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OgreParticleSystemManager.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreParticleSystemManager.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __ParticleSystemManager_H__ #define __ParticleSystemManager_H__ #include "OgrePrerequisites.h" #include "OgreParticleSystem.h" #include "OgreFrameListener.h" #include "OgreSingleton.h" #include "OgreIteratorWrappers.h" #include "OgreScriptLoader.h" #include "OgreResourceGroupManager.h" namespace Ogre { // Forward decl class ParticleSystemFactory; /** Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. @remarks This singleton class is responsible for creating and managing particle systems. All particle systems must be created and destroyed using this object, although the user interface to creating them is via SceneManager. Remember that like all other MovableObject subclasses, ParticleSystems do not get rendered until they are attached to a SceneNode object. @par This class also manages factories for ParticleEmitter and ParticleAffector classes. To enable easy extensions to the types of emitters (particle sources) and affectors (particle modifiers), the ParticleSystemManager lets plugins or applications register factory classes which submit new subclasses to ParticleEmitter and ParticleAffector. Ogre comes with a number of them already provided, such as cone, sphere and box-shaped emitters, and simple affectors such as constant directional force and colour faders. However using this registration process, a plugin can create any behaviour required. @par This class also manages the loading and parsing of particle system scripts, which are text files describing named particle system templates. Instances of particle systems using these templates can then be created easily through the createParticleSystem method. */ class _OgreExport ParticleSystemManager: public Singleton
, public ScriptLoader { friend class ParticleSystemFactory; public: typedef std::map
ParticleTemplateMap; typedef std::map
ParticleAffectorFactoryMap; typedef std::map
ParticleEmitterFactoryMap; typedef std::map
ParticleSystemRendererFactoryMap; protected: OGRE_AUTO_MUTEX /// Templates based on scripts ParticleTemplateMap mSystemTemplates; /// Factories for named emitter types (can be extended using plugins) ParticleEmitterFactoryMap mEmitterFactories; /// Factories for named affector types (can be extended using plugins) ParticleAffectorFactoryMap mAffectorFactories; /// Map of renderer types to factories ParticleSystemRendererFactoryMap mRendererFactories; StringVector mScriptPatterns; // Factory instance ParticleSystemFactory* mFactory; /** Internal script parsing method. */ void parseNewEmitter(const String& type, DataStreamPtr& chunk, ParticleSystem* sys); /** Internal script parsing method. */ void parseNewAffector(const String& type, DataStreamPtr& chunk, ParticleSystem* sys); /** Internal script parsing method. */ void parseAttrib(const String& line, ParticleSystem* sys); /** Internal script parsing method. */ void parseEmitterAttrib(const String& line, ParticleEmitter* sys); /** Internal script parsing method. */ void parseAffectorAttrib(const String& line, ParticleAffector* sys); /** Internal script parsing method. */ void skipToNextCloseBrace(DataStreamPtr& chunk); /** Internal script parsing method. */ void skipToNextOpenBrace(DataStreamPtr& chunk); /// Internal implementation of createSystem ParticleSystem* createSystemImpl(const String& name, size_t quota, const String& resourceGroup); /// Internal implementation of createSystem ParticleSystem* createSystemImpl(const String& name, const String& templateName); /// Internal implementation of destroySystem void destroySystemImpl(ParticleSystem* sys); public: ParticleSystemManager(); virtual ~ParticleSystemManager(); /** Adds a new 'factory' object for emitters to the list of available emitter types. @remarks This method allows plugins etc to add new particle emitter types to Ogre. Particle emitters are sources of particles, and generate new particles with their start positions, colours and momentums appropriately. Plugins would create new subclasses of ParticleEmitter which emit particles a certain way, and register a subclass of ParticleEmitterFactory to create them (since multiple emitters can be created for different particle systems). @par All particle emitter factories have an assigned name which is used to identify the emitter type. This must be unique. @par Note that the object passed to this function will not be destroyed by the ParticleSystemManager, since it may have been allocted on a different heap in the case of plugins. The caller must destroy the object later on, probably on plugin shutdown. @param factory Pointer to a ParticleEmitterFactory subclass created by the plugin or application code. */ void addEmitterFactory(ParticleEmitterFactory* factory); /** Adds a new 'factory' object for affectors to the list of available affector types. @remarks This method allows plugins etc to add new particle affector types to Ogre. Particle affectors modify the particles in a system a certain way such as affecting their direction or changing their colour, lifespan etc. Plugins would create new subclasses of ParticleAffector which affect particles a certain way, and register a subclass of ParticleAffectorFactory to create them. @par All particle affector factories have an assigned name which is used to identify the affector type. This must be unique. @par Note that the object passed to this function will not be destroyed by the ParticleSystemManager, since it may have been allocted on a different heap in the case of plugins. The caller must destroy the object later on, probably on plugin shutdown. @param factory Pointer to a ParticleAffectorFactory subclass created by the plugin or application code. */ void addAffectorFactory(ParticleAffectorFactory* factory); /** Registers a factory class for creating ParticleSystemRenderer instances. @par Note that the object passed to this function will not be destroyed by the ParticleSystemManager, since it may have been allocted on a different heap in the case of plugins. The caller must destroy the object later on, probably on plugin shutdown. @param factory Pointer to a ParticleSystemRendererFactory subclass created by the plugin or application code. */ void addRendererFactory(ParticleSystemRendererFactory* factory); /** Adds a new particle system template to the list of available templates. @remarks Instances of particle systems in a scene are not normally unique - often you want to place the same effect in many places. This method allows you to register a ParticleSystem as a named template, which can subsequently be used to create instances using the createSystem method. @par Note that particle system templates can either be created programmatically by an application and registered using this method, or they can be defined in a script file (*.particle) which is loaded by the engine at startup, very much like Material scripts. @param name The name of the template. Must be unique across all templates. @param sysTemplate A pointer to a particle system to be used as a template. The manager will take over ownership of this pointer. */ void addTemplate(const String& name, ParticleSystem* sysTemplate); /** Removes a specified template from the ParticleSystemManager. @remarks This method removes a given template from the particle system manager, optionally deleting the template if the deleteTemplate method is called. Throws an exception if the template could not be found. @param name The name of the template to remove. @param deleteTemplate Whether or not to delete the template before removing it. */ void removeTemplate(const String& name, bool deleteTemplate = true); /** Removes a specified template from the ParticleSystemManager. @remarks This method removes all templates from the ParticleSystemManager. @param deleteTemplate Whether or not to delete the templates before removing them. */ void removeAllTemplates(bool deleteTemplate = true); /** Create a new particle system template. @remarks This method is similar to the addTemplate method, except this just creates a new template and returns a pointer to it to be populated. Use this when you don't already have a system to add as a template and just want to create a new template which you will build up in-place. @param name The name of the template. Must be unique across all templates. @param resourceGroup The name of the resource group which will be used to load any dependent resources. */ ParticleSystem* createTemplate(const String& name, const String& resourceGroup); /** Retrieves a particle system template for possible modification. @remarks Modifying a template does not affect the settings on any ParticleSystems already created from this template. */ ParticleSystem* getTemplate(const String& name); /** Internal method for creating a new emitter from a factory. @remarks Used internally by the engine to create new ParticleEmitter instances from named factories. Applications should use the ParticleSystem::addEmitter method instead, which calls this method to create an instance. @param emitterType String name of the emitter type to be created. A factory of this type must have been registered. @param psys The particle system this is being created for */ ParticleEmitter* _createEmitter(const String& emitterType, ParticleSystem* psys); /** Internal method for destroying an emitter. @remarks Because emitters are created by factories which may allocate memory from separate heaps, the memory allocated must be freed from the same place. This method is used to ask the factory to destroy the instance passed in as a pointer. @param emitter Pointer to emitter to be destroyed. On return this pointer will point to invalid (freed) memory. */ void _destroyEmitter(ParticleEmitter* emitter); /** Internal method for creating a new affector from a factory. @remarks Used internally by the engine to create new ParticleAffector instances from named factories. Applications should use the ParticleSystem::addAffector method instead, which calls this method to create an instance. @param effectorType String name of the affector type to be created. A factory of this type must have been registered. @param psys The particle system it is being created for */ ParticleAffector* _createAffector(const String& affectorType, ParticleSystem* psys); /** Internal method for destroying an affector. @remarks Because affectors are created by factories which may allocate memory from separate heaps, the memory allocated must be freed from the same place. This method is used to ask the factory to destroy the instance passed in as a pointer. @param affector Pointer to affector to be destroyed. On return this pointer will point to invalid (freed) memory. */ void _destroyAffector(ParticleAffector* affector); /** Internal method for creating a new renderer from a factory. @remarks Used internally by the engine to create new ParticleSystemRenderer instances from named factories. Applications should use the ParticleSystem::setRenderer method instead, which calls this method to create an instance. @param rendererType String name of the renderer type to be created. A factory of this type must have been registered. */ ParticleSystemRenderer* _createRenderer(const String& rendererType); /** Internal method for destroying a renderer. @remarks Because renderer are created by factories which may allocate memory from separate heaps, the memory allocated must be freed from the same place. This method is used to ask the factory to destroy the instance passed in as a pointer. @param renderer Pointer to renderer to be destroyed. On return this pointer will point to invalid (freed) memory. */ void _destroyRenderer(ParticleSystemRenderer* renderer); /** Init method to be called by OGRE system. @remarks Due to dependencies between various objects certain initialisation tasks cannot be done on construction. OGRE will call this method when the rendering subsystem is initialised. */ void _initialise(void); /// @copydoc ScriptLoader::getScriptPatterns const StringVector& getScriptPatterns(void) const; /// @copydoc ScriptLoader::parseScript void parseScript(DataStreamPtr& stream, const String& groupName); /// @copydoc ScriptLoader::getLoadingOrder Real getLoadingOrder(void) const; typedef MapIterator
ParticleAffectorFactoryIterator; typedef MapIterator
ParticleEmitterFactoryIterator; typedef MapIterator
ParticleRendererFactoryIterator; /** Return an iterator over the affector factories currently registered */ ParticleAffectorFactoryIterator getAffectorFactoryIterator(void); /** Return an iterator over the emitter factories currently registered */ ParticleEmitterFactoryIterator getEmitterFactoryIterator(void); /** Return an iterator over the renderer factories currently registered */ ParticleRendererFactoryIterator getRendererFactoryIterator(void); typedef MapIterator
ParticleSystemTemplateIterator; /** Gets an iterator over the list of particle system templates. */ ParticleSystemTemplateIterator getTemplateIterator(void) { return ParticleSystemTemplateIterator( mSystemTemplates.begin(), mSystemTemplates.end()); } /** Get an instance of ParticleSystemFactory (internal use). */ ParticleSystemFactory* _getFactory(void) { return mFactory; } /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ParticleSystemManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static ParticleSystemManager* getSingletonPtr(void); }; /** Factory object for creating ParticleSystem instances */ class _OgreExport ParticleSystemFactory : public MovableObjectFactory { protected: MovableObject* createInstanceImpl(const String& name, const NameValuePairList* params); public: ParticleSystemFactory() {} ~ParticleSystemFactory() {} static String FACTORY_TYPE_NAME; const String& getType(void) const; void destroyInstance( MovableObject* obj); }; } #endif
OgreParticleSystemManager.h
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