//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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 m_array_a; Vector m_array_b; Vector* m_array; Vector* 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 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("AFX"); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #endif // _AFX_RESIDUE_MGR_H_