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<hr><h1>particle_system_manager.cpp</h1><a href="particle__system__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000 - 2002 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__manager_8h.html">3d/particle_system_manager.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00031
00032 <font class="keyword">namespace </font>NL3D {
00033
<a name="l00035"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#a0">00035</a> CParticleSystemManager::CParticleSystemManager() : _NumModels(0)
00036 {
00037 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a> = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.end();
00038 }
00039
<a name="l00041"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#a1">00041</a> <font class="keywordtype">void</font> CParticleSystemManager::refreshModels(<font class="keyword">const</font> std::vector<NLMISC::CPlane> &worldFrustumPyramid, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &viewerPos)
00042 {
00043 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00044 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.size());
00045 <font class="preprocessor"> #endif</font>
00046 <font class="preprocessor"></font>
00047 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == 0) <font class="keywordflow">return</font>;
00048 <font class="keyword">const</font> uint toProcess = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a>, (uint) <a class="code" href="classNL3D_1_1CParticleSystemManager.html#s1s0">NumProcessToRefresh</a>);
00049
00050 <font class="keywordflow">for</font> (uint k = 0; k < toProcess; ++k)
00051 {
00052 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.end())
00053 {
00054 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a> = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.begin();
00055 }
00056
00057 <font class="keywordflow">if</font> ((*_CurrListIterator)->refreshRscDeletion(worldFrustumPyramid, viewerPos)) <font class="comment">// check if the resources of the model must be released (which also release them)</font>
00058 {
00059 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a> = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.erase(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a>);
00060 -- <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a>;
00061 }
00062 <font class="keywordflow">else</font>
00063 {
00064 ++ <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a>;
00065 }
00066 }
00067
00068 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00069 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.size());
00070 <font class="preprocessor"> #endif</font>
00071 <font class="preprocessor"></font>}
00072
<a name="l00074"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#c0">00074</a> CParticleSystemManager::TModelHandle CParticleSystemManager::addSystemModel(CParticleSystemModel *model)
00075 {
00076 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00077 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(std::find(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.end(), model) == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.end());
00078 <font class="preprocessor"> #endif</font>
00079 <font class="preprocessor"></font> <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.push_front(model);
00080 ++<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a>;
00081
00082 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00083 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.size());
00084 <font class="preprocessor"> #endif</font>
00085 <font class="preprocessor"></font>
00086 TModelHandle handle;
00087 handle.Valid = <font class="keyword">true</font>;
00088 handle.Iter = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.begin();
00089 <font class="keywordflow">return</font> handle;
00090 }
00091
00092
<a name="l00094"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#c1">00094</a> <font class="keywordtype">void</font> CParticleSystemManager::removeSystemModel(TModelHandle &handle)
00095 {
00096 <a class="code" href="debug_8h.html#a6">nlassert</a>(handle.Valid);
00097 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00098 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.size());
00099 <font class="preprocessor"> #endif</font>
00100 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> != 0);
00101 <font class="keywordflow">if</font> (handle.Iter == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a>)
00102 {
00103 ++<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o0">_CurrListIterator</a>;
00104 }
00105
00106 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.erase(handle.Iter);
00107 --<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a>;
00108 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00109 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o3">_NumModels</a> == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o1">_ModelList</a>.size());
00110 <font class="preprocessor"> #endif</font>
00111 <font class="preprocessor"></font>}
00112
00113
<a name="l00115"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#c2">00115</a> CParticleSystemManager::TModelHandle CParticleSystemManager::addPermanentlyAnimatedSystem(CParticleSystemModel *ps)
00116 {
00117 <font class="preprocessor"> #ifdef NL_DEBUG</font>
00118 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(std::find(<a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.end(), ps) == <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.end());
00119 <font class="preprocessor"> #endif</font>
00120 <font class="preprocessor"></font> <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.push_front(ps);
00121
00122
00123 TModelHandle handle;
00124 handle.Valid = <font class="keyword">true</font>;
00125 handle.Iter = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.begin();
00126 <font class="keywordflow">return</font> handle;
00127 }
00128
<a name="l00130"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#c3">00130</a> <font class="keywordtype">void</font> CParticleSystemManager::removePermanentlyAnimatedSystem(CParticleSystemManager::TModelHandle &handle)
00131 {
00132 <a class="code" href="debug_8h.html#a6">nlassert</a>(handle.Valid);
00133 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.erase(handle.Iter);
00134 }
00135
<a name="l00137"></a><a class="code" href="classNL3D_1_1CParticleSystemManager.html#a2">00137</a> <font class="keywordtype">void</font> CParticleSystemManager::processAnimate(<a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> deltaT)
00138 {
00139 <font class="keywordflow">for</font> (TModelList::iterator it = <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.begin(); it != <a class="code" href="classNL3D_1_1CParticleSystemManager.html#o2">_PermanentlyAnimatedModelList</a>.end(); ++it)
00140 {
00141 <a class="code" href="classNL3D_1_1CParticleSystemManager.html#l0">CParticleSystemModel</a> &psm = *(*it);
00142 CParticleSystem *ps = psm.getPS();
00143 <font class="keywordflow">if</font> (ps)
00144 {
00145 <font class="keywordflow">if</font> (psm.isAutoGetEllapsedTimeEnabled())
00146 {
00147 psm.setEllapsedTime(ps->getScene()->getEllapsedTime() * psm.getEllapsedTimeRatio());
00148 }
00149 <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm.getEllapsedTime();
00150 <font class="comment">// animate particles</font>
00151 ps->step(CParticleSystem::Anim, delay);
00152
00153 <font class="keywordflow">if</font> (!psm.getEditionMode())
00154 {
00155 <font class="comment">// test deletion condition (no more particle, no more particle and emitters)</font>
00156 <font class="keywordflow">if</font> (ps->getDestroyCondition() != CParticleSystem::none)
00157 {
00158 <font class="keywordflow">if</font> (ps->getSystemDate() > ps->getDelayBeforeDeathConditionTest())
00159 {
00160 <font class="keywordflow">switch</font> (ps->getDestroyCondition())
00161 {
00162 <font class="keywordflow">case</font> CParticleSystem::noMoreParticles:
00163 <font class="keywordflow">if</font> (!ps->hasParticles())
00164 {
00165 psm.releaseRscAndInvalidate();
00166 <font class="keywordflow">return</font>;
00167 }
00168 <font class="keywordflow">break</font>;
00169 <font class="keywordflow">case</font> CParticleSystem::noMoreParticlesAndEmitters:
00170 <font class="keywordflow">if</font> (!ps->hasParticles() && !ps->hasEmitters())
00171 {
00172 psm.releaseRscAndInvalidate();
00173 <font class="keywordflow">return</font>;
00174 }
00175 <font class="keywordflow">break</font>;
00176 <font class="keywordflow">default</font>: <font class="keywordflow">break</font>;
00177 }
00178 }
00179 }
00180 }
00181 }
00182 }
00183 }
00184
00185 } <font class="comment">// NL3D</font>
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