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135 lines
4.6 KiB
C++
135 lines
4.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_PS_FACE_LOOK_AT_H
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#define NL_PS_FACE_LOOK_AT_H
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#include "nel/3d/ps_particle_basic.h"
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#include "nel/3d/ps_quad.h"
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#include "nel/3d/ps_iterator.h"
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namespace NL3D
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{
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class CPSFaceLookAt;
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/**
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* A FaceLookAt particle
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* These particles can have 2 different size (width and height) when activated
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*/
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class CPSFaceLookAt : public CPSQuad, public CPSRotated2DParticle
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{
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public:
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/** create the face look at by giving a texture. This can't be a CTextureGrouped (for animation)
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* animation must be set later by using setTextureScheme
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*/
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CPSFaceLookAt(CSmartPtr<ITexture> tex = NULL);
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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NLMISC_DECLARE_CLASS(CPSFaceLookAt);
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/** activate 'fake' motion blur (its done by deforming the quad)
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* This is slower, however. This has no effect with rotated particles.
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* \param coeff a coefficient for motion blur (too high value may give unrealistic result)
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* 0 deactivate the motion blur
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* \param threshold : speed will be clamped below this value
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*/
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void activateMotionBlur(float coeff = 1.f, float threshold = 1.f)
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{
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_MotionBlurCoeff = coeff;
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_Threshold = threshold;
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}
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/// set the motion blur coeff (0 = none)
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void setMotionBlurCoeff(float coeff) { _MotionBlurCoeff = coeff; }
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/// set the motion blur threshold
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void setMotionBlurThreshold(float threshold) { _Threshold = threshold; }
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/** return the motion blur coeff (0.f means none)
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* \see activateMotionBlur()
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*/
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float getMotionBlurCoeff(void) const { return _MotionBlurCoeff; }
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/// get the motion blur threshold
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float getMotionBlurThreshold(void) const { return _Threshold; }
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/** Setting this to true allows to have independant height and width for these particles.
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* The interface to manage the second size can be obtained from getSecondSize(), which correspond to the height of particles.
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* The default is to not have independant sizes
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*/
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void setIndependantSizes(bool enable = true) { _IndependantSizes = enable; }
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/// test whether independant sizes are activated
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bool hasIndependantSizes(void) const { return _IndependantSizes; }
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/// retrieve an interface to set the second size
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CPSSizedParticle &getSecondSize(void)
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{
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nlassert(_IndependantSizes);
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return _SecondSize;
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}
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/// retrieve an interface to set the second size const version
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const CPSSizedParticle &getSecondSize(void) const
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{
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nlassert(_IndependantSizes);
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return _SecondSize;
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}
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/// from CPSParticle : return true if there are lightable faces in the object
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virtual bool hasLightableFaces() { return false; }
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// Force faces to be aligned on motion. This bypass motion blur / align on z axis
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void setAlignOnMotion(bool align) { _AlignOnMotion = align; }
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bool getAlignOnMotion() const { return _AlignOnMotion; }
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// Force lookat to align with the z-axis
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void setAlignOnZAxis(bool align) { _AlignOnZAxis = align; }
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bool getAlignOnZAxis() const { return _AlignOnZAxis; }
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protected:
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friend class CPSFaceLookAtHelper; /// used for implementation only
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float _MotionBlurCoeff;
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float _Threshold; // motion blur theshold
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// in this struct we defines the getSizeOwner method, which is abstract in the CPSSizedParticle clas
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struct CSecondSize : public CPSSizedParticle
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{
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CPSFaceLookAt *Owner;
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virtual CPSLocated *getSizeOwner(void) { return Owner->getOwner(); }
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} _SecondSize;
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bool _IndependantSizes;
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bool _AlignOnMotion;
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bool _AlignOnZAxis;
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virtual void draw(bool opaque);
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void newElement(const CPSEmitterInfo &info);
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void deleteElement(uint32);
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void resize(uint32);
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virtual CPSLocated *getAngle2DOwner(void) { return _Owner; }
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};
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extern uint64 PSLookAtRenderTime;
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} // NL3D
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#endif // NL_PS_FACE_LOOK_AT_H
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/* End of ps_face_look_at.h */
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