Torque3D/Engine/source/afx/afxResidueMgr.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

180 lines
5.4 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _AFX_RESIDUE_MGR_H_
#define _AFX_RESIDUE_MGR_H_
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxZodiacData;
class afxModel;
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxResidueMgr
//
// Manage transient objects in the world.
class afxResidueMgr : public GameBase
{
typedef GameBase Parent;
enum {
ZODIAC,
MODEL
};
struct Residue
{
struct ZodiacParams
{
F32 pos_x, pos_y, pos_z;
F32 rad, vrange_dn, vrange_up;
U8 r,g,b,a;
F32 ang;
bool on_terrain;
};
union ResidueParams
{
ZodiacParams zodiac;
};
union ResidueData
{
afxZodiacData* zodiac;
afxModel* model;
SimObject* simobject;
};
U32 type;
ResidueData data;
ResidueParams params;
U32 fade_time;
U32 stop_time;
F32 fade;
Residue* next;
};
class ResidueList
{
Vector<Residue*> m_array_a;
Vector<Residue*> m_array_b;
Vector<Residue*>* m_array;
Vector<Residue*>* m_scratch_array;
bool m_dirty;
S32 m_pending;
void swap_array_ptrs();
void free_residue(Residue*);
public:
/*C*/ ResidueList();
/*D*/ ~ResidueList();
void clear();
S32 size() { return m_array->size(); }
bool empty() { return m_array->empty(); }
void sortIfDirty() { if (m_dirty) sort(); }
void sort();
void fadeAndCull(U32 now);
void stripMatchingObjects(SimObject* db, bool del_notify=false);
void add(Residue*);
void manage();
U32 findPendingBestBump(U32 look_max=256);
void bumpPending();
static int QSORT_CALLBACK compare_residue(const void* p1, const void* p2);
};
friend class ResidueList;
private:
enum { FREE_POOL_BLOCK_SIZE = 256 };
static afxResidueMgr* the_mgr;
static U32 m_max_residue_objs;
static bool enabled;
ResidueList m_managed;
Vector<Residue*> m_free_pool_blocks;
Residue* m_next_free;
Residue* alloc_free_pool_block();
Residue* alloc_residue();
void free_residue(Residue*);
void bump_residue();
void add_residue(Residue*);
static void add_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
const Point2F& vrange, const LinearColorF& col, F32 ang, bool on_terrain);
protected:
void deleteResidueObject(SimObject* obj, bool del_notify=false);
void manage_residue(const Residue* r);
bool requires_delete_tracking(Residue*);
void enable_delete_tracking(Residue*);
void disable_delete_tracking(Residue*);
public:
/*C*/ afxResidueMgr();
/*D*/ ~afxResidueMgr();
void cleanup();
virtual void onDeleteNotify(SimObject *obj);
public:
void residueAdvanceTime();
// ZODIAC
static void add_terrain_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
const LinearColorF& col, F32 ang);
static void add_interior_zodiac(F32 dur, F32 fade_dur, afxZodiacData*, const Point3F& pos, F32 rad,
const Point2F& vrange, const LinearColorF& col, F32 ang);
// MODEL
static void add(F32 dur, F32 fade_dur, afxModel*);
static afxResidueMgr* getMaster() { return the_mgr; }
static void setMaster(afxResidueMgr* m) { the_mgr = m; }
DECLARE_CONOBJECT(afxResidueMgr);
DECLARE_CATEGORY("UNLISTED");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_RESIDUE_MGR_H_