/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #ifndef plParticleSystem_inc #define plParticleSystem_inc #include "hsTemplates.h" #include "hsGeometry3.h" #include "pnModifier/plModifier.h" #include "pnNetCommon/plSynchedValue.h" #include "hsColorRGBA.h" #include "hsMatrix44.h" #include "plEffectTargetInfo.h" class plPipeline; class plParticle; class plParticleGenerator; class plSimpleParticleGenerator; class plParticleEmitter; class plParticleEffect; class plParticleSDLMod; class plController; class hsGMaterial; class plDrawableSpans; class plDrawInterface; class Mtl; // This is responsible for creating and maintaining (allocation and update cycle) a related set of particles. // Automatic particle generation is handled by the plParticleEmitters (one for each spawning location). class plParticleSystem : public plModifier { friend class plParticleEmitter; friend class plSimpleParticleGenerator; protected: static const hsScalar GRAVITY_ACCEL_FEET_PER_SEC2; plSceneObject *fTarget; hsGMaterial *fTexture; // One texture per system (Tiling is your friend!) UInt32 fXTiles, fYTiles; // Width/height of the texture (in tiles) for determining a particle's UVs double fCurrTime; double fLastTime; hsVector3 fAccel; hsScalar fPreSim; hsScalar fDrag; hsScalar fWindMult; bool fAttachedToAvatar; UInt32 fMaxTotalParticles; UInt32 fMaxTotalParticlesLeft; UInt32 fNumValidEmitters; UInt32 fMaxEmitters; UInt32 fNextEmitterToGo; plParticleEmitter **fEmitters; // Various locations we're emitting particles from (the first one is // reserved for particles added explicitly (to keep all the bookkeeping // in the hands of plParticleEmitter). hsTArray fForces; // Global forces (wind/gravity/etc) that affect accelleration. hsTArray fEffects; // Any other non-constraint effects. hsTArray fConstraints; // Rigid body, collision, connectivity, etc. plParticleContext fContext; // Rendering context passed to forces/effects/constraints. hsTArray fPermaLights; // Runtime lights assigned to this system. Currently don't support projected lights on particles. // Material related animations, mapped over the course of a particle's life plController *fAmbientCtl; plController *fDiffuseCtl; plController *fOpacityCtl; plController *fWidthCtl; plController *fHeightCtl; plParticleSDLMod *fParticleSDLMod; hsBool IShouldUpdate(plPipeline* pipe) const; virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty); // required by plModifier void IHandleRenderMsg(plPipeline* pipe); plDrawInterface* ICheckDrawInterface(); void IAddEffect(plParticleEffect *effect, UInt32 type); void IReadEffectsArray(hsTArray &effects, UInt32 type, hsStream *s, hsResMgr *mgr); void IPreSim(); public: plParticleSystem(); virtual ~plParticleSystem(); void Init(UInt32 xTiles, UInt32 yTiles, UInt32 maxTotalParticles, UInt32 numEmitters, plController *ambientCtl, plController *diffuseCtl, plController *opacityCtl, plController *widthCtl, plController *heightCtl); enum effectType { kEffectForce = 0x1, kEffectMisc = 0x2, kEffectConstraint = 0x4, }; enum miscFlags { kParticleSystemAlwaysUpdate = 0x1 }; UInt8 fMiscFlags; // Not read/written (could be, but it's not needed yet.) // There might not be enough particles available. this function returns the number of maxParticles that // the emitter actually received. UInt32 AddEmitter(UInt32 maxParticles, plParticleGenerator *gen, UInt32 emitterFlags); plParticleEmitter* GetAvailEmitter(); CLASSNAME_REGISTER( plParticleSystem ); GETINTERFACE_ANY( plParticleSystem, plModifier); // These are just public wrappers to the equivalent plParticleEmitter functions, provided for the purpose // of adding particles to a system explicitly. void AddParticle(hsPoint3 &pos, hsVector3 &velocity, UInt32 tileIndex, hsScalar hSize, hsScalar vSize, hsScalar scale, hsScalar invMass, hsScalar life, hsPoint3 &orientation, UInt32 miscFlags, hsScalar radsPerSec=0.f); void GenerateParticles(UInt32 num, hsScalar dt = 0.f); void WipeExistingParticles(); // Instant nuke 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) UInt16 StealParticlesFrom(plParticleSystem *victim, UInt16 num); // Returns the number of particles actually stolen void TranslateAllParticles(hsPoint3 &amount); // Used to recenter the system when linking between ages. void DisableGenerators(); UInt32 GetNumTiles() const { return fXTiles * fYTiles; } void SetTileIndex(plParticle &particle, UInt32 index); // Sets the UV coordinates appropriate for the current texture UInt32 GetNumValidParticles(hsBool immortalOnly = false) const; // Takes a bit longer if we want a count of immortal particles... UInt32 GetMaxTotalParticles() const { return fMaxTotalParticles; } const hsMatrix44 &GetLocalToWorld() const; void SetAccel(const hsVector3& a) { fAccel = GRAVITY_ACCEL_FEET_PER_SEC2 * a; } void SetGravity(hsScalar pct) { fAccel.Set(0, 0, -GRAVITY_ACCEL_FEET_PER_SEC2 * pct); } void SetDrag(hsScalar d) { fDrag = -d; } void SetWindMult(hsScalar m) { fWindMult = m; } void SetPreSim(hsScalar time) { fPreSim = time; } void UpdateGenerator(UInt32 paramID, hsScalar value); plParticleGenerator *GetExportedGenerator() const; const hsVector3& GetAccel() const { return fAccel; } hsScalar GetDrag() const { return fDrag; } hsScalar GetWindMult() const { return fWindMult; } plParticleEffect *GetEffect(UInt16 type) const; plParticleSDLMod* GetSDLMod() {return fParticleSDLMod;} // Functions related to/required by plModifier virtual int GetNumTargets() const { return fTarget ? 1 : 0; } virtual plSceneObject* GetTarget(int w) const { hsAssert(w < 1, "Bad target"); return fTarget; } virtual void AddTarget(plSceneObject* so); virtual void RemoveTarget(plSceneObject* so); virtual void Read(hsStream* s, hsResMgr* mgr); virtual void Write(hsStream* s, hsResMgr* mgr); virtual hsBool MsgReceive(plMessage* msg); void SetAttachedToAvatar(bool attached); // Export only functions for building the system. Not supported at runtime. // AddLight allows the particle system to remain in ignorant bliss about runtime lights void AddLight(plKey liKey); }; #endif