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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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47ccfe279a
Changed: Use the Windows SDK installed with VC++ or the most recent compatible one
117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_ENTITY_FX_H
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#define CL_ENTITY_FX_H
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#include <string>
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#include <map>
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/vectord.h"
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#include "nel/3d/u_particle_system_instance.h"
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/**
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* CEntityFX class contained datas for instanciate an FX
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2001
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*/
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class CEntityFx
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{
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public:
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struct SStatusFx
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{
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uint32 AlwaysStarted : 1;
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uint32 InfinityLoop : 1;
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uint32 Started : 1;
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SStatusFx( void )
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{
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AlwaysStarted = 0;
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InfinityLoop = 0;
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Started = 0;
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}
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};
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/**
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* Constructor
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* \param FxName name of Fx, must be unique
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* \param InstanceName name of instance (shape), used for instanciate FX
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* \param Position initial position of Fx
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* \param Rotation initial rotation matrix of Fx
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*/
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CEntityFx( const std::string& FxName, const std::string& InstanceName, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation );
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/**
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* Destructor
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*/
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~CEntityFx();
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/// Get Status of Fx
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inline SStatusFx& getStatus( void ) { return _StatusFx; }
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/// Set Status of Fx
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inline void setStatus( const SStatusFx& Status ) { _StatusFx = Status; }
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/// alwaysStarted return true if Fx must be always started or set it
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inline bool alwaysStarted( void ) { return _StatusFx.AlwaysStarted; }
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inline void alwaysStarted( bool b ) { _StatusFx.AlwaysStarted = b; }
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/// infinityLoop return true if Fx is must be in InfinityLoop or set it
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inline bool infinityLoop( void ) { return _StatusFx.InfinityLoop; }
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inline void infinityLoop( bool b ) { _StatusFx.InfinityLoop = b; }
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/// started return true if Fx is Started or set it
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inline bool started( void ) { return _StatusFx.Started; }
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inline void started( bool b ) { _StatusFx.Started = b; }
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/// startFx
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void startFx( void );
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/// isTerminated return true if fx is finish
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bool isTerminated( void );
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/// deleteInstance
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void deleteInstance( void);
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private:
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std::string _FxName;
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std::string _InstanceName;
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NLMISC::CVector _Position;
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NLMISC::CQuat _Rotation;
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SStatusFx _StatusFx;
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NL3D::UParticleSystemInstance _FxInstance;
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};
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typedef std::map< std::string, CEntityFx *> TMapEntityFx;
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extern TMapEntityFx EntityFx;
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void newFx( const std::string& FxName, const std::string& InstanceName, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation );
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void deleteFx( const std::string& FxName );
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void startFx( const std::string& FxName );
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void manageFxEntities( void );
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#endif // CL_ENTITY_FX_H
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/* End of entity_fx.h */
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