//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // 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. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "afx/arcaneFX.h" #include "T3D/fx/particleEmitter.h" #include "afx/afxChoreographer.h" #include "afx/util/afxParticlePool.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// IMPLEMENT_CO_DATABLOCK_V1(afxParticlePoolData); ConsoleDocClass( afxParticlePoolData, "@brief A ParticlePool datablock.\n\n" "@ingroup afxUtil\n" "@ingroup AFX\n" ); Vector afxParticlePool::orderedVector; afxParticlePoolData::afxParticlePoolData() { pool_type = POOL_NORMAL; base_color.set(0.0f, 0.0f, 0.0f, 1.0f); blend_weight = 1.0f; } afxParticlePoolData::afxParticlePoolData(const afxParticlePoolData& other, bool temp_clone) : GameBaseData(other, temp_clone) { pool_type = other.pool_type; base_color = other.base_color; blend_weight = other.blend_weight; } ImplementEnumType( afxParticlePool_PoolType, "Possible particle pool types.\n" "@ingroup afxParticlePool\n\n" ) { afxParticlePoolData::POOL_NORMAL, "normal", "..." }, { afxParticlePoolData::POOL_TWOPASS, "two-pass", "..." }, // Alias... { afxParticlePoolData::POOL_TWOPASS, "twopass", "..." }, EndImplementEnumType; afxParticlePoolData::~afxParticlePoolData() { } void afxParticlePoolData::initPersistFields() { addField("poolType", TYPEID< afxParticlePoolData::PoolType >(), Offset(pool_type, afxParticlePoolData), "..."); addField("baseColor", TypeColorF, Offset(base_color, afxParticlePoolData), "..."); addField("blendWeight", TypeF32, Offset(blend_weight, afxParticlePoolData), "..."); Parent::initPersistFields(); }; void afxParticlePoolData::packData(BitStream* stream) { Parent::packData(stream); stream->write(pool_type); stream->write(base_color); stream->write(blend_weight); }; void afxParticlePoolData::unpackData(BitStream* stream) { Parent::unpackData(stream); stream->read(&pool_type); stream->read(&base_color); stream->read(&blend_weight); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// IMPLEMENT_CO_NETOBJECT_V1(afxParticlePool); ConsoleDocClass( afxParticlePool, "@brief A ParticlePool object as defined by an afxParticlePoolData datablock.\n\n" "@ingroup afxUtil\n" "@ingroup AFX\n" ); afxParticlePool::afxParticlePool() { mDataBlock = 0; key_block = 0; key_index = 0; choreographer = 0; sort_priority = S8_MAX; mNetFlags.set(IsGhost); mTypeMask |= StaticObjectType; mCurBuffSize = mCurBuffSize2 = 0; }; afxParticlePool::~afxParticlePool() { for (S32 i = 0; i < emitters.size(); i++) if (emitters[i]) emitters[i]->clearPool(); if (choreographer) choreographer->unregisterParticlePool(this); if (mDataBlock && mDataBlock->isTempClone()) { delete mDataBlock; mDataBlock = 0; } } bool afxParticlePool::onNewDataBlock(GameBaseData* dptr, bool reload) { mDataBlock = dynamic_cast(dptr); if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload)) return false; return true; } bool afxParticlePool::onAdd() { if (!Parent::onAdd()) return false; mObjBox.minExtents.set(-0.5, -0.5, -0.5); mObjBox.maxExtents.set( 0.5, 0.5, 0.5); resetWorldBox(); addToScene(); return true; }; void afxParticlePool::onRemove() { removeFromScene(); Parent::onRemove(); }; void afxParticlePool::addParticleEmitter(ParticleEmitter* emitter) { emitters.push_back(emitter); } void afxParticlePool::removeParticleEmitter(ParticleEmitter* emitter) { for (U32 i=0; i < emitters.size(); i++) if (emitters[i] == emitter) { emitters.erase(i); break; } if (emitters.empty()) { if (choreographer) { choreographer->unregisterParticlePool(this); choreographer = 0; } Sim::postEvent(this, new ObjectDeleteEvent, Sim::getCurrentTime() + 500); } } void afxParticlePool::updatePoolBBox(ParticleEmitter* emitter) { if (emitter->mObjBox.minExtents.x < mObjBox.minExtents.x) mObjBox.minExtents.x = emitter->mObjBox.minExtents.x; if (emitter->mObjBox.minExtents.y < mObjBox.minExtents.y) mObjBox.minExtents.y = emitter->mObjBox.minExtents.y; if (emitter->mObjBox.minExtents.z < mObjBox.minExtents.z) mObjBox.minExtents.z = emitter->mObjBox.minExtents.z; if (emitter->mObjBox.maxExtents.x > mObjBox.maxExtents.x) mObjBox.maxExtents.x = emitter->mObjBox.maxExtents.x; if (emitter->mObjBox.maxExtents.y > mObjBox.maxExtents.y) mObjBox.maxExtents.y = emitter->mObjBox.maxExtents.y; if (emitter->mObjBox.maxExtents.z > mObjBox.maxExtents.z) mObjBox.maxExtents.z = emitter->mObjBox.maxExtents.z; resetWorldBox(); } void afxParticlePool::setSortPriority(S8 priority) { if (priority < sort_priority) sort_priority = (priority == 0) ? 1 : priority; } int QSORT_CALLBACK afxParticlePool::cmpSortParticlePool(const void* p1, const void* p2) { const SortParticlePool* sp1 = (const SortParticlePool*)p1; const SortParticlePool* sp2 = (const SortParticlePool*)p2; if (sp2->k > sp1->k) return 1; else if (sp2->k == sp1->k) return 0; else return -1; } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//