mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
180 lines
5.4 KiB
C++
180 lines
5.4 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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#ifndef _AFX_RESIDUE_MGR_H_
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#define _AFX_RESIDUE_MGR_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxZodiacData;
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class afxModel;
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxResidueMgr
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//
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// Manage transient objects in the world.
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class afxResidueMgr : public GameBase
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{
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typedef GameBase Parent;
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enum {
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ZODIAC,
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MODEL
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};
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struct Residue
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{
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struct ZodiacParams
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{
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F32 pos_x, pos_y, pos_z;
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F32 rad, vrange_dn, vrange_up;
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U8 r,g,b,a;
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F32 ang;
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bool on_terrain;
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};
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union ResidueParams
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{
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ZodiacParams zodiac;
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};
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union ResidueData
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{
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afxZodiacData* zodiac;
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afxModel* model;
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SimObject* simobject;
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};
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U32 type;
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ResidueData data;
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ResidueParams params;
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U32 fade_time;
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U32 stop_time;
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F32 fade;
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Residue* next;
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};
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class ResidueList
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{
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Vector<Residue*> m_array_a;
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Vector<Residue*> m_array_b;
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Vector<Residue*>* m_array;
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Vector<Residue*>* m_scratch_array;
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bool m_dirty;
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S32 m_pending;
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void swap_array_ptrs();
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void free_residue(Residue*);
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public:
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/*C*/ ResidueList();
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/*D*/ ~ResidueList();
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void clear();
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S32 size() { return m_array->size(); }
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bool empty() { return m_array->empty(); }
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void sortIfDirty() { if (m_dirty) sort(); }
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void sort();
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void fadeAndCull(U32 now);
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void stripMatchingObjects(SimObject* db, bool del_notify=false);
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void add(Residue*);
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void manage();
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U32 findPendingBestBump(U32 look_max=256);
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void bumpPending();
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static int QSORT_CALLBACK compare_residue(const void* p1, const void* p2);
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};
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friend class ResidueList;
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private:
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enum { FREE_POOL_BLOCK_SIZE = 256 };
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static afxResidueMgr* the_mgr;
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static U32 m_max_residue_objs;
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static bool enabled;
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ResidueList m_managed;
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Vector<Residue*> m_free_pool_blocks;
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Residue* m_next_free;
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Residue* alloc_free_pool_block();
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Residue* alloc_residue();
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void free_residue(Residue*);
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void bump_residue();
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void add_residue(Residue*);
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static void add_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
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const Point2F& vrange, const LinearColorF& col, F32 ang, bool on_terrain);
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protected:
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void deleteResidueObject(SimObject* obj, bool del_notify=false);
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void manage_residue(const Residue* r);
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bool requires_delete_tracking(Residue*);
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void enable_delete_tracking(Residue*);
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void disable_delete_tracking(Residue*);
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public:
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/*C*/ afxResidueMgr();
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/*D*/ ~afxResidueMgr();
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void cleanup();
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virtual void onDeleteNotify(SimObject *obj);
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public:
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void residueAdvanceTime();
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// ZODIAC
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static void add_terrain_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
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const LinearColorF& col, F32 ang);
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static void add_interior_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
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const Point2F& vrange, const LinearColorF& col, F32 ang);
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// MODEL
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static void add(F32 dur, F32 fade_dur, afxModel*);
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static afxResidueMgr* getMaster() { return the_mgr; }
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static void setMaster(afxResidueMgr* m) { the_mgr = m; }
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DECLARE_CONOBJECT(afxResidueMgr);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_RESIDUE_MGR_H_
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