/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 __particleaffector_H__ #define __particleaffector_H__ #include "particles/particle_fwd_decl.h" #include "foundation/util/scriptbind.h" #include "addons/shadercompiler/ShaderMarcro.h" namespace Particles { class ParticleAffector: public Core::RefCounted , Serialization::ISerialize { __DeclareClass(ParticleAffector); __ScriptBind public: enum AffectType { AT_DEFAULT, AT_INCREASE, AT_DECREASE }; ParticleAffector(); virtual ~ParticleAffector(); static GPtr NullAffector; ParticleSystem* GetParentSystem(void) const; void SetParentSystem( ParticleSystem* technique); bool IsActive(void) const; Math::float3 GetDerivedPosition(void); const AffectType GetAffectType(void) const ; void SetAffectType(const AffectType affectSpecialisation); void SetEnable(bool enable); bool GetEnable(void) const; //---------------------------property--------------------------------------------- void SetName( const Util::String& name); const Util::String& GetName(void) const; //---------------------------internal Loop--------------------------------------------- virtual void _onActivate(void); virtual void _onDeactivate(void); virtual void _initParticleForEmission(Particle* particle); virtual void _preProcessParticles(void); virtual void _processParticle( Particle* particle, bool firstParticle); virtual void _postProcessParticles(); virtual void _firstParticle( Particle* particle ); virtual void _affect(Particle* particle ); virtual void _affectPositon(Particle* particle); virtual void SetShaderParam(); virtual void InitShaderParam(); virtual void SetShaderMask(const GPtr& pMarcro); Math::scalar _calculateAffectSpecialisationFactor (Particle* particle); virtual Math::MinMaxCurve* getMinMaxCurve(ParticleCurveType pct); virtual void _switchParticleType(bool _isMobile); protected: ParticleSystem* mParentSystem; Util::String mName; bool mIsActive; bool mEnable; AffectType mAffectType; public: // @ISerialization::GetVersion. when change storage, must add SerializeSVersion count virtual Serialization::SVersion GetVersion() const; // @ISerialization::Load virtual void Load( Serialization::SVersion ver, Serialization::SerializeReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( Serialization::SerializeWriter* pWriter ) const; // copy virtual void CopyFrom( const ParticleAffectorPtr& affector ); }; //------------------------------------------------------------------------ inline ParticleSystem* ParticleAffector::GetParentSystem(void) const { return mParentSystem; } //------------------------------------------------------------------------ inline void ParticleAffector::SetParentSystem( ParticleSystem* technique) { mParentSystem = technique; } //------------------------------------------------------------------------ inline bool ParticleAffector::IsActive(void) const { return mIsActive; } //----------------------------------------------------------------------- inline void ParticleAffector::SetEnable(bool enable) { mEnable = enable; } //----------------------------------------------------------------------- inline bool ParticleAffector::GetEnable(void) const { return mEnable; } //------------------------------------------------------------------------ inline void ParticleAffector::SetName( const Util::String& name) { if ( name.IsEmpty() ) { return; } mName = name; } //------------------------------------------------------------------------ inline const Util::String& ParticleAffector::GetName(void) const { return mName; } //------------------------------------------------------------------------ inline const ParticleAffector::AffectType ParticleAffector::GetAffectType(void) const { return mAffectType; } //------------------------------------------------------------------------- inline void ParticleAffector::SetAffectType(const ParticleAffector::AffectType affectSpecialisation) { mAffectType = affectSpecialisation; } //------------------------------------------------------------------------ inline void ParticleAffector::_initParticleForEmission(Particle* particle) { //empty } } #endif // __particleaffector_H__