khanat-code-old/code/ryzom/client/src/entity_fx.h
2014-06-12 19:27:09 +02:00

117 lines
3.2 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 CL_ENTITY_FX_H
#define CL_ENTITY_FX_H
#include <string>
#include <map>
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/vectord.h"
#include "nel/3d/u_particle_system_instance.h"
/**
* CEntityFX class contained datas for instanciate an FX
* \author Alain Saffray
* \author Nevrax France
* \date 2001
*/
class CEntityFx
{
public:
struct SStatusFx
{
uint32 AlwaysStarted : 1;
uint32 InfinityLoop : 1;
uint32 Started : 1;
SStatusFx( void )
{
AlwaysStarted = 0;
InfinityLoop = 0;
Started = 0;
}
};
/**
* Constructor
* \param FxName name of Fx, must be unique
* \param InstanceName name of instance (shape), used for instanciate FX
* \param Position initial position of Fx
* \param Rotation initial rotation matrix of Fx
*/
CEntityFx( const std::string& FxName, const std::string& InstanceName, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation );
/**
* Destructor
*/
~CEntityFx();
/// Get Status of Fx
inline SStatusFx& getStatus( void ) { return _StatusFx; }
/// Set Status of Fx
inline void setStatus( const SStatusFx& Status ) { _StatusFx = Status; }
/// alwaysStarted return true if Fx must be always started or set it
inline bool alwaysStarted( void ) { return _StatusFx.AlwaysStarted; }
inline void alwaysStarted( bool b ) { _StatusFx.AlwaysStarted = b; }
/// infinityLoop return true if Fx is must be in InfinityLoop or set it
inline bool infinityLoop( void ) { return _StatusFx.InfinityLoop; }
inline void infinityLoop( bool b ) { _StatusFx.InfinityLoop = b; }
/// started return true if Fx is Started or set it
inline bool started( void ) { return _StatusFx.Started; }
inline void started( bool b ) { _StatusFx.Started = b; }
/// startFx
void startFx( void );
/// isTerminated return true if fx is finish
bool isTerminated( void );
/// deleteInstance
void deleteInstance( void);
private:
std::string _FxName;
std::string _InstanceName;
NLMISC::CVector _Position;
NLMISC::CQuat _Rotation;
SStatusFx _StatusFx;
NL3D::UParticleSystemInstance _FxInstance;
};
typedef std::map< std::string, CEntityFx *> TMapEntityFx;
extern TMapEntityFx EntityFx;
void newFx( const std::string& FxName, const std::string& InstanceName, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation );
void deleteFx( const std::string& FxName );
void startFx( const std::string& FxName );
void manageFxEntities( void );
#endif // CL_ENTITY_FX_H
/* End of entity_fx.h */