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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plParticleSystem_inc
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#define plParticleSystem_inc
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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#include "pnModifier/plModifier.h"
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#include "pnNetCommon/plSynchedValue.h"
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#include "hsColorRGBA.h"
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#include "hsMatrix44.h"
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#include "plEffectTargetInfo.h"
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class plPipeline;
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class plParticle;
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class plParticleGenerator;
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class plSimpleParticleGenerator;
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class plParticleEmitter;
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class plParticleEffect;
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class plParticleSDLMod;
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class plController;
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class hsGMaterial;
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class plDrawableSpans;
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class plDrawInterface;
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class Mtl;
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// This is responsible for creating and maintaining (allocation and update cycle) a related set of particles.
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// Automatic particle generation is handled by the plParticleEmitters (one for each spawning location).
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class plParticleSystem : public plModifier
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{
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friend class plParticleEmitter;
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friend class plSimpleParticleGenerator;
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protected:
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static const hsScalar GRAVITY_ACCEL_FEET_PER_SEC2;
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plSceneObject *fTarget;
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hsGMaterial *fTexture; // One texture per system (Tiling is your friend!)
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UInt32 fXTiles, fYTiles; // Width/height of the texture (in tiles) for determining a particle's UVs
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double fCurrTime;
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double fLastTime;
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hsVector3 fAccel;
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hsScalar fPreSim;
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hsScalar fDrag;
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hsScalar fWindMult;
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bool fAttachedToAvatar;
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UInt32 fMaxTotalParticles;
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UInt32 fMaxTotalParticlesLeft;
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UInt32 fNumValidEmitters;
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UInt32 fMaxEmitters;
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UInt32 fNextEmitterToGo;
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plParticleEmitter **fEmitters; // Various locations we're emitting particles from (the first one is
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// reserved for particles added explicitly (to keep all the bookkeeping
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// in the hands of plParticleEmitter).
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hsTArray<plParticleEffect *> fForces; // Global forces (wind/gravity/etc) that affect accelleration.
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hsTArray<plParticleEffect *> fEffects; // Any other non-constraint effects.
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hsTArray<plParticleEffect *> fConstraints; // Rigid body, collision, connectivity, etc.
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plParticleContext fContext; // Rendering context passed to forces/effects/constraints.
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hsTArray<plKey> fPermaLights; // Runtime lights assigned to this system. Currently don't support projected lights on particles.
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// Material related animations, mapped over the course of a particle's life
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plController *fAmbientCtl;
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plController *fDiffuseCtl;
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plController *fOpacityCtl;
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plController *fWidthCtl;
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plController *fHeightCtl;
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plParticleSDLMod *fParticleSDLMod;
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hsBool IShouldUpdate(plPipeline* pipe) const;
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty); // required by plModifier
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void IHandleRenderMsg(plPipeline* pipe);
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plDrawInterface* ICheckDrawInterface();
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void IAddEffect(plParticleEffect *effect, UInt32 type);
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void IReadEffectsArray(hsTArray<plParticleEffect *> &effects, UInt32 type, hsStream *s, hsResMgr *mgr);
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void IPreSim();
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public:
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plParticleSystem();
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virtual ~plParticleSystem();
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void Init(UInt32 xTiles, UInt32 yTiles, UInt32 maxTotalParticles, UInt32 numEmitters,
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plController *ambientCtl, plController *diffuseCtl, plController *opacityCtl,
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plController *widthCtl, plController *heightCtl);
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enum effectType
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{
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kEffectForce = 0x1,
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kEffectMisc = 0x2,
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kEffectConstraint = 0x4,
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};
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enum miscFlags
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{
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kParticleSystemAlwaysUpdate = 0x1
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};
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UInt8 fMiscFlags; // Not read/written (could be, but it's not needed yet.)
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// There might not be enough particles available. this function returns the number of maxParticles that
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// the emitter actually received.
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UInt32 AddEmitter(UInt32 maxParticles, plParticleGenerator *gen, UInt32 emitterFlags);
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plParticleEmitter* GetAvailEmitter();
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CLASSNAME_REGISTER( plParticleSystem );
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GETINTERFACE_ANY( plParticleSystem, plModifier);
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// These are just public wrappers to the equivalent plParticleEmitter functions, provided for the purpose
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// of adding particles to a system explicitly.
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void AddParticle(hsPoint3 &pos, hsVector3 &velocity, UInt32 tileIndex,
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hsScalar hSize, hsScalar vSize, hsScalar scale, hsScalar invMass, hsScalar life,
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hsPoint3 &orientation, UInt32 miscFlags, hsScalar radsPerSec=0.f);
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void GenerateParticles(UInt32 num, hsScalar dt = 0.f);
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void WipeExistingParticles(); // Instant nuke
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void KillParticles(hsScalar num, hsScalar timeToDie, UInt8 flags); // Sets a death timer. They'll get removed on the next update (if time has run out)
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UInt16 StealParticlesFrom(plParticleSystem *victim, UInt16 num); // Returns the number of particles actually stolen
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void TranslateAllParticles(hsPoint3 &amount); // Used to recenter the system when linking between ages.
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void DisableGenerators();
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UInt32 GetNumTiles() const { return fXTiles * fYTiles; }
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void SetTileIndex(plParticle &particle, UInt32 index); // Sets the UV coordinates appropriate for the current texture
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UInt32 GetNumValidParticles(hsBool immortalOnly = false) const; // Takes a bit longer if we want a count of immortal particles...
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UInt32 GetMaxTotalParticles() const { return fMaxTotalParticles; }
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const hsMatrix44 &GetLocalToWorld() const;
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void SetAccel(const hsVector3& a) { fAccel = GRAVITY_ACCEL_FEET_PER_SEC2 * a; }
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void SetGravity(hsScalar pct) { fAccel.Set(0, 0, -GRAVITY_ACCEL_FEET_PER_SEC2 * pct); }
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void SetDrag(hsScalar d) { fDrag = -d; }
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void SetWindMult(hsScalar m) { fWindMult = m; }
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void SetPreSim(hsScalar time) { fPreSim = time; }
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void UpdateGenerator(UInt32 paramID, hsScalar value);
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plParticleGenerator *GetExportedGenerator() const;
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const hsVector3& GetAccel() const { return fAccel; }
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hsScalar GetDrag() const { return fDrag; }
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hsScalar GetWindMult() const { return fWindMult; }
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plParticleEffect *GetEffect(UInt16 type) const;
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plParticleSDLMod* GetSDLMod() {return fParticleSDLMod;}
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// Functions related to/required by plModifier
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virtual int GetNumTargets() const { return fTarget ? 1 : 0; }
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virtual plSceneObject* GetTarget(int w) const { hsAssert(w < 1, "Bad target"); return fTarget; }
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virtual void AddTarget(plSceneObject* so);
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virtual void RemoveTarget(plSceneObject* so);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage* msg);
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void SetAttachedToAvatar(bool attached);
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// Export only functions for building the system. Not supported at runtime.
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// AddLight allows the particle system to remain in ignorant bliss about runtime lights
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void AddLight(plKey liKey);
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};
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#endif
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