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<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> </center>
<hr><h1>particle_system_model.cpp</h1><a href="particle__system__model_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="debug_8h.html">nel/misc/debug.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="particle__system__shape_8h.html">3d/particle_system_shape.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="particle__system_8h.html">3d/particle_system.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="anim__detail__trav_8h.html">3d/anim_detail_trav.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00039
00040
00041
00042 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">cluster.h</a>"</font> <font class="comment">// ask trap</font>
00043
00044
00045
00046
00047 <font class="keyword">namespace </font>NL3D {
00048
<a name="l00051"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_0">00051</a> CParticleSystemModel::CParticleSystemModel() : _AutoGetEllapsedTime(true),
00052 _ParticleSystem(NULL),
00053 _Scene(NULL),
00054 _EllapsedTime(0.01f),
00055 _EllapsedTimeRatio(1.f),
00056 _ToolDisplayEnabled(false),
00057 _TransparencyStateTouched(true),
00058 _EditionMode(false),
00059 _Invalidated(false),
00060 _InsertedInVisibleList(false),
00061 _InClusterAndVisible(false),
00062 _BypassGlobalUserParam(0)
00063 {
00064 <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<font class="keyword">false</font>);
00065 <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<font class="keyword">true</font>);
00066 IAnimatable::resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00067 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>.Value = <font class="keyword">true</font>;
00068
00069 <font class="comment">// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered</font>
00070 CTransform::setIsForceAnimDetail(<font class="keyword">true</font>);
00071 }
00072
00073
<a name="l00075"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z661_2">00075</a> <font class="keywordtype">void</font> CParticleSystemModel::setEditionMode(<font class="keywordtype">bool</font> enable <font class="comment">/*= true*/</font>)
00076 {
00077 <font class="keywordflow">if</font> (enable)
00078 {
00080 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>)
00081 {
00082 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00083 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00084 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">reallocRsc</a>();
00085 }
00086 }
00087 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o9">_EditionMode</a> = enable;
00088 }
00089
<a name="l00091"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_1">00091</a> <font class="keywordtype">void</font> CParticleSystemModel::registerPSModelObserver(IPSModelObserver *obs)
00092 {
00093 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// this observer has already been registered</font>
00094 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.push_back(obs);
00095 }
00096
<a name="l00098"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_2">00098</a> <font class="keywordtype">void</font> CParticleSystemModel::removePSModelObserver(IPSModelObserver *obs)
00099 {
00100 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">isPSModelObserver</a>(obs)); <font class="comment">// the observer must have been registered</font>
00101 std::vector<IPSModelObserver *>::iterator it = std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs);
00102 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.erase(it);
00103 }
00104
00105
<a name="l00107"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z659_3">00107</a> <font class="keywordtype">bool</font> CParticleSystemModel::isPSModelObserver(IPSModelObserver *obs)
00108 {
00109 <font class="keywordflow">return</font> std::find(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), obs) != <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end();
00110 }
00111
00112
<a name="l00114"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_2">00114</a> <font class="keywordtype">void</font> CParticleSystemModel::registerBasic()
00115 {
00116 <font class="comment">// register the model and his observers</font>
00117 CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, <a class="code" href="namespaceNL3D.html#a277">TransformShapeId</a>, CParticleSystemModel::creator);
00118 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a3">AnimDetailTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemDetailObs::creator);
00119 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemClipObs::creator);
00120 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a232">RenderTravId</a>, <a class="code" href="namespaceNL3D.html#a172">ParticleSystemModelId</a>, CParticleSystemRenderObs::creator);
00121 }
00122
<a name="l00124"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a0">00124</a> <font class="keywordtype">void</font> CParticleSystemModel::updateOpacityInfos(<font class="keywordtype">void</font>)
00125 {
00126 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00127 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a>) <font class="keywordflow">return</font>;
00128 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00129 <a class="code" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->hasOpaqueObjects() || <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o7">_ToolDisplayEnabled</a>);
00130 <a class="code" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->hasTransparentObjects());
00131 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o8">_TransparencyStateTouched</a> = <font class="keyword">false</font>;
00132 }
00133
00134
<a name="l00136"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a2">00136</a> <font class="keywordtype">void</font> CParticleSystemModel::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &bbox)<font class="keyword"> const</font>
00137 <font class="keyword"></font>{
00138 <font class="keywordflow">if</font> (_ParticleSystem)
00139 {
00140 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->computeBBox(bbox);
00141 }
00142 <font class="keywordflow">else</font>
00143 {
00144 NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)->getAABBox(bbox);
00145 }
00146 }
00147
<a name="l00149"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z657_1">00149</a> CParticleSystemModel::~CParticleSystemModel()
00150 {
00151 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00152 <font class="keywordflow">if</font> (_ParticleSystem)
00153 {
00154 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);
00155 }
00156 <font class="comment">// Auto detach me from skeleton. Must do it here, not in ~CTransform().</font>
00157 <font class="keywordflow">if</font>(_FatherSkeletonModel)
00158 {
00159 <font class="comment">// detach me from the skeleton.</font>
00160 <font class="comment">// Observers hierarchy is modified.</font>
00161 <a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>->detachSkeletonSon(<font class="keyword">this</font>);
00162 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a>==NULL);
00163 }
00164 }
00165
00166
<a name="l00169"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c0">00169</a> <font class="keywordtype">void</font> CParticleSystemModel::reallocRsc()
00170 {
00171 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> == NULL);
00172 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>)->instanciatePS(*<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00173 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00174 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00175 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l4">CParticleSystemManager</a> &psmgt = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager();
00176 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a> = psmgt.addSystemModel(<font class="keyword">this</font>);
00177 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getAnimType() == CParticleSystem::AnimAlways)
00178 {
00179 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a> = psmgt.addPermanentlyAnimatedSystem(<font class="keyword">this</font>);
00180 }
00181 <font class="comment">// touch user params animated value. If the system rsc have been released before, this force to restore them</font>
00182 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00183 {
00184 <a class="code" href="classNL3D_1_1IAnimatable.html#z368_1">touch</a>((uint)CParticleSystemModel::PSParam0 + k, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>);
00185 }
00186 }
00187
<a name="l00189"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">00189</a> <font class="keywordtype">void</font> CParticleSystemModel::releasePSPointer()
00190 {
00191 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>.<a class="code" href="classNLMISC_1_1CSmartPtr.html#a10">getNbRef</a>() == 1)
00192 {
00193 <font class="comment">// Backup user params (in animated value) so that they will be restored when the system is recreated</font>
00194 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00195 {
00196
00197 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[k].Value = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getUserParam(k);
00198 }
00199 }
00200 <font class="comment">//</font>
00201 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a> = NULL; <font class="comment">// one less ref with the smart ptr </font>
00202 }
00203
<a name="l00205"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c1">00205</a> <font class="keywordtype">bool</font> CParticleSystemModel::refreshRscDeletion(<font class="keyword">const</font> std::vector<CPlane> &worldFrustumPyramid, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &viewerPos)
00206 {
00207 <font class="keywordflow">if</font> (_EditionMode) <font class="keywordflow">return</font> <font class="keyword">false</font>;
00216 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>);
00217 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a> *shape = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00218
00219 <font class="comment">/* NLMISC::CVector sysPos = getTransformMode() == DirectMatrix ?</font>
00220 <font class="comment"> getMatrix().getPos() :</font>
00221 <font class="comment"> getPos(); */</font>
00222
00223 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> sysPos = <a class="code" href="classNL3D_1_1CParticleSystemModel.html#a1">getWorldMatrix</a>().getPos();
00224
00225 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a> = sysPos - viewerPos;
00227 <font class="keyword">const</font> <font class="keywordtype">float</font> dist2 = v * v;
00228
00229 <font class="keywordflow">if</font> (dist2 > shape->_MaxViewDist * shape->_MaxViewDist) <font class="comment">// too far ?</font>
00230 {
00231 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00232 {
00233 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00234 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00235 }
00236 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00237 <font class="keywordflow">if</font> (shape->_DestroyModelWhenOutOfRange)
00238 {
00239 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00240 }
00241 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00242 }
00243
00245 <font class="keywordflow">if</font> (shape->_DestroyWhenOutOfFrustum)
00246 {
00247 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">checkAgainstPyramid</a>(worldFrustumPyramid) == <font class="keyword">false</font>)
00248 {
00249 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00250 {
00251 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00252 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00253 }
00254
00255 <font class="keywordflow">if</font> (shape->_DestroyModelWhenOutOfRange)
00256 {
00257 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00258 }
00259 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00260 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00261 }
00262 }
00263
00264 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00265 }
00266
<a name="l00268"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c2">00268</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRsc()
00269 {
00270 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>;
00271
00272 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00273 {
00274 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00275 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00276 }
00277 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00278 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);
00279 }
00280
<a name="l00282"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c3">00282</a> <font class="keywordtype">void</font> CParticleSystemModel::releaseRscAndInvalidate()
00283 {
00284
00285 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font>;
00286
00287 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid)
00288 {
00289 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removePermanentlyAnimatedSystem(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>);
00290 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o1">_AnimatedModelHandle</a>.Valid = <font class="keyword">false</font>;
00291 }
00292 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#c5">releasePSPointer</a>();
00293 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o10">_Invalidated</a> = <font class="keyword">true</font>;
00294
00295 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>);
00296 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o4">_Scene</a>->getParticleSystemManager().removeSystemModel(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o0">_ModelHandle</a>);
00297
00298 <font class="keyword">static</font> std::vector<IPSModelObserver *> copyVect;
00299 copyVect.resize(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.size());
00300 std::copy(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.begin(), <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o13">_Observers</a>.end(), copyVect.begin());
00301
00302 <font class="keywordflow">for</font> (std::vector<IPSModelObserver *>::iterator it = copyVect.begin(); it != copyVect.end(); ++it)
00303 {
00304 (*it)->invalidPS(<font class="keyword">this</font>); <font class="comment">// if this crash, then you forgot to call removePSModelObserver !</font>
00305 }
00306 }
00307
<a name="l00309"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_1">00309</a> IAnimatedValue* CParticleSystemModel::getValue (uint valueId)
00310 {
00311 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00312 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValue(valueId);
00313 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>)
00314 {
00315
00316 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o15">_UserParam</a>[valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>];
00317 }
00318 <font class="keywordflow">return</font> &<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o14">_TriggerAnimatedValue</a>;
00319 }
00320
<a name="l00322"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">00322</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getPSParamName (uint valueId)
00323 {
00324 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00325 <font class="keyword">const</font> <font class="keywordtype">char</font> *name[] = { <font class="stringliteral">"PSParam0"</font>, <font class="stringliteral">"PSParam1"</font>, <font class="stringliteral">"PSParam2"</font>, <font class="stringliteral">"PSParam3"</font> };
00326 <font class="keywordflow">return</font> name[valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>];
00327 }
00328
<a name="l00330"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_2">00330</a> <font class="keyword">const</font> <font class="keywordtype">char</font> *CParticleSystemModel::getValueName (uint valueId)<font class="keyword"> const </font>
00331 <font class="keyword"></font>{
00332 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00333 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getValueName(valueId);
00334 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_7">getPSParamName</a>(valueId);
00335 <font class="keywordflow">return</font> <font class="stringliteral">"PSTrigger"</font>;
00336 }
00337
<a name="l00339"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_3">00339</a> ITrack* CParticleSystemModel::getDefaultTrack (uint valueId)
00340 {
00341 <a class="code" href="debug_8h.html#a6">nlassert</a>(valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s6">AnimValueLast</a>);
00342 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00343
00344 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#l0">CParticleSystemShape</a> *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *) <a class="code" href="classNL3D_1_1CTransformShape.html#m0">Shape</a>);
00345
00346 <font class="keywordflow">switch</font> (valueId)
00347 {
00348 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s5">PosValue</a>: <font class="keywordflow">return</font> pss->getDefaultPos();
00349 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s7">RotQuatValue</a>: <font class="keywordflow">return</font> pss->getDefaultRotQuat();
00350 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1ITransformable.html#z872_0s8">ScaleValue</a>: <font class="keywordflow">return</font> pss->getDefaultScale();
00351 }
00352 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>) <font class="keywordflow">return</font> CTransformShape::getDefaultTrack(valueId); <font class="comment">// delegate to parent</font>
00353
00354 <font class="comment">// this value belong to us</font>
00355 <font class="keywordflow">if</font> (valueId < <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>)
00356 {
00357 <font class="keywordflow">return</font> pss->getUserParamDefaultTrack(valueId - (uint) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>);
00358 }
00359 <font class="keywordflow">return</font> pss->getDefaultTriggerTrack();
00360 }
00361
<a name="l00363"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_4">00363</a> <font class="keywordtype">void</font> CParticleSystemModel::registerToChannelMixer(CChannelMixer *chanMixer, <font class="keyword">const</font> std::string &prefix <font class="comment">/* =std::string() */</font>)
00364 {
00365 CTransformShape::registerToChannelMixer(chanMixer, prefix);
00366 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s1">PSParam0</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00367 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s2">PSParam1</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00368 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s3">PSParam2</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00369 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s4">PSParam3</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00370 <a class="code" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(chanMixer, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s5">PSTrigger</a>, <a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_0s0">OwnerBit</a>, prefix, <font class="keyword">true</font>);
00371 }
00372
00373
<a name="l00375"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#a3">00375</a> <font class="keywordtype">float</font> CParticleSystemModel::getNumTriangles (<font class="keywordtype">float</font> distance)
00376 {
00377 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>) <font class="keywordflow">return</font> 0;
00378 <font class="keywordflow">return</font> (float) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->getWantedNumTris(distance);
00379 }
00380
<a name="l00382"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#c4">00382</a> <font class="keywordtype">bool</font> CParticleSystemModel::checkAgainstPyramid(<font class="keyword">const</font> std::vector<CPlane> &pyramid)<font class="keyword"> const</font>
00383 <font class="keyword"></font>{
00384 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>)
00385 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> bbox;
00386 <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o3">_ParticleSystem</a>->computeBBox(bbox);
00387 <font class="keyword">const</font> CMatrix &mat = <a class="code" href="classNL3D_1_1ITransformable.html#a2">getMatrix</a>();
00388
00389 <font class="comment">// Transform the pyramid in Object space. </font>
00390 <font class="keywordflow">for</font>(sint i=0; i < (sint) pyramid.size(); i++)
00391 {
00392 <font class="comment">// test wether the bbox is entirely in the neg side of the plane</font>
00393 <font class="keywordflow">if</font> (!bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z265_1">clipBack</a>(pyramid[i] * mat ))
00394 {
00395 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00396 }
00397 }
00398 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00399
00400 }
00401
00403 <font class="comment">// CParticleSystemDetailObs implementation //</font>
00405 <font class="comment"></font>
<a name="l00407"></a><a class="code" href="classNL3D_1_1CParticleSystemDetailObs.html#a0">00407</a> <font class="comment">void CParticleSystemDetailObs::traverse(IObs *caller)</font>
00408 {
00409 CTransformAnimDetailObs::traverse(caller);
00410 CParticleSystemModel *psm= NLMISC::safe_cast<CParticleSystemModel *>(Model);
00411 CParticleSystem *ps = psm->getPS();
00412 <font class="keywordflow">if</font> (psm->_Invalidated) <font class="keywordflow">return</font>;
00413 <font class="keywordflow">if</font> (psm->getVisibility() == CHrcTrav::Hide) <font class="keywordflow">return</font>;
00414
00415
00416 <font class="keywordflow">if</font> (!psm->_EditionMode && !psm->_InClusterAndVisible)
00417 {
00418 CParticleSystemShape *pss = NLMISC::safe_cast<CParticleSystemShape *>((IShape *)psm->Shape);
00419 <font class="keywordflow">if</font> (pss->_DestroyWhenOutOfFrustum)
00420 {
00421 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange)
00422 {
00423 psm->releaseRscAndInvalidate();
00424 }
00425 <font class="keywordflow">else</font> <font class="comment">// remove rsc but do not invalidate the system</font>
00426 {
00427 psm->releaseRsc();
00428 }
00429 <font class="keywordflow">return</font>;
00430 }
00431 <font class="keywordflow">if</font> (!ps) <font class="keywordflow">return</font>;
00432 }
00433
00434 <font class="comment">// check for trigger. If the trigger is false, and there is a system instanciated, we delete it.</font>
00435 <font class="keywordflow">if</font> (!psm->_EditionMode)
00436 {
00437 <font class="keywordflow">if</font> (!psm->_TriggerAnimatedValue.Value)
00438 {
00439 <font class="comment">// system is off, or hasn't been instanciated now...</font>
00440 <font class="keywordflow">if</font> (ps)
00441 {
00442 psm->releaseRsc();
00443 }
00444 <font class="keywordflow">return</font>;
00445 }
00446 }
00447
00448 <font class="comment">// the system or its center is in the view frustum, but it may not have been instanciated from its shape now</font>
00449 <font class="keywordflow">if</font> (!ps)
00450 {
00451 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm->_Scene);
00452 <a class="code" href="debug_8h.html#a6">nlassert</a>(psm->Shape);
00453 psm->reallocRsc();
00454 ps = psm->_ParticleSystem;
00455 }
00456
00457 CClipTrav *trav= (CClipTrav*) ClipObs->Trav;
00458
00459 <font class="keywordflow">if</font> (psm->_InClusterAndVisible || ps->getAnimType() == CParticleSystem::AnimInCluster)
00460 {
00461 <font class="keywordtype">bool</font> animate = <font class="keyword">true</font>;
00462 <font class="keywordflow">if</font> (ps->isSharingEnabled())
00463 {
00464 <font class="keywordflow">if</font> (ps->_LastUpdateDate == trav->CurrentDate)
00465 {
00466 animate = <font class="keyword">false</font>;
00467 }
00468 <font class="keywordflow">else</font>
00469 {
00470 ps->_LastUpdateDate = trav->CurrentDate;
00471 }
00472 }
00473 <font class="keywordflow">else</font>
00474 {
00475 ps->_LastUpdateDate = trav->CurrentDate;
00476 }
00477 ps->_LastUpdateDate = trav->CurrentDate;
00478 <font class="keywordflow">if</font> (animate)
00479 {
00480 <font class="keyword">const</font> CMatrix &mat= HrcObs->WorldMatrix;
00481 ps->setSysMat(mat);
00482 ps->setViewMat(trav->ViewMatrix);
00483 psm->updateOpacityInfos();
00484
00485 <font class="comment">//ps->setSysMat(psm->getWorldMatrix());</font>
00486 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps->getScene());
00487
00488
00489 <font class="comment">// setup the number of faces we allow</font>
00490 ps->setNumTris((uint) psm->getNumTrianglesAfterLoadBalancing());
00491
00492
00493 <font class="comment">// set the global user param that are bypassed</font>
00494 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00495 ps->_BypassGlobalUserParam = psm->_BypassGlobalUserParam;
00496
00497 <font class="comment">// setup system user parameters for parameters that have been touched</font>
00498 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>; ++k)
00499 {
00500 <font class="keywordflow">if</font> (psm->isTouched((uint)CParticleSystemModel::PSParam0 + k))
00501 {
00502 ps->setUserParam(k, psm->_UserParam[k].Value);
00503 psm->clearFlag((uint)CParticleSystemModel::PSParam0 + k);
00504 }
00505 }
00506
00507 <font class="keywordflow">if</font> (ps->getAnimType() != CParticleSystem::AnimAlways) <font class="comment">// if the animation is always perfomed, then its done by the particle system manager</font>
00508 {
00509 <font class="keywordflow">if</font> (psm->isAutoGetEllapsedTimeEnabled())
00510 {
00511 psm->setEllapsedTime(ps->getScene()->getEllapsedTime() * psm->getEllapsedTimeRatio());
00512 }
00513 <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm->getEllapsedTime();
00514 <font class="comment">// animate particles </font>
00515 ps->step(CParticleSystem::Anim, delay);
00516 }
00517 }
00518 }
00519
00520
00521 <font class="comment">// add a render obs if in cluster & not hidden</font>
00522 <font class="keywordflow">if</font> (psm->_InClusterAndVisible)
00523 {
00524 trav->RenderTrav->addRenderObs(ClipObs->RenderObs);
00525 }
00526 }
00527
00528
00529
00531 <font class="comment">// CParticleSystemRenderObs implementation //</font>
<a name="l00533"></a><a class="code" href="classNL3D_1_1CParticleSystemRenderObs.html#a0">00533</a> <font class="comment">void CParticleSystemRenderObs::traverse(IObs *caller)</font>
00534 {
00535
00536
00537
00538 <font class="comment">/*</font>
00539 <font class="comment"> if (!psm->_OutOfFrustum)</font>
00540 <font class="comment"> {*/</font>
00541 CTransformShapeRenderObs::traverse(caller);
00542 <font class="comment">//}</font>
00543 }
00544
00545
00546 <font class="comment">/*</font>
00547 <font class="comment"> * CParticleSystemClipObs implementation </font>
00548 <font class="comment"> * IMPORTANT : the Visible attribute is interpreted as 'in traversed clusters'. We need this because we want</font>
00549 <font class="comment"> * to know when a p.s is in clusters, but not visible. As a matter of fact we may need to have system that are animated</font>
00550 <font class="comment"> * as long as in cluster, but not visible. </font>
00551 <font class="comment"> */</font>
00552
<a name="l00553"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a0">00553</a> <font class="keywordtype">void</font> CParticleSystemClipObs::traverse(IObs *caller)
00554 {
00555 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a> ( NL3D_Particles_Clip );
00556
00557 <font class="comment">// CTransformClipObs::traverse(caller);</font>
00558 <a class="code" href="classNL3D_1_1IObs.html#z620_0">traverseSons</a>();
00559 <a class="code" href="debug_8h.html#a6">nlassert</a>(!caller || dynamic_cast<IBaseClipObs*>(caller));
00560 CParticleSystemModel *m= (CParticleSystemModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
00561 <font class="keywordflow">if</font> (m->_Invalidated) <font class="keywordflow">return</font>;
00562 CClipTrav *trav= (CClipTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
00563
00564
00565 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> != trav->CurrentDate)
00566 {
00567 m->_InsertedInVisibleList = <font class="keyword">false</font>;
00568 m->_InClusterAndVisible = <font class="keyword">false</font>;
00569 <a class="code" href="classNL3D_1_1CTransformClipObs.html#m0">Date</a> = trav->CurrentDate;
00570 }
00571 <font class="keywordflow">if</font> (m->_InClusterAndVisible) <font class="keywordflow">return</font>; <font class="comment">// already visible</font>
00572
00573
00574 CParticleSystem *ps = m->_ParticleSystem;
00575
00576
00577 <font class="keywordflow">if</font> (ps) <font class="comment">// system instanciated</font>
00578 {
00579 <font class="comment">// if there are no more particles, no need to even clip..</font>
00580 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">checkDestroyCondition</a>(ps, m)) <font class="keywordflow">return</font>;
00581 }
00582
00583 <font class="comment">// special case : system sticked to a skeleton</font>
00584 <font class="keywordflow">if</font>( ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)->_AncestorSkeletonModel!=NULL )
00585 {
00586 <font class="keywordtype">bool</font> visible = ((CTransformHrcObs*)<a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>)->_AncestorSkeletonModel->isClipVisible();
00587 <font class="comment">// Special test: if we are sticked to a skeletonModel, and if we are still visible, maybe we don't have to</font>
00588 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> && m->_FatherSkeletonModel)
00589 {
00590 CClipTrav *clipTrav= NLMISC::safe_cast<CClipTrav*>(Trav);
00591
00592 <font class="comment">// if our skeletonModel father is displayed with a Lod, maybe we are not to be displayed</font>
00593 <font class="keywordflow">if</font>(m->_FatherSkeletonModel->isDisplayedAsLodCharacter())
00594 {
00595 <font class="comment">// We are visible only if we where sticked to the skeleton with forceCLod==true.</font>
00596 <font class="comment">// This is also true if we are actually a skeletonModel</font>
00597 <font class="keywordflow">if</font>(!m->getShowWhenLODSticked())
00598 <font class="comment">// otherWise we are not visible. eg: this is the case of skins and some sticked object</font>
00599 visible = <font class="keyword">false</font>;
00600 }
00601 }
00602 <font class="comment">//</font>
00603 <font class="keywordflow">if</font> (visible)
00604 {
00605 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00606 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00607 m->_InClusterAndVisible = <font class="keyword">true</font>;
00608 <font class="keywordflow">return</font>;
00609 }
00610 <font class="keywordflow">else</font> <font class="comment">// not visible, may need animation however..</font>
00611 {
00612 <font class="keywordflow">if</font> (!ps) <font class="comment">// no resc allocated</font>
00613 {
00614 CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)m->Shape);
00615 <a class="code" href="debug_8h.html#a6">nlassert</a>(pss);
00616 <font class="comment">// invalidate the system if too far</font>
00617 <font class="keyword">const</font> CVector pos = m->getMatrix().getPos();
00618 <font class="keyword">const</font> CVector d = pos - trav->CamPos;
00619 <font class="keywordflow">if</font> (d * d > pss->_MaxViewDist * pss->_MaxViewDist)
00620 {
00621 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>;
00622 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange)
00623 {
00624 m->_Invalidated = <font class="keyword">true</font>;
00625 }
00626 }
00627 }
00628 <font class="keywordflow">else</font>
00629 {
00630 <font class="comment">// NB : The test to see wether the system is not too far is performed by the particle system manager </font>
00631 <font class="keywordflow">if</font> (!m->_EditionMode)
00632 {
00633 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>; <font class="comment">// system near, but maybe not in cluster..</font>
00634 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00635 }
00636 }
00637 }
00638 <font class="keywordflow">return</font>;
00639 }
00640
00641
00642 <font class="comment">//</font>
00643 <font class="keyword">const</font> std::vector<CPlane> &pyramid= trav->WorldPyramid;
00648 <font class="comment">// now the pyramid is directly expressed in the world</font>
00649 <font class="keyword">const</font> CMatrix &mat= <a class="code" href="classNL3D_1_1IBaseClipObs.html#m0">HrcObs</a>->WorldMatrix;
00650
00651
00652 <font class="comment">// Transform the pyramid in Object space.</font>
00653
00654
00655 <font class="keywordflow">if</font>(!ps)
00656 {
00657 CParticleSystemShape *pss= NLMISC::safe_cast<CParticleSystemShape *>((IShape *)m->Shape);
00658 <a class="code" href="debug_8h.html#a6">nlassert</a>(pss);
00659
00660 <font class="comment">// the system wasn't present the last time, we use its center to see if it's back in the view frustum,</font>
00661 <font class="comment">// or if it is near enough.</font>
00662 <font class="comment">// if this is the case, we say it isn't clipped, so it will be reinstanciated from the shape</font>
00663 <font class="comment">// during the DetailAnimTraversal</font>
00664
00665 <font class="keyword">const</font> CVector pos = m->getMatrix().getPos();
00666
00667 <font class="keyword">const</font> CVector d = pos - trav->CamPos;
00668
00669
00670 <font class="comment">// check wether system not too far </font>
00671 <font class="keywordflow">if</font> (d * d > pss->_MaxViewDist * pss->_MaxViewDist)
00672 {
00673 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">false</font>;
00674 <font class="keywordflow">if</font> (pss->_DestroyModelWhenOutOfRange)
00675 {
00676 m->_Invalidated = <font class="keyword">true</font>;
00677 }
00678 <font class="keywordflow">return</font>;
00679 }
00680
00681 <font class="comment">// test the shape to see wether we have a precomputed bbox</font>
00682 <font class="keywordflow">if</font> (!pss->_UsePrecomputedBBox)
00683 {
00686 <font class="keywordflow">for</font>(sint i=0; i < (sint)pyramid.size(); i++)
00687 {
00688 <font class="keywordflow">if</font> ( (pyramid[i] * mat ).d > 0.0f ) <font class="comment">// in its basis, the system is at the center</font>
00689
00690 {
00691 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00692 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00693 <font class="keywordflow">return</font>;
00694 }
00695 }
00696
00697 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00698 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00699 m->_InClusterAndVisible = <font class="keyword">true</font>;
00700 <font class="keywordflow">return</font>;
00701 }
00702 <font class="keywordflow">else</font>
00703 {
00706 <font class="keywordflow">for</font>(sint i=0; i < (sint)pyramid.size(); i++)
00707 {
00708 <font class="keywordflow">if</font> ( !pss->_PrecomputedBBox.clipBack(pyramid[i] * mat ) )
00709 {
00710
00711 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00712 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00713 <font class="keywordflow">return</font>;
00714 }
00715 }
00716
00717 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00718 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00719 m->_InClusterAndVisible = <font class="keyword">true</font>;
00720 <font class="keywordflow">return</font>;
00721
00722 }
00723 }
00724
00725 <font class="comment">//=========================================================================================================</font>
00726 <font class="comment">// the system is already instanciated</font>
00727
00728 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps);
00730 <font class="keywordflow">if</font> (m->checkAgainstPyramid(pyramid) == <font class="keyword">false</font>)
00731 {
00732 <font class="keywordflow">if</font> (!m->_EditionMode)
00733 {
00734 <font class="comment">// system near, but maybe not in cluster.. </font>
00735 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00736 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00737 }
00738 <font class="keywordflow">return</font>;
00739 }
00740
00741
00742 <a class="code" href="classNL3D_1_1IBaseClipObs.html#m4">Visible</a> = <font class="keyword">true</font>;
00743 <a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a1">insertInVisibleList</a>();
00744 m->_InClusterAndVisible = <font class="keyword">true</font>;
00745 }
00746
00747 <font class="comment">//===================================================================</font>
<a name="l00748"></a><a class="code" href="classNL3D_1_1CParticleSystemClipObs.html#a2">00748</a> <font class="keywordtype">bool</font> CParticleSystemClipObs::checkDestroyCondition(CParticleSystem *ps, CParticleSystemModel *m)
00749 {
00750 <a class="code" href="debug_8h.html#a6">nlassert</a>(ps && m);
00751 <font class="keywordflow">if</font> (!m->_EditionMode)
00752 {
00756 <font class="keywordflow">if</font> (ps->getAnimType() != CParticleSystem::AnimAlways)
00757 {
00758 <font class="comment">// test deletion condition (no more particle, no more particle and emitters)</font>
00759 <font class="keywordflow">if</font> (ps->getDestroyCondition() != CParticleSystem::none)
00760 {
00761 <font class="keywordflow">if</font> (ps->getSystemDate() > ps->getDelayBeforeDeathConditionTest())
00762 {
00763 <font class="keywordflow">switch</font> (ps->getDestroyCondition())
00764 {
00765 <font class="keywordflow">case</font> CParticleSystem::noMoreParticles:
00766 <font class="keywordflow">if</font> (!ps->hasParticles())
00767 {
00768 m->releaseRscAndInvalidate();
00769 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00770 }
00771 <font class="keywordflow">break</font>;
00772 <font class="keywordflow">case</font> CParticleSystem::noMoreParticlesAndEmitters:
00773 <font class="keywordflow">if</font> (!ps->hasParticles() && !ps->hasEmitters())
00774 {
00775 m->releaseRscAndInvalidate();
00776 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00777 }
00778 <font class="keywordflow">break</font>;
00779 <font class="keywordflow">default</font>: <font class="keywordflow">break</font>;
00780 }
00781 }
00782 }
00783 }
00784 }
00785 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00786 }
00787
00788 <font class="comment">//===================================================================</font>
<a name="l00789"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_5">00789</a> <font class="keywordtype">void</font> CParticleSystemModel::bypassGlobalUserParamValue(uint userParamIndex,<font class="keywordtype">bool</font> byPass <font class="comment">/*=true*/</font>)
00790 {
00791 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00792 <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>);
00793 <font class="keywordflow">if</font> (byPass) <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> |= (1 << userParamIndex);
00794 <font class="keywordflow">else</font> <a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> &= ~(1 << userParamIndex);
00795 }
00796
00797 <font class="comment">//===================================================================</font>
<a name="l00798"></a><a class="code" href="classNL3D_1_1CParticleSystemModel.html#z662_6">00798</a> <font class="keywordtype">bool</font> CParticleSystemModel::isGlobalUserParamValueBypassed(uint userParamIndex)<font class="keyword"> const</font>
00799 <font class="keyword"></font>{
00800 <a class="code" href="debug_8h.html#a16">nlctassert</a>(<a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a> < 8); <font class="comment">// there should be less than 8 parameters because of mask stored in a byte</font>
00801 <a class="code" href="debug_8h.html#a6">nlassert</a>(userParamIndex < <a class="code" href="namespaceNL3D.html#a165">MaxPSUserParam</a>);
00802 <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CParticleSystemModel.html#o16">_BypassGlobalUserParam</a> & (1 << userParamIndex)) != 0;
00803 }
00804
00805
00806 } <font class="comment">// NL3D</font>
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