Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -12,80 +12,83 @@
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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NzParticleEmitter::NzParticleEmitter() :
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m_lagCompensationEnabled(false),
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m_emissionAccumulator(0.f),
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m_emissionRate(0.f),
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m_emissionCount(1)
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namespace Nz
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{
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}
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NzParticleEmitter::~NzParticleEmitter() = default;
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void NzParticleEmitter::Emit(NzParticleSystem& system, float elapsedTime) const
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{
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if (m_emissionRate > 0.f)
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ParticleEmitter::ParticleEmitter() :
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m_lagCompensationEnabled(false),
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m_emissionAccumulator(0.f),
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m_emissionRate(0.f),
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m_emissionCount(1)
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{
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// On accumule la partie réelle (pour éviter qu'un taux d'update élevé empêche des particules de se former)
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m_emissionAccumulator += elapsedTime*m_emissionRate;
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}
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float emissionCount = std::floor(m_emissionAccumulator); // Le nombre d'émissions de cette mise à jour
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m_emissionAccumulator -= emissionCount; // On enlève la partie entière
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ParticleEmitter::~ParticleEmitter() = default;
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if (emissionCount >= 1.f)
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void ParticleEmitter::Emit(ParticleSystem& system, float elapsedTime) const
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{
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if (m_emissionRate > 0.f)
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{
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// On calcule le nombre maximum de particules pouvant être émises cette fois-ci
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unsigned int emissionCountInt = static_cast<unsigned int>(emissionCount);
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unsigned int maxParticleCount = emissionCountInt*m_emissionCount;
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// On accumule la partie réelle (pour éviter qu'un taux d'update élevé empêche des particules de se former)
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m_emissionAccumulator += elapsedTime*m_emissionRate;
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// On récupère le nombre de particules qu'il est possible de créer selon l'espace libre
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unsigned int particleCount = std::min(maxParticleCount, system.GetMaxParticleCount() - system.GetParticleCount());
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if (particleCount == 0)
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return;
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float emissionCount = std::floor(m_emissionAccumulator); // Le nombre d'émissions de cette mise à jour
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m_emissionAccumulator -= emissionCount; // On enlève la partie entière
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// Et on émet nos particules
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void* particles = system.GenerateParticles(particleCount);
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NzParticleMapper mapper(particles, system.GetDeclaration());
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SetupParticles(mapper, particleCount);
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if (m_lagCompensationEnabled)
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if (emissionCount >= 1.f)
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{
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// On va maintenant appliquer les contrôleurs
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float invEmissionRate = 1.f/m_emissionRate;
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for (unsigned int i = 1; i <= emissionCountInt; ++i)
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system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), invEmissionRate);
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// On calcule le nombre maximum de particules pouvant être émises cette fois-ci
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unsigned int emissionCountInt = static_cast<unsigned int>(emissionCount);
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unsigned int maxParticleCount = emissionCountInt*m_emissionCount;
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// On récupère le nombre de particules qu'il est possible de créer selon l'espace libre
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unsigned int particleCount = std::min(maxParticleCount, system.GetMaxParticleCount() - system.GetParticleCount());
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if (particleCount == 0)
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return;
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// Et on émet nos particules
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void* particles = system.GenerateParticles(particleCount);
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ParticleMapper mapper(particles, system.GetDeclaration());
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SetupParticles(mapper, particleCount);
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if (m_lagCompensationEnabled)
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{
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// On va maintenant appliquer les contrôleurs
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float invEmissionRate = 1.f/m_emissionRate;
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for (unsigned int i = 1; i <= emissionCountInt; ++i)
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system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), invEmissionRate);
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}
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}
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}
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}
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}
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void NzParticleEmitter::EnableLagCompensation(bool enable)
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{
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m_lagCompensationEnabled = enable;
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}
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void ParticleEmitter::EnableLagCompensation(bool enable)
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{
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m_lagCompensationEnabled = enable;
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}
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unsigned int NzParticleEmitter::GetEmissionCount() const
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{
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return m_emissionCount;
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}
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unsigned int ParticleEmitter::GetEmissionCount() const
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{
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return m_emissionCount;
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}
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float NzParticleEmitter::GetEmissionRate() const
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{
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return m_emissionRate;
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}
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float ParticleEmitter::GetEmissionRate() const
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{
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return m_emissionRate;
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}
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bool NzParticleEmitter::IsLagCompensationEnabled() const
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{
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return m_lagCompensationEnabled;
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}
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bool ParticleEmitter::IsLagCompensationEnabled() const
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{
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return m_lagCompensationEnabled;
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}
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void NzParticleEmitter::SetEmissionCount(unsigned int count)
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{
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m_emissionCount = count;
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}
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void ParticleEmitter::SetEmissionCount(unsigned int count)
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{
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m_emissionCount = count;
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}
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void NzParticleEmitter::SetEmissionRate(float rate)
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{
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m_emissionRate = rate;
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void ParticleEmitter::SetEmissionRate(float rate)
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{
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m_emissionRate = rate;
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}
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}
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