/**************************************************************************** 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 __particlerendercomponent_H__ #define __particlerendercomponent_H__ #include "graphicfeature/components/rendercomponent.h" #include "particlefeature/components/particlerenderobject.h" #include "rendersystem/base/PrimitiveGroup.h" #include "particles/particlesystem.h" #include "resource/meshres.h" namespace App { class ParticleRenderComponent: public RenderComponent { __DeclareSubClass(ParticleRenderComponent, RenderComponent ); public: ParticleRenderComponent(); virtual ~ParticleRenderComponent(); /// setup callbacks for this Component, call by Actor in OnActivate() virtual void SetupCallbacks(void); /// @Component::SetupAcceptedMessages override to register accepted messages virtual void SetupAcceptedMessages(); /// @Component::SetupAcceptedMessages handle a single message virtual void HandleMessage(const GPtr& msg); virtual void UpdateRenderLayer(); virtual void SetVisible(bool bVis); virtual void GetReferenceResourceId(Util::Array& list) const; void GetTargetInfo(ushort& partType , Util::Array& mMats, Util::Array& mColors); void CalculateBBox(Math::bbox& box, const Util::Array& matlist) ; bool IsSetTransParam() const ; /// delete shader iD void RemoveShader( IndexT iSubMesh ); const GPtr& GetParticleSystem(void) const; /// Init Method void InitParticleSystem(); void InitMobielParticle(); /// Do not use this Method. except use a temp ParticleSystem void SetParticleSystem( const GPtr& parSys); /// set meshid void SetMeshID(const Resources::ResourceId& meshID, Resources::Priority priority = Resources::ResourcePriority::MeshDefault ); /// get meshid const Resources::ResourceId& GetMeshID(void) const; /// set meshid void SetTemplateID(const Resources::ResourceId& templateID); /// get meshid const Resources::ResourceId& GetTemplateID(void) const; /// get meshloadpriority const int GetMeshLoadPriority(void) const; /// set emitter meshid void SetEmitMeshRes(const Resources::ResourceId& meshID, int techIdx = 0, int emitIdx = 0 ); /// get emitter meshid const Resources::ResourceId& GetEmitMeshID(void) const; /// const GPtr GetMesh() const; // Serialization // @ISerialization::GetVersion. when change storage, must add SerializeVersion count virtual Version GetVersion() const; // @ISerialization::Load virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( AppWriter* pWriter ) const; // copy from other component virtual void CopyFrom( const GPtr& pComponent ); struct RenderData { ushort mPartType; ushort mSubmeshIndex; ushort mTargetIndex; RenderBase::PrimitiveHandle mPrimitiveHandle; }; const RenderData* GetRenderData( IndexT index) const ; void OnParticleDataChange(); void NeedUpdate(); Graphic::Camera* _getCurrentCamera() const; void SetShaderMask(); protected: typedef ParticleRenderObject RenderObjectType; typedef GPtr ParticleRenderObjectPtr; /// @Component::OnActivate called from Actor::ActivateComponents() virtual void OnActivate(); /// @Component::OnDeactivate called from Actor::DeactivateComponents() virtual void OnDeactivate(); // @Component::_OnDestroy called only form Actor::Destroy virtual void OnDestroy(); virtual void OnRenderSceneChanged(); virtual void _OnBeginFrame(); virtual void _OnFrame(); /// @Component::Component called after movement has happened. virtual void _OnMoveAfter(); void BuildRenderData(void); void DiscardRenderData(void); void UpdateRenderData(void); bool CheckMeshChanged(void); void OnParticleSystemChange(); void SetRenderShapeEnable(bool enable); void _SetRenderable(const GPtr& meshRes, IndexT index, RenderObjectType::RenderableType* renderable); void _UpdateRenderable(IndexT index, SizeT activeVertexCount, SizeT activeIndexCount, signed char sort, RenderObjectType::RenderableType* renderable); void LoadEmitterMesh(void); void _AttachRenderObject(); void _DeattachRenderObject(); void _updateTarget(Graphic::Camera* camera); protected: Graphic::Camera* mCurCamera; Util::Array mRenderDates; GPtr mPrimitiveResInfo; GPtr mEmitMeshRes; friend class ParticleRenderer; GPtr mParticleSystem; Graphic::MeshInfo mMeshInfo; ParticleRenderObjectPtr mRenderObject; IndexT mSelectTech; Resources::ResourceId mTemplateName; bool mShowSimpleShape; bool mIsBuild; bool mIsAttached; bool mIsTrans; }; //------------------------------------------------------------------------ inline const ParticleRenderComponent::RenderData* ParticleRenderComponent::GetRenderData( IndexT index) const { if ( index >= 0 && index < mRenderDates.Size() ) { return &( mRenderDates[index] ); } else { return NULL; } } //------------------------------------------------------------------------- inline bool ParticleRenderComponent::IsSetTransParam() const { return mIsTrans; } //------------------------------------------------------------------------ inline const GPtr& ParticleRenderComponent::GetParticleSystem(void) const { return mParticleSystem; } //------------------------------------------------------------------------ inline const Resources::ResourceId& ParticleRenderComponent::GetMeshID( void ) const { return mMeshInfo.meshID; } //------------------------------------------------------------------------ inline const int ParticleRenderComponent::GetMeshLoadPriority(void) const { return mMeshInfo.priority; } //------------------------------------------------------------------------ inline const Resources::ResourceId& ParticleRenderComponent::GetEmitMeshID( void ) const { return mEmitMeshRes->GetResID(); } //------------------------------------------------------------------------ inline void ParticleRenderComponent::NeedUpdate() { mParticleSystem->_NeedUpdate(); } //-------------------------------------------------------------------------- inline Graphic::Camera* ParticleRenderComponent::_getCurrentCamera() const { return mCurCamera; } } #endif // __particlerendercomponent_H__