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ParticleManager.cs 11 KB

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  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // ParticleManager.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.Collections.Generic;
  12. using System.Text;
  13. using System.IO;
  14. using System.Xml;
  15. using System.Xml.Serialization;
  16. using Microsoft.Xna.Framework;
  17. using RobotGameData.Helper;
  18. #endregion
  19. namespace RobotGameData.ParticleSystem
  20. {
  21. #region Particle Reader
  22. /// <summary>
  23. /// this particle information gets ready by XML file.
  24. /// It contains the particle name, particle file path,
  25. /// and the maximum instance number that are to be used in the game.
  26. /// </summary>
  27. [Serializable]
  28. public class ParticleReaderElement
  29. {
  30. public string EntryName = String.Empty;
  31. public string RelativeFilePath = String.Empty;
  32. public int UseMaxCount = 0;
  33. }
  34. #endregion
  35. #region Particle Reader List
  36. /// <summary>
  37. /// a set of ParticleReaderElement’s to be read from an XML file.
  38. /// </summary>
  39. [Serializable]
  40. public class ParticleReaderList
  41. {
  42. public List<ParticleReaderElement> ParticleReaderElements = null;
  43. }
  44. #endregion
  45. #region Particle Storage
  46. /// <summary>
  47. /// a storage in which particle’s instance will be contained.
  48. /// </summary>
  49. public class ParticleStorage
  50. {
  51. public string entryName = String.Empty;
  52. public List<ParticleSequence> list = new List<ParticleSequence>();
  53. }
  54. #endregion
  55. /// <summary>
  56. /// It can load and add each particle and provides an interface
  57. /// that plays each particle.
  58. /// Each particle is in ParticleSequence class.
  59. /// </summary>
  60. public class ParticleManager
  61. {
  62. #region Fields
  63. bool particleOn = true; // Activate all particles
  64. List<ParticleStorage> particleSequencesList = new List<ParticleStorage>();
  65. List<ParticleSequenceInfo> particleInfoList = new List<ParticleSequenceInfo>();
  66. #endregion
  67. /// <summary>
  68. /// Remove all particles
  69. /// </summary>
  70. public void Clear()
  71. {
  72. ClearAllParticles();
  73. particleInfoList.Clear();
  74. }
  75. /// <summary>
  76. /// Adds a new particle to the storage
  77. /// </summary>
  78. /// <param name="entryName">particle name in the game</param>
  79. /// <param name="particleFile">particle file (.Particle)</param>
  80. /// <param name="maxCount">instance count</param>
  81. /// <param name="sceneParent">parent scene node</param>
  82. /// <returns>an index of new particle</returns>
  83. public int AddParticle( string entryName, string particleFile, int maxCount,
  84. NodeBase sceneParent)
  85. {
  86. if (particleOn == false)
  87. return -1;
  88. ParticleStorage storage = null;
  89. ParticleSequenceInfo particleInfo = null;
  90. // checks a registerd particle.
  91. int index = FindParticleIndexByName(entryName);
  92. if (index != -1)
  93. {
  94. storage = particleSequencesList[index];
  95. }
  96. else
  97. {
  98. storage = new ParticleStorage();
  99. storage.entryName = entryName;
  100. particleSequencesList.Add(storage);
  101. }
  102. // makes a resource path.
  103. string resourcePath = Path.GetDirectoryName(particleFile);
  104. particleInfo = FindParticleInfo(particleFile);
  105. if (particleInfo == null)
  106. particleInfo = LoadParticleSequenceInfo(particleFile);
  107. if (particleInfo == null)
  108. {
  109. throw new ArgumentException(
  110. "failed to load particle : " + particleFile);
  111. }
  112. ParticleSequence source =
  113. new ParticleSequence(ref particleInfo, resourcePath);
  114. // makes and stores a particle instance.
  115. for (int i = 0; i < maxCount; i++)
  116. {
  117. ParticleSequence instance =
  118. ParticleSequence.CreateInstance(ref source);
  119. instance.Name = entryName;
  120. storage.list.Add(instance);
  121. // adds particle to render scene.
  122. sceneParent.AddChild(instance);
  123. }
  124. return particleSequencesList.IndexOf(storage);
  125. }
  126. /// <summary>
  127. /// reads a particle list file.
  128. /// Loads every particle, specified in the list file,
  129. /// and registers to the manager.
  130. /// </summary>
  131. /// <param name="fileName">particle list file (.ParticleList)</param>
  132. /// <param name="sceneParent">3D scene parent node</param>
  133. public void LoadParticleList(string fileName, NodeBase sceneParent)
  134. {
  135. if (particleOn == false)
  136. return;
  137. Stream stream = File.OpenRead(Path.Combine("Content", fileName));
  138. XmlTextReader reader = new XmlTextReader(stream);
  139. XmlSerializer serializer = new XmlSerializer(typeof(ParticleReaderList));
  140. ParticleReaderList list = (ParticleReaderList)serializer.Deserialize(reader);
  141. for (int i = 0; i < list.ParticleReaderElements.Count; i++)
  142. {
  143. ParticleReaderElement element = list.ParticleReaderElements[i];
  144. AddParticle(element.EntryName,
  145. element.RelativeFilePath,
  146. element.UseMaxCount, sceneParent);
  147. }
  148. }
  149. /// <summary>
  150. /// searches for the particle information which has been
  151. /// registered with particle file name.
  152. /// </summary>
  153. /// <param name="fileName">particle file (.Particle)</param>
  154. /// <returns>particle information</returns>
  155. public ParticleSequenceInfo FindParticleInfo(string fileName)
  156. {
  157. for (int i = 0; i < particleInfoList.Count; i++)
  158. {
  159. if (particleInfoList[i].Name == fileName)
  160. {
  161. return particleInfoList[i];
  162. }
  163. }
  164. return null;
  165. }
  166. /// <summary>
  167. /// reads information from a particle file and registers to the list.
  168. /// </summary>
  169. /// <param name="fileName">particle file (.Particle)</param>
  170. /// <returns>particle information</returns>
  171. public ParticleSequenceInfo LoadParticleSequenceInfo(string fileName)
  172. {
  173. ParticleSequenceInfo newData = (ParticleSequenceInfo)
  174. FrameworkCore.ContentManager.Load<ParticleSequenceInfo>(
  175. fileName);
  176. particleInfoList.Add(newData);
  177. return newData;
  178. }
  179. /// <summary>
  180. /// deletes every particle from the list.
  181. /// </summary>
  182. public void ClearAllParticles()
  183. {
  184. for(int i = 0; i < particleSequencesList.Count; i++)
  185. {
  186. particleSequencesList[i].list.Clear();
  187. }
  188. particleSequencesList.Clear();
  189. }
  190. /// <summary>
  191. /// searches the particle index with the registered particle name.
  192. /// </summary>
  193. /// <param name="entryName">particle name</param>
  194. /// <returns>an index of particle in the list</returns>
  195. public int FindParticleIndexByName(string entryName)
  196. {
  197. for (int i = 0; i < particleSequencesList.Count; i++)
  198. {
  199. ParticleStorage storage = particleSequencesList[i];
  200. if (storage.entryName == entryName)
  201. {
  202. return particleSequencesList.IndexOf(storage);
  203. }
  204. }
  205. return -1;
  206. }
  207. /// <summary>
  208. /// plays the specified particle.
  209. /// </summary>
  210. /// <param name="id">an index of particle</param>
  211. /// <param name="position">The position of a particle</param>
  212. /// <param name="normal">The normal vector of a particle</param>
  213. /// <param name="axis">The axis vector of a particle</param>
  214. /// <returns>the plaied particle</returns>
  215. public ParticleSequence PlayParticle(int id, Vector3 position,
  216. Vector3 normal, Matrix axis)
  217. {
  218. if (particleOn == false)
  219. return null;
  220. if (id == -1)
  221. throw new ArgumentException("Cannot find particle : " + id);
  222. ParticleSequence particle = FindFreeParticle(particleSequencesList[id]);
  223. if (particle != null)
  224. {
  225. Matrix transform;
  226. if (Math.Abs(1.0f - Vector3.Dot(normal, Vector3.Up)) < 0.0001f)
  227. {
  228. transform = Helper3D.MakeMatrixWithAt(normal, Vector3.Forward);
  229. }
  230. else
  231. {
  232. transform = Helper3D.MakeMatrixWithAt(normal, Vector3.Up);
  233. }
  234. transform.Translation = position;
  235. particle.WorldTransform = axis * transform;
  236. PlayParticle(particle);
  237. return particle;
  238. }
  239. return null;
  240. }
  241. /// <summary>
  242. /// plays the specified particle.
  243. /// </summary>
  244. /// <param name="id">an index of particle</param>
  245. /// <param name="world">matrix in the world</param>
  246. /// <param name="axis">The axis vector of a particle</param>
  247. /// <returns>the plaied particle</returns>
  248. public ParticleSequence PlayParticle(int id, Matrix world, Matrix axis)
  249. {
  250. if (particleOn == false)
  251. return null;
  252. if (id == -1)
  253. throw new ArgumentException("Cannot find particle : " + id);
  254. ParticleSequence particle = FindFreeParticle(particleSequencesList[id]);
  255. if( particle != null)
  256. {
  257. particle.WorldTransform = axis * world;
  258. PlayParticle(particle);
  259. return particle;
  260. }
  261. return null;
  262. }
  263. /// <summary>
  264. /// plays the specified particle.
  265. /// </summary>
  266. /// <param name="particle">particle</param>
  267. /// <returns></returns>
  268. public bool PlayParticle(ParticleSequence particle)
  269. {
  270. if (particleOn == false)
  271. return true;
  272. if (particle != null)
  273. {
  274. particle.Play();
  275. return true;
  276. }
  277. return false;
  278. }
  279. /// <summary>
  280. /// searches for the particle (instance) whose activity has ended
  281. /// or is yet to start.
  282. /// </summary>
  283. /// <param name="storage">particle storage</param>
  284. /// <returns></returns>
  285. protected ParticleSequence FindFreeParticle(ParticleStorage storage)
  286. {
  287. if (particleOn == false)
  288. return null;
  289. for (int i = 0; i < storage.list.Count; i++)
  290. {
  291. if (storage.list[i].IsPlaying == false)
  292. return storage.list[i];
  293. }
  294. return null;
  295. }
  296. }
  297. }