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ryzom-core/code/ryzom/client/src/fx_cl.cpp

277 lines
6.9 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "fx_cl.h"
#include "fx_manager.h"
#include "ingame_database_manager.h"
#include "pacs_client.h"
#include "misc.h"
#include "debug_client.h"
#include "client_sheets/fx_sheet.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/misc/path.h"
using namespace NL3D;
using namespace NLMISC;
////////////
// EXTERN //
////////////
extern UDriver *Driver;
extern UScene *Scene;
/*
* Constructor
*/
CFxCL::CFxCL() : CEntityCL(), _FXSheet(NULL), _BadBuild(false)
{
init();
}
/*
* init :
* Initialize the Object with this function for all constructors.
*/
void CFxCL::init()
{
//_CrtCheckMemory();
CEntityCL::init();
//_CrtCheckMemory();
}
/*
* Build the entity from a sheet.
*/
bool CFxCL::build( const CEntitySheet *sheet )
{
//_CrtCheckMemory();
// Get the FX filename and user params from the sheet (only the first one of PSList)
_FXSheet = dynamic_cast<const CFXSheet*>(sheet);
if ( (! _FXSheet) || (_FXSheet->PSList.empty()) )
{
_BadBuild = true;
nlwarning( "Bad sheet %s for fx", sheet->Id.toString().c_str() );
return false;
}
// Base class init
initialize();
Type = Entity;
if(IngameDbMngr.getNodePtr())
{
CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
if(nodeRoot)
{
_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
if(_DBEntry == 0)
pushDebugStr("Cannot get a pointer on the DB entry.");
}
}
//_CrtCheckMemory();
return true;
}
/*
* setFx :
* Initialize properties of the entity (according to the class).
*/
bool CFxCL::setFx( const std::string &fileName )
{
//_CrtCheckMemory();
// Delete the old _Instance if needed
if(!_Instance.empty())
{
if ( Scene )
Scene->deleteInstance(_Instance);
_Instance = NULL;
}
// Create the FX object and insert it into the scene
_Instance = Scene->createInstance( fileName );
UParticleSystemInstance fxInst;
fxInst.cast (_Instance);
if (fxInst.empty())
{
Scene->deleteInstance( _Instance );
_Instance = NULL;
nlwarning( "FX file '%s' not found.", fileName.c_str()) ;
return false;
}
//_CrtCheckMemory();
return true;
}
/*
* Update the item position.
*/
void CFxCL::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop, const NLMISC::TGameCycle &/* pI */)
{
//_CrtCheckMemory();
// Check the DB entry (the warning is already done in the build method).
if(_DBEntry == 0)
return;
// Get The property 'Y'.
CCDBNodeLeaf *nodeY = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSY));
if(nodeY == 0)
{
nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSY(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSY);
return;
}
// Get The property 'Z'.
CCDBNodeLeaf *nodeZ = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_POSZ));
if(nodeZ == 0)
{
nlwarning("ITM:updtVPPos:%d: Cannot find the property 'PROPERTY_POSZ(%d)'.", _Slot, CLFECOMMON::PROPERTY_POSZ);
return;
}
// Insert the primitive into the world.
if(_Primitive)
_Primitive->insertInWorldImage(dynamicWI);
// Set the primitive position and snap the entity to the ground.
CVectorD requestedPos( (float)(prop)/1000.0f,
(float)(nodeY->getValue64())/1000.0f,
(float)(nodeZ->getValue64())/1000.0f );
pacsPos( requestedPos );
snapToGround();
// Set normal mode and unflag _FirsPos to prevent the fx to be clipped out
_Mode = MBEHAV::NORMAL;
_First_Pos = false;
if (_BadBuild) return;
if (_Instance.empty())
{
if ( ! setFx( _FXSheet->PSList[0].PSName ) )
{
_BadBuild = true;
return;
}
UParticleSystemInstance fxInst;
fxInst.cast (_Instance);
fxInst.setUserParam( 0, _FXSheet->PSList[0].Power[CFXSheet::CPSStruct::StandardIndex].UserParam0 );
fxInst.setUserParam( 1, _FXSheet->PSList[0].Power[CFXSheet::CPSStruct::StandardIndex].UserParam1 );
}
// Change the instance position.
if (!_Instance.empty())
{
CVector prevPos;
_Instance.getPos(prevPos);
_Instance.setPos( pos() );
UParticleSystemInstance fxInst;
fxInst.cast (_Instance);
fxInst.getShapeAABBox( _SelectBox );
_SelectBox.setCenter( pos() + _SelectBox.getCenter() );
//nldebug( "SelectBox: %s %s", _SelectBox.getCenter().asString().c_str(), _SelectBox.getHalfSize().asString().c_str() );
// Adjust the collision.
if( _Primitive )
{
_Primitive->setRadius(std::min(std::max((_SelectBox.getHalfSize()).x, (_SelectBox.getHalfSize()).y), (float)(RYZOM_ENTITY_SIZE_MAX/2)));
_Primitive->setHeight((_SelectBox.getHalfSize()).z);
}
if (_Instance.getPos() != prevPos)
{
// a move or init occured -> must update cluster system
UGlobalPosition gPos;
if( _Primitive )
{
_Primitive->getGlobalPosition(gPos, dynamicWI);
}
else
{
GR->retrievePosition(pos());
}
UInstanceGroup *clusterSystem = getCluster(gPos);
_Instance.setClusterSystem(clusterSystem);
}
}
//_CrtCheckMemory();
}
/*
* Update the position of the entity after the motion.
*/
/*void CFxCL::updatePos( const NLMISC::TTime &time, CEntityCL *target )
{
CEntityCL::updatePos( time, target );
}*/
/*
* updateDisplay : get the entity position and set all visual stuff with it.
*/
/*void CFxCL::updateVisible( const NLMISC::TTime &time, CEntityCL *target )
{
CEntityCL::updateVisible( time, target );
}*/
/*
* Draw the selection Box.
*/
void CFxCL::drawBox()
{
::drawBox(selectBox().getMin(), selectBox().getMax(), CRGBA(250,250,0));
}// drawBox //
/*
* Destructor
*/
CFxCL::~CFxCL()
{
//_CrtCheckMemory();
if (_Instance.empty())
return;
// Stop emitters
UParticleSystemInstance fxInst;
fxInst.cast (_Instance);
if (!fxInst.removeByID( 'STOP' ) && !fxInst.removeByID( 'main' ) )
{
fxInst.activateEmitters( false );
}
// Delegate the clean removal of the fx to the fx manager
FXMngr.fx2remove( fxInst );
// The fx manager now has ownership on the fx, so set the pointer to NULL,
// (otherwise it is delete in CentityCL dtor)
_Instance = NULL;
}