khanat-code-old/code/nel/include/nel/3d/particle_system_manager.h

157 lines
4.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef NL_PARTICLE_SYSTEM_MANAGER_H
#define NL_PARTICLE_SYSTEM_MANAGER_H
#include "nel/misc/types_nl.h"
#include "nel/misc/plane.h"
#include "nel/3d/animation_time.h"
#include "nel/3d/particle_system_process.h"
#include <list>
#include <vector>
namespace NLMISC
{
class CVector;
}
namespace NL3D {
class CParticleSystemModel;
/**
* This class list all the particle systems that have resources allocated at a given time, so that
* we can remove the resource of those who are too far from the viewer.
* This has been added because objects that are in a cluster that is not
* visible are not parsed during traversals, so their resources couldn't just be released
* Only a few systems are parsed each time (because they can be numerous).
* Call to that class should be made by CScene, so you don't need to use it
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
class CParticleSystemManager
{
public:
enum { NumProcessToRefresh = 3 }; // the number of systems that are refreshed at each call
/// default ctor
CParticleSystemManager();
// dtor
~CParticleSystemManager();
// release memory
static void release();
/// call this to refresh systems. (check those whose data should be released)
void refreshModels(const std::vector<NLMISC::CPlane> &worldFrustumPyramid, const NLMISC::CVector &viewerPos);
/// perform animation on systems that should be animated even if not parsed (temporary spells for example)
void processAnimate(TAnimationTime deltaT);
// stop sound for all particle systems in this manager
void stopSound();
// reactivate sound for all particle systems in this manager
void reactivateSound();
// stop sound for all particle systems in all managers
static void stopSoundForAllManagers();
// reactivate sound for all particle systems in all managers
static void reactivateSoundForAllManagers();
private:
friend class CParticleSystemModel;
// info about a ps that is always animated
class CAlwaysAnimatedPS
{
public:
CParticleSystemModel *Model;
CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
bool IsRelMatrix; // gives usage of the field OldAncestorMatOrRelPos
bool HasAncestorSkeleton; // has the system an ancestor skeleton ?
public:
// ctor
CAlwaysAnimatedPS()
{
NL_PS_FUNC(CAlwaysAnimatedPS_CAlwaysAnimatedPS)
Model = NULL;
IsRelMatrix = false;
HasAncestorSkeleton = false;
}
};
typedef std::list<CParticleSystemModel *> TModelList;
typedef std::list<CAlwaysAnimatedPS> TAlwaysAnimatedModelList;
typedef std::list<CParticleSystemManager *> TManagerList;
static TManagerList *ManagerList;
struct TModelHandle
{
TModelList::iterator Iter;
bool Valid;
TModelHandle() : Valid(false) {}
};
struct TAlwaysAnimatedModelHandle
{
TAlwaysAnimatedModelList::iterator Iter;
bool Valid;
TAlwaysAnimatedModelHandle() : Valid(false) {}
};
/** Should be called when a new p.s. model has resources attached to it.
* \see removeSystemModel
*/
TModelHandle addSystemModel(CParticleSystemModel *);
/// Should called when a p.s model has resources detached from it.
void removeSystemModel(TModelHandle &handle);
/// Should be called to attach a system that must always be animated
TAlwaysAnimatedModelHandle addPermanentlyAnimatedSystem(CParticleSystemModel *);
/// Remove a permanenlty animated system
void removePermanentlyAnimatedSystem(TAlwaysAnimatedModelHandle &handle);
private:
TModelList::iterator _CurrListIterator; /// the current element being processed
TModelList _ModelList;
TAlwaysAnimatedModelList _PermanentlyAnimatedModelList;
uint _NumModels;
// access to list of currently instanciated managers
static TManagerList &getManagerList();
// link into the global manager list for that manager
TManagerList::iterator _GlobalListHandle;
};
} // NL3D
#endif // NL_PARTICLE_SYSTEM_MANAGER_H
/* End of particle_system_manager.h */