197 lines
5.5 KiB
C
197 lines
5.5 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __particleaffector_H__
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#define __particleaffector_H__
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#include "particles/particle_fwd_decl.h"
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#include "foundation/util/scriptbind.h"
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#include "addons/shadercompiler/ShaderMarcro.h"
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namespace Particles
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{
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class ParticleAffector: public Core::RefCounted , Serialization::ISerialize
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{
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__DeclareClass(ParticleAffector);
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__ScriptBind
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public:
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enum AffectType
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{
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AT_DEFAULT,
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AT_INCREASE,
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AT_DECREASE
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};
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ParticleAffector();
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virtual ~ParticleAffector();
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static GPtr<ParticleAffector> NullAffector;
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ParticleSystem* GetParentSystem(void) const;
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void SetParentSystem( ParticleSystem* technique);
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bool IsActive(void) const;
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Math::float3 GetDerivedPosition(void);
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const AffectType GetAffectType(void) const ;
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void SetAffectType(const AffectType affectSpecialisation);
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void SetEnable(bool enable);
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bool GetEnable(void) const;
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//---------------------------property---------------------------------------------
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void SetName( const Util::String& name);
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const Util::String& GetName(void) const;
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//---------------------------internal Loop---------------------------------------------
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virtual void _onActivate(void);
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virtual void _onDeactivate(void);
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virtual void _initParticleForEmission(Particle* particle);
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virtual void _preProcessParticles(void);
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virtual void _processParticle( Particle* particle, bool firstParticle);
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virtual void _postProcessParticles();
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virtual void _firstParticle( Particle* particle );
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virtual void _affect(Particle* particle );
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virtual void _affectPositon(Particle* particle);
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virtual void SetShaderParam();
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virtual void InitShaderParam();
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virtual void SetShaderMask(const GPtr<ShaderProgramCompiler::ShaderMarcro>& pMarcro);
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Math::scalar _calculateAffectSpecialisationFactor (Particle* particle);
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virtual Math::MinMaxCurve* getMinMaxCurve(ParticleCurveType pct);
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virtual void _switchParticleType(bool _isMobile);
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protected:
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ParticleSystem* mParentSystem;
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Util::String mName;
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bool mIsActive;
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bool mEnable;
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AffectType mAffectType;
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public:
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// @ISerialization::GetVersion. when change storage, must add SerializeSVersion count
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virtual Serialization::SVersion GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Serialization::SVersion ver, Serialization::SerializeReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( Serialization::SerializeWriter* pWriter ) const;
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// copy
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virtual void CopyFrom( const ParticleAffectorPtr& affector );
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};
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//------------------------------------------------------------------------
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inline
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ParticleSystem*
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ParticleAffector::GetParentSystem(void) const
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{
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return mParentSystem;
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}
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//------------------------------------------------------------------------
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inline
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void
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ParticleAffector::SetParentSystem( ParticleSystem* technique)
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{
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mParentSystem = technique;
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}
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//------------------------------------------------------------------------
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inline
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bool
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ParticleAffector::IsActive(void) const
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{
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return mIsActive;
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}
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//-----------------------------------------------------------------------
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inline
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void
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ParticleAffector::SetEnable(bool enable)
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{
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mEnable = enable;
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}
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//-----------------------------------------------------------------------
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inline
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bool
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ParticleAffector::GetEnable(void) const
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{
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return mEnable;
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}
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//------------------------------------------------------------------------
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inline
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void ParticleAffector::SetName( const Util::String& name)
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{
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if ( name.IsEmpty() )
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{
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return;
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}
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mName = name;
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}
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//------------------------------------------------------------------------
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inline
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const Util::String&
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ParticleAffector::GetName(void) const
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{
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return mName;
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}
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//------------------------------------------------------------------------
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inline const ParticleAffector::AffectType ParticleAffector::GetAffectType(void) const
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{
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return mAffectType;
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}
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//-------------------------------------------------------------------------
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inline void ParticleAffector::SetAffectType(const ParticleAffector::AffectType affectSpecialisation)
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{
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mAffectType = affectSpecialisation;
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}
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//------------------------------------------------------------------------
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inline void ParticleAffector::_initParticleForEmission(Particle* particle)
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{
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//empty
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}
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}
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#endif // __particleaffector_H__
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