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152 lines
4.7 KiB
C++
152 lines
4.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 NL_PS_FACE_H
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#define NL_PS_FACE_H
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#include "nel/3d/ps_quad.h"
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//
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#include "nel/misc/traits_nl.h"
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namespace NL3D
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{
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struct CPlaneBasisPair
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{
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CPlaneBasis Basis;
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CVector Axis; // an axis for rotation
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float AngularVelocity; // an angular velocity
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* A face particle
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* Unlike FaceLookAt, these particle can have an orientation in space.
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* They are drawn with an angle bias of 45deg in their local basis (for optimisation purpose)
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*
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* ^ y
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* |
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* 0
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* / \
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* / \
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* 3 1--> x
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* \ /
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* \ /
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* 2
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* If all particle must rotate the same, but with a rotattionnal bias, a hint can be provided, so that
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* there are batch of particle that share the same orientation. The users must give the number of various phase
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* This is the fastest.
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* Other cases need an attribute maker that produce a couple of vectors
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* , giving the x & y direction of the local basis (plane particle)
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*
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*/
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class CPSFace : public CPSQuad
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, public CPSRotated3DPlaneParticle
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, public CPSHintParticleRotateTheSame
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{
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public:
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/** Create the face
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* you can give a non-animated texture here
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*/
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CPSFace(CSmartPtr<ITexture> tex = NULL);
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void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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NLMISC_DECLARE_CLASS(CPSFace);
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/** Tells that all faces are turning in the same manner, and only have a rotationnal bias
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* This is faster then other method. Any previous set scheme for 3d rotation is kept.
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* \param: the number of rotation configuration we have. The more high it is, the slower it'll be
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* If this is too low, a lot of particles will have the same orientation
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* If it is 0, then the hint is disabled
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* \param minAngularVelocity : the maximum angular velocity for particle rotation
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* \param maxAngularVelocity : the maximum angular velocity for particle rotation
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* \see CPSRotated3dPlaneParticle
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*/
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void hintRotateTheSame(uint32 nbConfiguration
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, float minAngularVelocity = NLMISC::Pi
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, float maxAngularVelocity = NLMISC::Pi
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);
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/** disable the hint 'hintRotateTheSame'
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* The previous set scheme for roation is used
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* \see hintRotateTheSame(), CPSRotated3dPlaneParticle
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*/
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void disableHintRotateTheSame(void)
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{
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hintRotateTheSame(0);
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}
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/** check whether a call to hintRotateTheSame was performed
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* \return 0 if the hint is disabled, the number of configurations else
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* \see hintRotateTheSame(), CPSRotated3dPlaneParticle
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*/
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uint32 checkHintRotateTheSame(float &min, float &max) const
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{
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min = _MinAngularVelocity;
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max = _MaxAngularVelocity;
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return (uint32)_PrecompBasis.size();
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}
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/// from CPSParticle : return true if there are lightable faces in the object
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virtual bool hasLightableFaces() { return false; }
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protected:
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friend class CPSFaceHelper; /// for private use only
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virtual void step(TPSProcessPass pass);
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virtual void newElement(const CPSEmitterInfo &info);
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virtual void deleteElement(uint32 index);
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virtual void resize(uint32 size);
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/// fill _IndexInPrecompBasis with index in the range [0.. nb configurations[
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void fillIndexesInPrecompBasis(void);
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virtual CPSLocated *getPlaneBasisOwner(void) { return _Owner; }
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// we must store them for serialization
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float _MinAngularVelocity;
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float _MaxAngularVelocity;
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/// a set of precomp basis, before and after transfomation in world space, used if the hint 'RotateTheSame' has been called
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CPSVector<CPlaneBasisPair>::V _PrecompBasis;
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/// this contain an index in _PrecompBasis for each particle
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CPSVector<uint32>::V _IndexInPrecompBasis;
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};
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} // NL3D
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// special traits
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namespace NLMISC
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{
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NL_TRIVIAL_TYPE_TRAITS(NL3D::CPlaneBasisPair)
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}
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#endif // NL_PS_FACE_H
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/* End of ps_face.h */
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