khanat-opennel-code/code/ryzom/client/src/ground_fx_manager.h
kervala 47ccfe279a Changed: Don't use anymore the current SDK in registry (very unreliable)
Changed: Use the Windows SDK installed with VC++ or the most recent compatible one
2013-09-27 10:52:44 +02:00

217 lines
5.6 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_GROUND_FX_MANAGER_H
#define CL_GROUND_FX_MANAGER_H
#include "nel/misc/vectord.h"
#include "nel/3d/u_particle_system_instance.h"
namespace NL3D
{
class UParticleSystemInstance;
class UScene;
}
namespace NLMISC
{
class CVectorD;
}
class CEntityCL;
/** Manager of 'ground fxs' : fx that are displayed when character walk over sand (actually sawdust), or grass.
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CGroundFXManager
{
private:
struct CGroundFX
{
NL3D::UParticleSystemInstance FX;
NL3D::UParticleSystemInstance FXUnderWater; // underwater part of fx
std::string FXName;
};
typedef std::list<CGroundFX> TGroundFXList;
typedef std::list<CGroundFX>::iterator TGroundFXHandle;
class CInstance
{
public:
enum TMode { Ground = 0, Water, Swim }; // if the entity is on the ground, then fx is created whn it moves
// if the entity is in water, then fx is played even if it doesn't move
// the same goes if entity is swimming
public:
CEntityCL *Entity; // the managed entity
float Dist2; // square dist to the camera
TGroundFXHandle FXHandle; // the FX that is played by that entity
uint32 GroundID; // ground type of current fx
uint InstanciateDelay; // delay before to instanciate the fx
bool HasFX; // is the FXHandle valid ?
bool EmittersActive; // are the emitters active ?
bool EmittersUnderWaterActive; // are the emitters active ?
TMode Mode;
float WaterHeight; // if entity is in water, give its height
bool Idle;
public:
// get name of ground fx associated with a ground material id, or empty
void getFXNameFromGroundType(uint32 groundID, std::string &fxName) const;
};
typedef std::list<CInstance> TInstanceList;
friend struct CSortInstancePred;
public:
typedef TInstanceList::iterator TEntityHandle;
typedef std::vector<TEntityHandle> TInstancePtrVect;
// ctor
CGroundFXManager();
// dtor
~CGroundFXManager();
/** Init the manager to work with the given scene.
* \param scene The scene from which instance are created
* \param maxDist The max dist at which ground fxs are generated
* \param maxActiveFX The max number of fxs that are holded by an entity
* \param maxInactiveFX The max number of inactive FXs (shuting down fxs & fx ready to use)
*/
void init(NL3D::UScene *scene, float maxDist, uint maxNumFX, uint fxCacheSize);
// get the max number of fxs.
uint getMaxNumFX() const { return _MaxNumFX; }
// Get size of cache for FXs
uint getFXCacheSize() const { return _MaxNumCachedFX; }
// get the max dist at which ground FXs are played
float getMaxDist() const { return _MaxDist; }
// register an entity to be managed
TEntityHandle add(CEntityCL *entity);
// remove a managed entity from its handle
void remove(TEntityHandle handle);
// update current manager state
void update(const NLMISC::CVectorD &camPos);
// reset the manager (must call init again for reuse). All handle allocated from add(CEntityCL *entity) becomes invalid after the call.
void reset();
// set min speed for walk/run (speed at which fx starts)
void setMinSpeed(float minSpeed);
// set max speed for walk/run (speed at which fx is at its max intensity)
void setMaxSpeed(float maxSpeed);
// set speed for fast walk in water
void setSpeedWaterWalkFast(float speed);
// set speed for fast swim in water
void setSpeedWaterSwimFast(float speed);
private:
float _MinSpeed;
float _MaxSpeed;
float _SpeedWaterWalkFast;
float _SpeedWaterSwimFast;
float _MaxDist;
TGroundFXList _ActiveFXs;
TGroundFXList _InactiveFXs; // Shutting down FXs
TGroundFXList _CachedFXs; // Cached fxs FXs
uint _MaxNumFX; // max number of fxs ( active fxs)
uint _NumFX;
uint _MaxNumCachedFX;
uint _NumCachedFX;
//
TInstanceList _InstancesList;
uint _NumInstances;
TInstancePtrVect _SortedInstances; // sorted entities by distance
NL3D::UScene *_Scene;
private:
void invalidateFX(TEntityHandle handle);
void moveFXInCache(TGroundFXList &ownerList, TGroundFXHandle fx);
// for debug only
void checkIntegrity();
};
/////////////////////////////////////////
// tmp : test class to test ground fxs //
/////////////////////////////////////////
#if 1
/** temp class to test ground fxs
*/
struct CTestGroundFX
{
struct CEntity
{
CEntityCL *Entity;
uint Slot;
bool Move;
NLMISC::CVector Dir;
NLMISC::CVector StartPos;
float Duration;
};
std::vector<CEntity> Entities;
bool MoveAll;
void update();
void displayFXBoxes() const;
CTestGroundFX() : MoveAll(false) {}
};
extern CTestGroundFX TestGroundFX;
#endif
#endif