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<hr><h1>particle_system_shape.cpp</h1><a href="particle__system__shape_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="particle__system_8h.html">3d/particle_system.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="particle__system__shape_8h.html">3d/particle_system_shape.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="particle__system__model_8h.html">3d/particle_system_model.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="mem__stream_8h.html">nel/misc/mem_stream.h</a>"</font>
00035 
00036 
00037 
00038 <font class="keyword">namespace </font>NL3D {
00039 
00040 <font class="keyword">using</font> <a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a>;
00041 <font class="keyword">using</font> <a class="code" href="classNLMISC_1_1CIFile.html">NLMISC::CIFile</a>;
00042 
00043 
00044 
00045 
00046 <font class="comment">// private usage : macro to check the memory integrity</font>
00047 <font class="preprocessor">#if defined(NL_DEBUG) &amp;&amp; defined(NL_OS_WINDOWS)</font>
00048 <font class="preprocessor"></font><font class="preprocessor">        #include &lt;crtdbg.h&gt;</font>
00049         <font class="comment">//#define PARTICLES_CHECK_MEM nlassert(_CrtCheckMemory());</font>
00050 <font class="preprocessor">        #define PARTICLES_CHECK_MEM </font>
00051 <font class="preprocessor"></font><font class="preprocessor">#else</font>
<a name="l00052"></a><a class="code" href="particle__system__shape_8cpp.html#a0">00052</a> <font class="preprocessor"></font><font class="preprocessor">        #define PARTICLES_CHECK_MEM</font>
00053 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
00054 <font class="preprocessor"></font>
<a name="l00056"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a0">00056</a> CParticleSystemShape::CParticleSystemShape() : _MaxViewDist(100.f),
00057                                                                                            _DestroyWhenOutOfFrustum(false),
00058                                                                                            _DestroyModelWhenOutOfRange(false),
00059                                                                                            _UsePrecomputedBBox(false),
00060                                                                                            _Sharing(false)
00061 {
00062         <font class="keywordflow">for</font> (<a class="code" href="types__nl_8h.html#a13">uint</a> k = 0; k &lt; 4; ++k)
00063         {
00064                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n3">_UserParamDefaultTrack</a>[k].setValue(0);
00065         }
00066         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n4">_DefaultPos</a>.setValue(CVector::Null);
00067         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n5">_DefaultScale</a>.setValue( CVector(1, 1, 1) );     
00068         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n6">_DefaultRotQuat</a>.setValue(CQuat());
00069         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n7">_DefaultTriggerTrack</a>.setValue(<font class="keyword">true</font>); <font class="comment">// by default, system start as soon as they are instanciated</font>
00070 
00071 }
00072 
<a name="l00074"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a4">00074</a> <font class="keywordtype">void</font>    CParticleSystemShape::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
00075 {
00076         <a class="code" href="types__nl_8h.html#a12">sint</a> ver = f.serialVersion(6);
00078         NLMISC::CVector8 &amp;buf = _ParticleSystemProto.bufferAsVector();
00079         f.serialCont(buf);
00080         <font class="keywordflow">if</font> (ver &gt; 1)
00081         {
00082                 <font class="comment">// serial default tracks</font>
00083                 <font class="keywordflow">for</font> (<a class="code" href="types__nl_8h.html#a13">uint</a> k = 0; k &lt; 4; ++k)
00084                 {
00085                         f.serial(_UserParamDefaultTrack[k]);
00086                 }
00087         }
00088         <font class="keywordflow">if</font> ( ver &gt; 2)
00089         {
00090                 f.serial (_DefaultPos);
00091                 f.serial (_DefaultScale);               
00092                 f.serial (_DefaultRotQuat);
00093         }
00094         <font class="keywordflow">if</font> ( ver &gt; 3)
00095         {
00096                 f.serial(_MaxViewDist);
00097                 f.serial(_DestroyWhenOutOfFrustum);             
00098                 f.serial(_DestroyModelWhenOutOfRange);
00099         }
00100         <font class="keywordflow">if</font> ( ver &gt; 4)
00101         {
00102                 f.serial(_UsePrecomputedBBox);
00103                 <font class="keywordflow">if</font> (_UsePrecomputedBBox)
00104                 {
00105                         f.serial(_PrecomputedBBox);
00106                 }
00107         }
00108         <font class="keywordflow">if</font> ( ver &gt; 5)
00109         {
00110                 f.serial(_Sharing);
00111         }
00112 }
00113 
<a name="l00115"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a1">00115</a> <font class="keywordtype">void</font> CParticleSystemShape::buildFromPS(<font class="keyword">const</font> CParticleSystem &amp;ps)
00116 {
00117         <font class="comment">// must be sure that we are writting in the stream</font>
00118         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
00119         {
00120                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a17">invert</a>();
00121         }
00122         
00123         <font class="comment">// to have const correctness in the prototype, we must do this...</font>
00124         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *myPs = const_cast&lt;CParticleSystem *&gt;(&amp;ps);
00125         <a class="code" href="debug_8h.html#a6">nlassert</a>(myPs);
00126         <font class="comment">// build the prototype</font>
00127         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a27">serialPtr</a>(myPs);
00128 
00129         <font class="comment">// mirror some system values</font>
00130         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n1">_MaxViewDist</a> = myPs-&gt;getMaxViewDist();
00131         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n9">_DestroyWhenOutOfFrustum</a> = myPs-&gt;doesDestroyWhenOutOfFrustum(); 
00132         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n10">_DestroyModelWhenOutOfRange</a>    = myPs-&gt;getDestroyModelWhenOutOfRange();
00133         <font class="keywordflow">if</font> (!myPs-&gt;getAutoComputeBBox())
00134         {
00135                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a> = <font class="keyword">true</font>;
00136                 myPs-&gt;computeBBox(<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n2">_PrecomputedBBox</a>);
00137         }
00138         <font class="keywordflow">else</font>
00139         {
00140                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a> = <font class="keyword">false</font>;
00141         }
00142         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n12">_Sharing</a> = myPs-&gt;isSharingEnabled();
00143 }
00144 
<a name="l00146"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a8">00146</a> <font class="keywordtype">void</font>    CParticleSystemShape::getAABBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox)<font class="keyword"> const</font>
00147 <font class="keyword"></font>{
00148         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n11">_UsePrecomputedBBox</a>)
00149         {
00150                 bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z249_0">setCenter</a>(<a class="code" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>);
00151                 bbox.<a class="code" href="classNLMISC_1_1CAABBox.html#z249_1">setHalfSize</a>(<a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>(1, 1, 1));
00152         }
00153         <font class="keywordflow">else</font>
00154         {
00155                 bbox = <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n2">_PrecomputedBBox</a>;
00156         }
00157 }
00158 
<a name="l00160"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a10">00160</a> CParticleSystem *CParticleSystemShape::instanciatePS(CScene &amp;scene)
00161 {
00162         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n12">_Sharing</a> &amp;&amp; <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a> != NULL) <font class="comment">// is sharing enabled, and is a system already instanciated</font>
00163         {
00164                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a>;
00165         }
00166 
00167         <font class="comment">// copy the datas</font>
00168         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *myInstance = NULL;
00169 
00170         <font class="comment">// serialize from the memory stream     </font>
00171         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) <font class="comment">// we must be sure that we are reading the stream</font>
00172         {
00173                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a17">invert</a>();
00174         }
00175 
00176         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a18">resetPtrTable</a>();
00177         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1CMemStream.html#a7">seek</a>(0, IStream::begin);
00178         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n0">_ParticleSystemProto</a>.<a class="code" href="classNLMISC_1_1IStream.html#a27">serialPtr</a>(myInstance); <font class="comment">// instanciate the system   </font>
00179 
00180 
00181         myInstance-&gt;setScene(&amp;scene);
00182 
00183         <font class="keywordflow">if</font> (_Sharing)
00184         {
00185                 <a class="code" href="classNL3D_1_1CParticleSystemShape.html#n8">_SharedSystem</a> = myInstance; <font class="comment">// set this as the first shared instance</font>
00186         }
00187 
00188         <font class="keywordflow">return</font> myInstance;
00189 }
00190 
<a name="l00192"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#a3">00192</a> CTransformShape         *CParticleSystemShape::createInstance(CScene &amp;scene)
00193 {
00194         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *psm = NLMISC::safe_cast&lt;CParticleSystemModel *&gt;(scene.createModel(NL3D::ParticleSystemModelId) );
00195         psm-&gt;Shape = <font class="keyword">this</font>;
00196         psm-&gt;_Scene = &amp;scene; <font class="comment">// the model needs the scene to recreate the particle system he holds                     </font>
00197         <font class="comment">// by default, we don't instanciate the system. It will be instanciated only if visible and triggered</font>
00198         <font class="comment">// psm-&gt;_ParticleSystem = instanciatePS(scene); </font>
00199 
00200         <font class="comment">// Setup position with the default value</font>
00201         psm-&gt;ITransformable::setPos( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n4">_DefaultPos</a>.getValue()).Value  );
00202         psm-&gt;ITransformable::setRotQuat( ((<a class="code" href="namespaceNL3D.html#a16">CAnimatedValueQuat</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n6">_DefaultRotQuat</a>.getValue()).Value  );    
00203         psm-&gt;ITransformable::setScale( ((<a class="code" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&amp;)<a class="code" href="classNL3D_1_1CParticleSystemShape.html#n5">_DefaultScale</a>.getValue()).Value  );
00204 
00205         <font class="comment">// LoadBalancing backward compatibility: ParticleSystems are added to the "Global" Load Balancing Group.</font>
00206         psm-&gt;setLoadBalancingGroup(<font class="stringliteral">"Global"</font>);
00207 
00208         <font class="keywordflow">return</font> psm;
00209 }
00210 
<a name="l00212"></a><a class="code" href="classNL3D_1_1CParticleSystemShape.html#z606_0">00212</a> <font class="keywordtype">void</font>    CParticleSystemShape::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">bool</font> passOpaque)
00213 {
00214         <a class="code" href="debug_8h.html#a6">nlassert</a>(dynamic_cast&lt;CParticleSystemModel *&gt;(trans));
00215         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00216         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *psm = (<a class="code" href="classNL3D_1_1CParticleSystemShape.html#l0">CParticleSystemModel</a> *) trans;
00217         <font class="keywordflow">if</font> (psm-&gt;_Invalidated) <font class="keywordflow">return</font>;
00218         <a class="code" href="classNL3D_1_1CParticleSystemShape.html#l3">CParticleSystem</a> *ps = psm-&gt;getPS();
00220         <font class="keywordflow">if</font> (!ps) <font class="keywordflow">return</font>;
00221         
00222         <a class="code" href="namespaceNL3D.html#a1">TAnimationTime</a> delay = psm-&gt;getEllapsedTime();
00223         <a class="code" href="debug_8h.html#a6">nlassert</a>(ps-&gt;getScene());       
00224 
00226         <font class="comment">// render particles  //</font>
00228 <font class="comment"></font>
00230 <font class="comment">        if (ps-&gt;isSharingEnabled())</font>
00231         {
00232                 ps-&gt;setSysMat(trans-&gt;getWorldMatrix());
00233         }
00234         
00235         <font class="comment">// Setup the matrix.</font>
00237 <font class="comment"></font>
00238         ps-&gt;setDriver(drv);
00239         <font class="comment">// draw particle</font>
00240         <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
00241         <font class="keywordflow">if</font> (passOpaque)
00242         {
00243                 ps-&gt;step(CParticleSystem::SolidRender, delay);
00244         }
00245         <font class="keywordflow">else</font>
00246         {
00247                 ps-&gt;step(CParticleSystem::BlendRender, delay);
00248         }
00249         <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
00250         <font class="keywordflow">if</font> (psm-&gt;isToolDisplayEnabled())
00251         {
00252                 ps-&gt;step(CParticleSystem::ToolRender, delay);
00253                 <a class="code" href="particle__system__shape_8cpp.html#a0">PARTICLES_CHECK_MEM</a>;
00254         }
00255 }
00256 
00257 } <font class="comment">// NL3D</font>
</pre></div>

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