mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
236 lines
6.5 KiB
C++
236 lines
6.5 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "T3D/fx/particleEmitter.h"
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#include "afx/afxChoreographer.h"
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#include "afx/util/afxParticlePool.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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IMPLEMENT_CO_DATABLOCK_V1(afxParticlePoolData);
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ConsoleDocClass( afxParticlePoolData,
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"@brief A ParticlePool datablock.\n\n"
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"@ingroup afxUtil\n"
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"@ingroup AFX\n"
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);
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Vector<afxParticlePool::SortParticlePool> afxParticlePool::orderedVector;
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afxParticlePoolData::afxParticlePoolData()
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{
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pool_type = POOL_NORMAL;
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base_color.set(0.0f, 0.0f, 0.0f, 1.0f);
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blend_weight = 1.0f;
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}
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afxParticlePoolData::afxParticlePoolData(const afxParticlePoolData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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pool_type = other.pool_type;
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base_color = other.base_color;
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blend_weight = other.blend_weight;
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}
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ImplementEnumType( afxParticlePool_PoolType, "Possible particle pool types.\n" "@ingroup afxParticlePool\n\n" )
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{ afxParticlePoolData::POOL_NORMAL, "normal", "..." },
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{ afxParticlePoolData::POOL_TWOPASS, "two-pass", "..." },
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// Alias...
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{ afxParticlePoolData::POOL_TWOPASS, "twopass", "..." },
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EndImplementEnumType;
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afxParticlePoolData::~afxParticlePoolData()
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{
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}
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void afxParticlePoolData::initPersistFields()
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{
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addField("poolType", TYPEID< afxParticlePoolData::PoolType >(), Offset(pool_type, afxParticlePoolData),
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"...");
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addField("baseColor", TypeColorF, Offset(base_color, afxParticlePoolData),
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"...");
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addField("blendWeight", TypeF32, Offset(blend_weight, afxParticlePoolData),
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"...");
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Parent::initPersistFields();
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};
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void afxParticlePoolData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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stream->write(pool_type);
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stream->write(base_color);
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stream->write(blend_weight);
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};
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void afxParticlePoolData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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stream->read(&pool_type);
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stream->read(&base_color);
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stream->read(&blend_weight);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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IMPLEMENT_CO_NETOBJECT_V1(afxParticlePool);
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ConsoleDocClass( afxParticlePool,
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"@brief A ParticlePool object as defined by an afxParticlePoolData datablock.\n\n"
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"@ingroup afxUtil\n"
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"@ingroup AFX\n"
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);
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afxParticlePool::afxParticlePool()
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{
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mDataBlock = 0;
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key_block = 0;
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key_index = 0;
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choreographer = 0;
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sort_priority = S8_MAX;
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mNetFlags.set(IsGhost);
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mTypeMask |= StaticObjectType;
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mCurBuffSize = mCurBuffSize2 = 0;
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};
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afxParticlePool::~afxParticlePool()
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{
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for (S32 i = 0; i < emitters.size(); i++)
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if (emitters[i])
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emitters[i]->clearPool();
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if (choreographer)
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choreographer->unregisterParticlePool(this);
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if (mDataBlock && mDataBlock->isTempClone())
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{
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delete mDataBlock;
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mDataBlock = 0;
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}
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}
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bool afxParticlePool::onNewDataBlock(GameBaseData* dptr, bool reload)
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{
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mDataBlock = dynamic_cast<afxParticlePoolData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
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return false;
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return true;
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}
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bool afxParticlePool::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mObjBox.minExtents.set(-0.5, -0.5, -0.5);
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mObjBox.maxExtents.set( 0.5, 0.5, 0.5);
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resetWorldBox();
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addToScene();
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return true;
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};
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void afxParticlePool::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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};
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void afxParticlePool::addParticleEmitter(ParticleEmitter* emitter)
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{
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emitters.push_back(emitter);
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}
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void afxParticlePool::removeParticleEmitter(ParticleEmitter* emitter)
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{
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for (U32 i=0; i < emitters.size(); i++)
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if (emitters[i] == emitter)
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{
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emitters.erase(i);
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break;
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}
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if (emitters.empty())
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{
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if (choreographer)
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{
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choreographer->unregisterParticlePool(this);
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choreographer = 0;
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}
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Sim::postEvent(this, new ObjectDeleteEvent, Sim::getCurrentTime() + 500);
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}
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}
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void afxParticlePool::updatePoolBBox(ParticleEmitter* emitter)
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{
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if (emitter->mObjBox.minExtents.x < mObjBox.minExtents.x)
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mObjBox.minExtents.x = emitter->mObjBox.minExtents.x;
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if (emitter->mObjBox.minExtents.y < mObjBox.minExtents.y)
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mObjBox.minExtents.y = emitter->mObjBox.minExtents.y;
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if (emitter->mObjBox.minExtents.z < mObjBox.minExtents.z)
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mObjBox.minExtents.z = emitter->mObjBox.minExtents.z;
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if (emitter->mObjBox.maxExtents.x > mObjBox.maxExtents.x)
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mObjBox.maxExtents.x = emitter->mObjBox.maxExtents.x;
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if (emitter->mObjBox.maxExtents.y > mObjBox.maxExtents.y)
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mObjBox.maxExtents.y = emitter->mObjBox.maxExtents.y;
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if (emitter->mObjBox.maxExtents.z > mObjBox.maxExtents.z)
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mObjBox.maxExtents.z = emitter->mObjBox.maxExtents.z;
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resetWorldBox();
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}
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void afxParticlePool::setSortPriority(S8 priority)
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{
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if (priority < sort_priority)
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sort_priority = (priority == 0) ? 1 : priority;
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}
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int QSORT_CALLBACK afxParticlePool::cmpSortParticlePool(const void* p1, const void* p2)
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{
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const SortParticlePool* sp1 = (const SortParticlePool*)p1;
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const SortParticlePool* sp2 = (const SortParticlePool*)p2;
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if (sp2->k > sp1->k)
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return 1;
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else if (sp2->k == sp1->k)
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return 0;
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else
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return -1;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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