khanat-opennel-code/code/nel/src/3d/particle_system_process.cpp
2010-05-06 02:08:41 +02:00

148 lines
4.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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/>.
#include "std3d.h"
#include "nel/3d/particle_system_process.h"
#include "nel/3d/particle_system.h"
uint PSEnterLeaveDepth = 0;
uint PSEnterLeaveMaxDepth = 1;
std::string PSCurrName;
//***********************************************************************************************************
CPSEnterLeave::CPSEnterLeave(const char *name)
{
++ PSEnterLeaveDepth;
Name = name;
if (PSEnterLeaveDepth <= PSEnterLeaveMaxDepth)
{
std::string indent(PSEnterLeaveDepth, ' ');
nlinfo("Entering %s in %s", (indent + Name).c_str(), PSCurrName.c_str());
}
}
//***********************************************************************************************************
CPSEnterLeave::~CPSEnterLeave()
{
if (PSEnterLeaveDepth <= PSEnterLeaveMaxDepth)
{
std::string indent(PSEnterLeaveDepth, ' ');
nlinfo("Leaving %s in %s", Name.c_str(), PSCurrName.c_str());
}
-- PSEnterLeaveDepth;
}
namespace NL3D {
/////////////////////////////////////////////
// CParticleSystemProcess implementation //
/////////////////////////////////////////////
//***********************************************************************************************************
void CParticleSystemProcess::setOwner(CParticleSystem *ps)
{
NL_PS_FUNC(CParticleSystemProcess_setOwner)
if (ps == _Owner) return;
if (ps == NULL)
{
releaseAllRef();
}
if (_Owner) _Owner->releaseRefForUserSysCoordInfo(getUserMatrixUsageCount());
_Owner = ps;
if (_Owner) _Owner->addRefForUserSysCoordInfo(getUserMatrixUsageCount());
}
//***********************************************************************************************************
uint CParticleSystemProcess::getUserMatrixUsageCount() const
{
NL_PS_FUNC(CParticleSystemProcess_getUserMatrixUsageCount)
return _MatrixMode == PSUserMatrix;
}
//***********************************************************************************************************
void CParticleSystemProcess::setMatrixMode(TPSMatrixMode matrixMode)
{
NL_PS_FUNC(CParticleSystemProcess_setMatrixMode)
nlassert((uint) matrixMode <= PSMatrixModeCount);
if (matrixMode == _MatrixMode) return;
if (_Owner) // notify the system that matrix mode has changed for that object
{
_Owner->matrixModeChanged(this, _MatrixMode, matrixMode);
}
_MatrixMode = matrixMode;
}
//***********************************************************************************************************
CFontGenerator *CParticleSystemProcess::getFontGenerator(void)
{
NL_PS_FUNC(CParticleSystemProcess_getFontGenerator)
nlassert(_Owner);
return _Owner->getFontGenerator();
}
//***********************************************************************************************************
const CFontGenerator *CParticleSystemProcess::getFontGenerator(void) const
{
NL_PS_FUNC(CParticleSystemProcess_getFontGenerator)
nlassert(_Owner);
return _Owner->getFontGenerator();
}
//***********************************************************************************************************
CFontManager *CParticleSystemProcess::getFontManager(void)
{
NL_PS_FUNC(CParticleSystemProcess_getFontManager)
nlassert(_Owner);
return _Owner->getFontManager();
}
//***********************************************************************************************************
const CFontManager *CParticleSystemProcess::getFontManager(void) const
{
NL_PS_FUNC(CParticleSystemProcess_getFontManager)
nlassert(_Owner);
return _Owner->getFontManager();
}
//***********************************************************************************************************
void CParticleSystemProcess::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
NL_PS_FUNC(CParticleSystemProcess_serial)
// version 2 : added matrix mode (just not fx world matrix or identity)
// version 1 : base version
sint ver = f.serialVersion(2);
f.serialPtr(_Owner);
if (ver == 1)
{
nlassert(f.isReading());
bool usesFXWorldMatrix;
f.serial(usesFXWorldMatrix);
_MatrixMode = usesFXWorldMatrix ? PSFXWorldMatrix : PSIdentityMatrix;
}
if (ver >= 2)
{
f.serialEnum(_MatrixMode);
}
}
} // NL3D