// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_PARTICLE_WORKSPACE_H #define NL_PARTICLE_WORKSPACE_H #include "nel/misc/smart_ptr.h" #include "nel/misc/stream.h" #include "nel/3d/skeleton_model.h" // #include "ps_initial_pos.h" namespace NL3D { class CParticleSystem; class CParticleSystemModel; class CshapeBank; class CFontManager; class CFontGenerator; } class CObjectViewer; /** A workspace containing several fxs * \author Nicolas Vizerie * \author Nevrax France * \date 2004 */ class CParticleWorkspace { public: // A node in the workspace // Contains a particle system and its relative path class CNode : public NLMISC::CRefCount { public: void init(CParticleWorkspace *ws); void setRelativePath(const std::string &relativePath); const std::string &getRelativePath() const { return _RelativePath; } std::string getFullPath() const; std::string getFilename() const { return NLMISC::CFile::getFilename(_RelativePath); } // Serial node information into workspace stream. This does not save the particle system shape, only a reference to its file void serial(NLMISC::IStream &f); // Save the particle system target file void savePS(); // Save particle system with an arbitrary filename void savePSAs(const std::string &fullPath); // put back in the unloaded state void unload(); /** Load the particle system target file * \return true if loading succeed (false means that loading was ok, but this is not a particle system). Other cases throw an exception. */ bool loadPS(); // create an empty particle system void createEmptyPS(); // helper flag to know if a ps has been modified bool isModified() const { return _Modified; } void setModified(bool modified); NL3D::CParticleSystem *getPSPointer() const { return _PS; } NL3D::CParticleSystemModel *getPSModel() const { return _PSM; } // See if this node ps has been loaded bool isLoaded() const { return _PS != NULL; } // Get the workspace in which this node is inserted CParticleWorkspace *getWorkspace() const { return _WS; } // Memorize current position of object in the system. Useful to play the system because instances can be created / deleted void memorizeState(); // Restore state previously memorize. Is usually called when the user stops a particle system void restoreState(); // Test if state is currenlty memorized bool isStateMemorized() const; // For edition : If the state of the system has been memorized, keep it on par with the system when it is modified void removeLocated(NL3D::CPSLocated *loc); // For edition : If the state of the system has been memorized, keep it on par with the system when it is modified void removeLocatedBindable(NL3D::CPSLocatedBindable *lb); // Returns the skeleton to which the ps is currently sticked NL3D::CSkeletonModel *getParentSkel() const { return _ParentSkel; } const std::string &getParentSkelName() const { return _ParentSkelName; } const std::string &getParentBoneName() const { return _ParentBoneName; } // std::string getTriggerAnim() { return _TriggerAnim; } void setTriggerAnim(const std::string &anim); ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private: std::string _TriggerAnim; NL3D::CParticleSystem *_PS; NL3D::CParticleSystemModel *_PSM; NL3D::CShapeBank *_ShapeBank; // Keep a shape bank per node because we want the whole path to identify the ps, not just its filename // (shape bank keeps the filename only) std::string _RelativePath; // relative path from which the ps was inserted // relative path is also a unique identifier for this ps in the workspace CPSInitialPos _InitialPos; // initial pos of system. Allow to restore the initial instances of the system when doing start / stop bool _Modified; CParticleWorkspace *_WS; NLMISC::CRefPtr _ParentSkel; bool _ResetAutoCount; // std::string _ParentSkelName; std::string _ParentBoneName; private: void setup(NL3D::CParticleSystemModel &psm); public: bool getResetAutoCountFlag() const { return _ResetAutoCount; } void setResetAutoCountFlag(bool reset) { _ResetAutoCount = reset; } // stick to a skeleton void stickPSToSkeleton(NL3D::CSkeletonModel *skel, uint bone, const std::string &parentSkelName, // for callback after loading const std::string &parentBoneName ); void unstickPSFromSkeleton(); private: friend class CParticleWorkspace; // Ctor CNode(); public: // DTor ~CNode(); }; // callback to know when a workspace node has been modified struct IModificationCallback { virtual void workspaceModifiedFlagChanged(CParticleWorkspace &pw) = 0; virtual void nodeModifiedFlagChanged(CNode &node) = 0; virtual void nodeSkelParentChanged(CNode &node) = 0; // called when fx has been linked / unlinked from a skeleton parent }; // sorting predicate struct ISort { virtual bool less(const CNode &lhs, const CNode &rhs) const = 0; }; // ctor CParticleWorkspace(); // dtor ~CParticleWorkspace(); // Init the workspace for the given object viewer // must be called prior to other methods void init(CObjectViewer *ov, const std::string &filename, NL3D::CFontManager *fontManager, NL3D::CFontGenerator *fontGenerator ); // Set a new name for the workspace (not its filename) void setName(const std::string &name); std::string getName() const { return _Name; } // Get the object viewer instance CObjectViewer *getObjectViewer() const { return _OV; } // Get the path in which workpsace is located with a trailing slash std::string getPath() const; std::string getFilename() const { return _Filename; } // Get Number of nodes in the workspace uint getNumNode() const { return (uint)_Nodes.size(); } /** Get a node in workspace * Can keep pointer safely as long as the node is not deleted */ CNode *getNode(uint index) const { return _Nodes[index]; } // Get a node from a pointer on a particle system CNode *getNodeFromPS(NL3D::CParticleSystem *ps) const; /** Test if the workspace already contains a node with the given filename name * NB : 2 node with the same name re not allowed, even if their path is different */ bool containsFile(std::string filename) const; /** Add a node in the workspace. Will succeed only if fx filename does not already exist in the workspace. * The node is in the 'unloaded' state, so caller must load it afterward. * NB : no lookup is done, full path must be provided. * * \return pointer to new node, or NULL if already inserted */ CNode *addNode(const std::string &filenameWithFullPath); // remove a node by its index void removeNode(uint index); // remove a node by its pointer void removeNode(CNode *ptr); // Get index of a node from its pointer, or -1 if not found sint getIndexFromNode(CNode *node) const; /** Save the workspace structure. The target file is the one given when this object was created * NB : ps shape are not saved, only the structure is. To save the shapes, call CNode::save() */ void save(); /** Load the workspace structure. The target file is the one given when this object was created * All nodes are in the 'unloaded" state, so it is to the caller to load them by calling load() on their node */ void load(); // Test whether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified) bool isModified() const { return _Modified; } // Test whether the content of the workspace has ben modified bool isContentModified() const; void touch() { setModifiedFlag(true); } void clearModifiedFlag() { setModifiedFlag(false); } // set a callback to know when a node is modified void setModificationCallback(IModificationCallback *cb) { _ModificationCallback = cb; } IModificationCallback *getModificationCallback() const { return _ModificationCallback; } // Sort the workspace. The node pointer remains valid and unchanged void sort(ISort &predicate); // get font manager / font generator NL3D::CFontGenerator *getFontGenerator() const { return _FontGenerator; } NL3D::CFontManager *getFontManager() const { return _FontManager; } // restick all objects, useful after loading void restickAllObjects(CObjectViewer *ov); private: typedef std::vector > TNodeVect; TNodeVect _Nodes; // use smart ptr to avoir prb wih resize std::string _Filename; // path + name of workspace CObjectViewer *_OV; bool _Modified; // NL3D::CFontManager *_FontManager; NL3D::CFontGenerator *_FontGenerator; IModificationCallback *_ModificationCallback; std::string _Name; // workspace user name private: // serial the object void serial(NLMISC::IStream &f); // set the 'modified flag' and call the callback void setModifiedFlag(bool modified); public: void nodeModified(CNode &node); }; #endif