6e8fbca745
match the genesis editor version 1.3.0.653.
257 lines
7.7 KiB
C++
257 lines
7.7 KiB
C++
/****************************************************************************
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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 __particlerendercomponent_H__
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#define __particlerendercomponent_H__
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#include "graphicfeature/components/rendercomponent.h"
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#include "particlefeature/components/particlerenderobject.h"
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#include "rendersystem/base/PrimitiveGroup.h"
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#include "particles/particlesystem.h"
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#include "resource/meshres.h"
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namespace App
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{
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class ParticleRenderComponent: public RenderComponent
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{
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__DeclareSubClass(ParticleRenderComponent, RenderComponent );
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public:
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ParticleRenderComponent();
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virtual ~ParticleRenderComponent();
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/// setup callbacks for this Component, call by Actor in OnActivate()
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virtual void SetupCallbacks(void);
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/// @Component::SetupAcceptedMessages override to register accepted messages
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virtual void SetupAcceptedMessages();
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/// @Component::SetupAcceptedMessages handle a single message
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virtual void HandleMessage(const GPtr<Messaging::Message>& msg);
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virtual void UpdateRenderLayer();
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virtual void SetVisible(bool bVis);
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virtual void GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const;
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void GetTargetInfo(ushort& partType , Util::Array<Math::matrix44>& mMats, Util::Array<Math::float4>& mColors);
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void CalculateBBox(Math::bbox& box, const Util::Array<Math::matrix44>& matlist) ;
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bool IsSetTransParam() const ;
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/// delete shader iD
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void RemoveShader( IndexT iSubMesh );
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const GPtr<Particles::ParticleSystem>& GetParticleSystem(void) const;
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/// Init Method
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void InitParticleSystem();
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void InitMobielParticle();
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/// Do not use this Method. except use a temp ParticleSystem
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void SetParticleSystem( const GPtr<Particles::ParticleSystem>& parSys);
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/// set meshid
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void SetMeshID(const Resources::ResourceId& meshID, Resources::Priority priority = Resources::ResourcePriority::MeshDefault );
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/// get meshid
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const Resources::ResourceId& GetMeshID(void) const;
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/// set meshid
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void SetTemplateID(const Resources::ResourceId& templateID);
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/// get meshid
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const Resources::ResourceId& GetTemplateID(void) const;
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/// get meshloadpriority
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const int GetMeshLoadPriority(void) const;
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/// set emitter meshid
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void SetEmitMeshRes(const Resources::ResourceId& meshID, int techIdx = 0, int emitIdx = 0 );
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/// get emitter meshid
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const Resources::ResourceId& GetEmitMeshID(void) const;
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///
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const GPtr<Resources::MeshRes> GetMesh() const;
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// Serialization
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const;
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// copy from other component
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virtual void CopyFrom( const GPtr<Component>& pComponent );
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struct RenderData
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{
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ushort mPartType;
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ushort mSubmeshIndex;
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ushort mTargetIndex;
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RenderBase::PrimitiveHandle mPrimitiveHandle;
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};
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const RenderData* GetRenderData( IndexT index) const ;
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void OnParticleDataChange();
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void NeedUpdate();
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Graphic::Camera* _getCurrentCamera() const;
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void SetShaderMask();
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protected:
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typedef ParticleRenderObject RenderObjectType;
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typedef GPtr<RenderObjectType> ParticleRenderObjectPtr;
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/// @Component::OnActivate called from Actor::ActivateComponents()
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virtual void OnActivate();
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/// @Component::OnDeactivate called from Actor::DeactivateComponents()
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virtual void OnDeactivate();
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// @Component::_OnDestroy called only form Actor::Destroy
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virtual void OnDestroy();
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virtual void OnRenderSceneChanged();
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virtual void _OnBeginFrame();
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virtual void _OnFrame();
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/// @Component::Component called after movement has happened.
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virtual void _OnMoveAfter();
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void BuildRenderData(void);
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void DiscardRenderData(void);
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void UpdateRenderData(void);
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bool CheckMeshChanged(void);
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void OnParticleSystemChange();
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void SetRenderShapeEnable(bool enable);
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void _SetRenderable(const GPtr<Resources::MeshRes>& meshRes, IndexT index, RenderObjectType::RenderableType* renderable);
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void _UpdateRenderable(IndexT index, SizeT activeVertexCount, SizeT activeIndexCount, signed char sort, RenderObjectType::RenderableType* renderable);
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void LoadEmitterMesh(void);
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void _AttachRenderObject();
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void _DeattachRenderObject();
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void _updateTarget(Graphic::Camera* camera);
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protected:
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Graphic::Camera* mCurCamera;
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Util::Array<RenderData> mRenderDates;
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GPtr<Resources::PrimitiveResInfo> mPrimitiveResInfo;
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GPtr<Resources::PrimitiveResInfo> mEmitMeshRes;
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friend class ParticleRenderer;
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GPtr<Particles::ParticleSystem> mParticleSystem;
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Graphic::MeshInfo mMeshInfo;
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ParticleRenderObjectPtr mRenderObject;
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IndexT mSelectTech;
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Resources::ResourceId mTemplateName;
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bool mShowSimpleShape;
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bool mIsBuild;
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bool mIsAttached;
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bool mIsTrans;
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};
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//------------------------------------------------------------------------
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inline
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const ParticleRenderComponent::RenderData*
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ParticleRenderComponent::GetRenderData( IndexT index) const
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{
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if ( index >= 0 && index < mRenderDates.Size() )
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{
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return &( mRenderDates[index] );
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}
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else
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{
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return NULL;
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}
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}
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//-------------------------------------------------------------------------
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inline bool ParticleRenderComponent::IsSetTransParam() const
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{
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return mIsTrans;
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}
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//------------------------------------------------------------------------
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inline
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const GPtr<Particles::ParticleSystem>&
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ParticleRenderComponent::GetParticleSystem(void) const
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{
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return mParticleSystem;
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}
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//------------------------------------------------------------------------
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inline
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const Resources::ResourceId&
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ParticleRenderComponent::GetMeshID( void ) const
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{
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return mMeshInfo.meshID;
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}
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//------------------------------------------------------------------------
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inline
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const int
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ParticleRenderComponent::GetMeshLoadPriority(void) const
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{
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return mMeshInfo.priority;
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}
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//------------------------------------------------------------------------
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inline
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const Resources::ResourceId&
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ParticleRenderComponent::GetEmitMeshID( void ) const
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{
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return mEmitMeshRes->GetResID();
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}
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//------------------------------------------------------------------------
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inline void ParticleRenderComponent::NeedUpdate()
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{
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mParticleSystem->_NeedUpdate();
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}
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//--------------------------------------------------------------------------
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inline Graphic::Camera* ParticleRenderComponent::_getCurrentCamera() const
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{
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return mCurCamera;
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}
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}
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#endif // __particlerendercomponent_H__
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