ns/releases/3.1/source/mod/AvHParticleSystemManager.h
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHParticleSystemManager.h $
// $Date: 2002/05/23 02:33:20 $
//
//-------------------------------------------------------------------------------
// $Log: AvHParticleSystemManager.h,v $
// Revision 1.10 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_PSMANAGER_H
#define AVH_PSMANAGER_H
#include "util/nowarnings.h"
#include "types.h"
#include "mod/AvHParticleSystem.h"
class AvHParticleSystemManager;
class QueuedParticleSystem
{
public:
friend class AvHParticleSystemManager;
QueuedParticleSystem(uint32 inTemplateIndex, float inTime, int inParentEntityIndex, ParticleSystemHandle inHandle)
{
this->Init();
this->mTemplateIndex = inTemplateIndex;
this->mTimeQueued = inTime;
this->mParentEntityIndex = inParentEntityIndex;
this->mHandle = inHandle;
this->mHasNormal = false;
}
QueuedParticleSystem(uint32 inTemplateIndex, float inTime, vec3_t inOrigin)
{
this->Init();
this->mTemplateIndex = inTemplateIndex;
this->mTimeQueued = inTime;
this->mOrigin[0] = inOrigin[0];
this->mOrigin[1] = inOrigin[1];
this->mOrigin[2] = inOrigin[2];
this->mHasNormal = false;
}
void SetNormal(const vec3_t& inNormal)
{
this->mHasNormal = true;
this->mNormal.x = inNormal.x;
this->mNormal.y = inNormal.y;
this->mNormal.z = inNormal.z;
}
int GetParentEntityIndex() const
{
return this->mParentEntityIndex;
}
private:
void Init()
{
this->mTemplateIndex = 0;
this->mHandle = 0;
this->mParentEntityIndex = -1;
memset(this->mOrigin, 0, sizeof(this->mOrigin));
this->mTimeQueued = 0;
}
uint32 mTemplateIndex;
int mParentEntityIndex;
ParticleSystemHandle mHandle;
vec3_t mOrigin;
float mTimeQueued;
bool mHasNormal;
vec3_t mNormal;
};
class AvHParticleSystemManager
{
public:
void CreateParticleSystem(uint32 inTemplateIndex, int inParentEntityIndex, ParticleSystemHandle inHandle = 0);
void CreateParticleSystem(uint32 inTemplateIndex, vec3_t inOrigin, vec3_t* inNormal = NULL);
bool CreateParticleSystem(const string& inTemplateName, vec3_t inOrigin, vec3_t* inNormal = NULL);
void CreateParticleSystemIfNotCreated(int inIndex, int inTemplateIndex, int inHandle);
void DestroyParticleSystem(ParticleSystemHandle inHandle);
void DestroyParticleSystemIfNotDestroyed(int inIndex, ParticleSystemHandle inHandle);
void Draw(const pVector &inView);
AvHParticleSystem* GetParticleSystem(ParticleSystemHandle inHandle);
int GetNumberParticleSystems();
#ifdef AVH_CLIENT
int GetNumberVisibleParticleSystems();
#endif
static AvHParticleSystemManager* Instance();
void MarkParticleSystemForDeletion(int inIndex, ParticleSystemHandle inHandle);
void ReloadFromTemplates();
void Reset();
bool SetParticleSystemCustomData(uint16 inCustomData, ParticleSystemHandle inHandle);
#ifdef AVH_CLIENT
int GetNumVisibleParticleSystems() const;
void SetParticleSystemGenerationEntityExtents(vec3_t& inMin, vec3_t& inMax, ParticleSystemHandle inHandle);
void SetParticleSystemPosition(vec3_t& inPosition, ParticleSystemHandle inHandle);
void SetParticleSystemVisibility(bool inVisibility, ParticleSystemHandle inHandle);
#endif
void Start();
void Update(double inTime);
private:
AvHParticleSystemManager();
void Init();
bool InternalCreateParticleSystem(const QueuedParticleSystem& inParticleSystem);
bool InternalDestroyParticleSystem(ParticleSystemHandle inHandle);
float GetTime(void) const;
void ProcessQueuedList();
void QueueParticleSystem(const QueuedParticleSystem& inParticleSystem);
static AvHParticleSystemManager* sInstance;
typedef vector<AvHParticleSystem> ParticleSystemList;
ParticleSystemList mParticleSystemList;
bool mStarted;
bool mReloadFromTemplates;
float mTimePassed;
float mUpdatedTime;
typedef vector<QueuedParticleSystem> QueuedCreateList;
QueuedCreateList mQueuedCreateList;
typedef vector<ParticleSystemHandle> QueuedDestroyList;
QueuedDestroyList mQueuedDestroyList;
typedef vector<int> ParticleEntityList;
ParticleEntityList mParticleEntities;
};
#endif