// Ryzom - MMORPG Framework // 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 . #ifndef CL_ENTITY_FX_H #define CL_ENTITY_FX_H #include #include #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 */