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