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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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148 lines
4.7 KiB
C++
148 lines
4.7 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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#include "std3d.h"
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#include "nel/3d/particle_system_process.h"
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#include "nel/3d/particle_system.h"
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uint PSEnterLeaveDepth = 0;
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uint PSEnterLeaveMaxDepth = 1;
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std::string PSCurrName;
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// ***********************************************************************************************************
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CPSEnterLeave::CPSEnterLeave(const char *name)
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{
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++ PSEnterLeaveDepth;
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Name = name;
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if (PSEnterLeaveDepth <= PSEnterLeaveMaxDepth)
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{
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std::string indent(PSEnterLeaveDepth, ' ');
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nlinfo("Entering %s in %s", (indent + Name).c_str(), PSCurrName.c_str());
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}
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}
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// ***********************************************************************************************************
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CPSEnterLeave::~CPSEnterLeave()
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{
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if (PSEnterLeaveDepth <= PSEnterLeaveMaxDepth)
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{
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std::string indent(PSEnterLeaveDepth, ' ');
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nlinfo("Leaving %s in %s", Name.c_str(), PSCurrName.c_str());
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}
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-- PSEnterLeaveDepth;
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}
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namespace NL3D {
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/////////////////////////////////////////////
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// CParticleSystemProcess implementation //
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/////////////////////////////////////////////
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// ***********************************************************************************************************
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void CParticleSystemProcess::setOwner(CParticleSystem *ps)
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{
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NL_PS_FUNC(CParticleSystemProcess_setOwner)
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if (ps == _Owner) return;
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if (ps == NULL)
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{
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releaseAllRef();
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}
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if (_Owner) _Owner->releaseRefForUserSysCoordInfo(getUserMatrixUsageCount());
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_Owner = ps;
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if (_Owner) _Owner->addRefForUserSysCoordInfo(getUserMatrixUsageCount());
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}
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// ***********************************************************************************************************
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uint CParticleSystemProcess::getUserMatrixUsageCount() const
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{
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NL_PS_FUNC(CParticleSystemProcess_getUserMatrixUsageCount)
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return _MatrixMode == PSUserMatrix;
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}
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// ***********************************************************************************************************
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void CParticleSystemProcess::setMatrixMode(TPSMatrixMode matrixMode)
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{
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NL_PS_FUNC(CParticleSystemProcess_setMatrixMode)
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nlassert((uint) matrixMode <= PSMatrixModeCount);
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if (matrixMode == _MatrixMode) return;
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if (_Owner) // notify the system that matrix mode has changed for that object
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{
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_Owner->matrixModeChanged(this, _MatrixMode, matrixMode);
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}
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_MatrixMode = matrixMode;
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}
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// ***********************************************************************************************************
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CFontGenerator *CParticleSystemProcess::getFontGenerator(void)
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{
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NL_PS_FUNC(CParticleSystemProcess_getFontGenerator)
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nlassert(_Owner);
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return _Owner->getFontGenerator();
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}
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// ***********************************************************************************************************
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const CFontGenerator *CParticleSystemProcess::getFontGenerator(void) const
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{
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NL_PS_FUNC(CParticleSystemProcess_getFontGenerator)
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nlassert(_Owner);
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return _Owner->getFontGenerator();
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}
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// ***********************************************************************************************************
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CFontManager *CParticleSystemProcess::getFontManager(void)
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{
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NL_PS_FUNC(CParticleSystemProcess_getFontManager)
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nlassert(_Owner);
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return _Owner->getFontManager();
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}
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// ***********************************************************************************************************
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const CFontManager *CParticleSystemProcess::getFontManager(void) const
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{
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NL_PS_FUNC(CParticleSystemProcess_getFontManager)
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nlassert(_Owner);
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return _Owner->getFontManager();
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}
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// ***********************************************************************************************************
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void CParticleSystemProcess::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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NL_PS_FUNC(CParticleSystemProcess_serial)
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// version 2 : added matrix mode (just not fx world matrix or identity)
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// version 1 : base version
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sint ver = f.serialVersion(2);
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f.serialPtr(_Owner);
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if (ver == 1)
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{
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nlassert(f.isReading());
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bool usesFXWorldMatrix;
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f.serial(usesFXWorldMatrix);
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_MatrixMode = usesFXWorldMatrix ? PSFXWorldMatrix : PSIdentityMatrix;
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}
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if (ver >= 2)
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{
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f.serialEnum(_MatrixMode);
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}
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}
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} // NL3D
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