2017-03-15 19:29:34 +00:00
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// 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_PARTICLE_WORKSPACE_H
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#define NL_PARTICLE_WORKSPACE_H
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/stream.h"
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#include "nel/3d/skeleton_model.h"
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//
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#include "ps_initial_pos.h"
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namespace NL3D
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{
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class CParticleSystem;
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class CParticleSystemModel;
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class CshapeBank;
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class CFontManager;
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class CFontGenerator;
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}
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class CObjectViewer;
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/** A workspace containing several fxs
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2004
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*/
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class CParticleWorkspace
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{
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public:
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// A node in the workspace
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// Contains a particle system and its relative path
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class CNode : public NLMISC::CRefCount
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{
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public:
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void init(CParticleWorkspace *ws);
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void setRelativePath(const std::string &relativePath);
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const std::string &getRelativePath() const { return _RelativePath; }
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std::string getFullPath() const;
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std::string getFilename() const { return NLMISC::CFile::getFilename(_RelativePath); }
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// Serial node information into workspace stream. This does not save the particle system shape, only a reference to its file
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void serial(NLMISC::IStream &f);
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// Save the particle system target file
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void savePS() throw(NLMISC::EStream);
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// Save particle system with an arbitrary filename
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void savePSAs(const std::string &fullPath) throw(NLMISC::EStream);
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// put back in the unloaded state
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void unload();
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/** Load the particle system target file
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* \return true if loading succeed (false means that loading was ok, but this is not a particle system). Other cases throw an exception.
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*/
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bool loadPS() throw(NLMISC::EStream);
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// create an empty particle system
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void createEmptyPS();
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// helper flag to know if a ps has been modified
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bool isModified() const { return _Modified; }
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void setModified(bool modified);
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NL3D::CParticleSystem *getPSPointer() const { return _PS; }
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NL3D::CParticleSystemModel *getPSModel() const { return _PSM; }
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// See if this node ps has been loaded
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bool isLoaded() const { return _PS != NULL; }
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// Get the workspace in which this node is inserted
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CParticleWorkspace *getWorkspace() const { return _WS; }
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// Memorize current position of object in the system. Useful to play the system because instances can be created / deleted
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void memorizeState();
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// Restore state previously memorize. Is usually called when the user stops a particle system
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void restoreState();
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// Test if state is currenlty memorized
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bool isStateMemorized() const;
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// For edition : If the state of the system has been memorized, keep it on par with the system when it is modified
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void removeLocated(NL3D::CPSLocated *loc);
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// For edition : If the state of the system has been memorized, keep it on par with the system when it is modified
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void removeLocatedBindable(NL3D::CPSLocatedBindable *lb);
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// Returns the skeleton to which the ps is currently sticked
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NL3D::CSkeletonModel *getParentSkel() const { return _ParentSkel; }
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const std::string &getParentSkelName() const { return _ParentSkelName; }
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const std::string &getParentBoneName() const { return _ParentBoneName; }
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//
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std::string getTriggerAnim() { return _TriggerAnim; }
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void setTriggerAnim(const std::string &anim);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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std::string _TriggerAnim;
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NL3D::CParticleSystem *_PS;
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NL3D::CParticleSystemModel *_PSM;
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NL3D::CShapeBank *_ShapeBank; // Keep a shape bank per node because we want the whole path to identify the ps, not just its filename
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// (shape bank keeps the filename only)
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std::string _RelativePath; // relative path from which the ps was inserted
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// relative path is also a unique identifier for this ps in the workspace
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CPSInitialPos _InitialPos; // initial pos of system. Allow to restore the initial instances of the system when doing start / stop
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bool _Modified;
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CParticleWorkspace *_WS;
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NLMISC::CRefPtr<NL3D::CSkeletonModel> _ParentSkel;
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bool _ResetAutoCount;
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//
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std::string _ParentSkelName;
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std::string _ParentBoneName;
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private:
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void setup(NL3D::CParticleSystemModel &psm);
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public:
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bool getResetAutoCountFlag() const { return _ResetAutoCount; }
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void setResetAutoCountFlag(bool reset) { _ResetAutoCount = reset; }
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// stick to a skeleton
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void stickPSToSkeleton(NL3D::CSkeletonModel *skel,
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uint bone,
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const std::string &parentSkelName, // for callback after loading
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const std::string &parentBoneName
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);
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void unstickPSFromSkeleton();
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private:
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friend class CParticleWorkspace;
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// Ctor
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CNode();
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public:
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// DTor
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~CNode();
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};
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// callback to know when a workspace node has been modified
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struct IModificationCallback
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{
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virtual void workspaceModifiedFlagChanged(CParticleWorkspace &pw) = 0;
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virtual void nodeModifiedFlagChanged(CNode &node) = 0;
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virtual void nodeSkelParentChanged(CNode &node) = 0; // called when fx has been linked / unlinked from a skeleton parent
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};
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// sorting predicate
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struct ISort
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{
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virtual bool less(const CNode &lhs, const CNode &rhs) const = 0;
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};
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// ctor
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CParticleWorkspace();
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// dtor
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~CParticleWorkspace();
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// Init the workspace for the given object viewer
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// must be called prior to other methods
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void init(CObjectViewer *ov,
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const std::string &filename,
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NL3D::CFontManager *fontManager,
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NL3D::CFontGenerator *fontGenerator
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);
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// Set a new name for the workspace (not its filename)
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void setName(const std::string &name);
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std::string getName() const { return _Name; }
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// Get the object viewer instance
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CObjectViewer *getObjectViewer() const { return _OV; }
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// Get the path in which workpsace is located with a trailing slash
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std::string getPath() const;
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std::string getFilename() const { return _Filename; }
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// Get Number of nodes in the workspace
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uint getNumNode() const { return (uint)_Nodes.size(); }
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/** Get a node in workspace
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* Can keep pointer safely as long as the node is not deleted
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*/
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CNode *getNode(uint index) const { return _Nodes[index]; }
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// Get a node from a pointer on a particle system
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CNode *getNodeFromPS(NL3D::CParticleSystem *ps) const;
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/** Test if the workspace already contains a node with the given filename name
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* NB : 2 node with the same name re not allowed, even if their path is different
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*/
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bool containsFile(std::string filename) const;
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/** Add a node in the workspace. Will succeed only if fx filename does not already exist in the workspace.
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* The node is in the 'unloaded' state, so caller must load it afterward.
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* NB : no lookup is done, full path must be provided.
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*
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* \return pointer to new node, or NULL if already inserted
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*/
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CNode *addNode(const std::string &filenameWithFullPath) throw( NLMISC::Exception);
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// remove a node by its index
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void removeNode(uint index);
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// remove a node by its pointer
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void removeNode(CNode *ptr);
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// Get index of a node from its pointer, or -1 if not found
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sint getIndexFromNode(CNode *node) const;
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/** Save the workspace structure. The target file is the one given when this object was created
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* NB : ps shape are not saved, only the structure is. To save the shapes, call CNode::save()
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*/
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void save() throw(NLMISC::EStream);
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/** Load the workspace structure. The target file is the one given when this object was created
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* All nodes are in the 'unloaded" state, so it is to the caller to load them by calling load() on their node
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*/
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void load() throw(NLMISC::EStream);
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// Test whether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified)
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bool isModified() const { return _Modified; }
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// Test whether the content of the workspace has ben modified
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bool isContentModified() const;
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void touch() { setModifiedFlag(true); }
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void clearModifiedFlag() { setModifiedFlag(false); }
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// set a callback to know when a node is modified
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void setModificationCallback(IModificationCallback *cb) { _ModificationCallback = cb; }
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IModificationCallback *getModificationCallback() const { return _ModificationCallback; }
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// Sort the workspace. The node pointer remains valid and unchanged
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void sort(ISort &predicate);
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// get font manager / font generator
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NL3D::CFontGenerator *getFontGenerator() const { return _FontGenerator; }
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NL3D::CFontManager *getFontManager() const { return _FontManager; }
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// restick all objects, useful after loading
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void restickAllObjects(CObjectViewer *ov);
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private:
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typedef std::vector<NLMISC::CSmartPtr<CNode> > TNodeVect;
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TNodeVect _Nodes; // use smart ptr to avoir prb wih resize
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std::string _Filename; // path + name of workspace
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CObjectViewer *_OV;
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bool _Modified; //
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NL3D::CFontManager *_FontManager;
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NL3D::CFontGenerator *_FontGenerator;
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IModificationCallback *_ModificationCallback;
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std::string _Name; // workspace user name
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private:
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// serial the object
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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// set the 'modified flag' and call the callback
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void setModifiedFlag(bool modified);
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public:
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void nodeModified(CNode &node);
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};
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2010-05-06 00:08:41 +00:00
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#endif
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