</a>();
00242 }
00243 }
00244 }
00245
<a name="l00247"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagera2">00247</a> <span class="keywordtype">void</span> CParticleSystemManager::reactivateSound()
00248 {
00249 <span class="keywordflow">for</span>(TModelList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerr2">_ModelList</a>.end(); ++it)
00250 {
00251 <a class="code" href="a03052.html">CParticleSystemModel</a> &psm = *(*it);
00252 <a class="code" href="a03041.html">CParticleSystem</a> *ps = psm.<a class="code" href="a03052.html#NL3D_1_1CParticleSystemModelz618_1">getPS</a>();
00253 <span class="keywordflow">if</span> (ps)
00254 {
00255 ps-><a class="code" href="a03041.html#NL3D_1_1CParticleSystemz603_0">reactivateSound</a>();
00256 }
00257 }
00258 }
00259
<a name="l00261"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagere1">00261</a> <span class="keywordtype">void</span> CParticleSystemManager::stopSoundForAllManagers()
00262 {
00263 <span class="keywordflow">for</span>(TManagerList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().end(); ++it)
00264 {
00265 <a class="code" href="a04199.html#a6">nlassert</a>(*it);
00266 (*it)->stopSound();
00267 }
00268 }
00269
<a name="l00271"></a><a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagere0">00271</a> <span class="keywordtype">void</span> CParticleSystemManager::reactivateSoundForAllManagers()
00272 {
00273 <span class="keywordflow">for</span>(TManagerList::iterator it = <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().begin(); it != <a class="code" href="a03048.html#NL3D_1_1CParticleSystemManagerh0">getManagerList</a>().end(); ++it)
00274 {
00275 <a class="code" href="a04199.html#a6">nlassert</a>(*it);
00276 (*it)->reactivateSound();
00277 }
00278 }
00279
00280
00281
00282 } <span class="comment">// NL3D</span>
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
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