362 lines
10 KiB
C++
362 lines
10 KiB
C++
// Copyright (C) 2014 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ParticleEmitter.hpp>
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#include <Nazara/Core/CallOnExit.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Core/StringStream.hpp>
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#include <Nazara/Graphics/ParticleMapper.hpp>
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#include <cstdlib>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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NzParticleEmitter::NzParticleEmitter(unsigned int maxParticleCount, nzParticleLayout layout) :
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NzParticleEmitter(maxParticleCount, NzParticleDeclaration::Get(layout))
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{
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}
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NzParticleEmitter::NzParticleEmitter(unsigned int maxParticleCount, NzParticleDeclaration* declaration) :
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m_declaration(declaration),
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m_boundingVolumeUpdated(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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m_maxParticleCount(maxParticleCount),
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m_particleCount(0)
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{
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// En cas d'erreur, un constructeur ne peut que lancer une exception
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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m_particleSize = m_declaration->GetStride(); // La taille de chaque particule
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ResizeBuffer();
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}
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NzParticleEmitter::NzParticleEmitter(const NzParticleEmitter& emitter) :
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NzSceneNode(emitter),
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m_controllers(emitter.m_controllers),
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m_generators(emitter.m_generators),
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m_boundingVolume(emitter.m_boundingVolume),
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m_declaration(emitter.m_declaration),
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m_renderer(emitter.m_renderer),
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m_boundingVolumeUpdated(emitter.m_boundingVolumeUpdated),
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m_processing(false),
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m_emissionAccumulator(0.f),
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m_emissionRate(emitter.m_emissionRate),
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m_emissionCount(emitter.m_emissionCount),
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m_maxParticleCount(emitter.m_maxParticleCount),
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m_particleCount(emitter.m_particleCount),
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m_particleSize(emitter.m_particleSize)
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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ResizeBuffer();
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// On ne copie que les particules vivantes
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std::memcpy(m_buffer.data(), emitter.m_buffer.data(), emitter.m_particleCount*m_particleSize);
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}
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NzParticleEmitter::~NzParticleEmitter() = default;
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void NzParticleEmitter::AddController(NzParticleController* controller)
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{
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m_controllers.emplace_back(controller);
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}
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void NzParticleEmitter::AddGenerator(NzParticleGenerator* generator)
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{
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m_generators.emplace_back(generator);
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}
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void NzParticleEmitter::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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{
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///FIXME: Vérifier le renderer
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_renderer->Render(*this, mapper, 0, m_particleCount, renderQueue);
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}
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void* NzParticleEmitter::CreateParticle()
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{
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return CreateParticles(1);
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}
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void* NzParticleEmitter::CreateParticles(unsigned int count)
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{
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if (m_particleCount+count > m_maxParticleCount)
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return nullptr;
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unsigned int particlesIndex = m_particleCount;
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m_particleCount += count;
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return &m_buffer[particlesIndex*m_particleSize];
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}
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void* NzParticleEmitter::GenerateParticle()
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{
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return GenerateParticles(1);
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}
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void* NzParticleEmitter::GenerateParticles(unsigned int count)
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{
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void* ptr = CreateParticles(count);
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if (!ptr)
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return nullptr;
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NzParticleMapper mapper(ptr, m_declaration);
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for (NzParticleGenerator* generator : m_generators)
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generator->Generate(*this, mapper, 0, m_particleCount);
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return ptr;
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}
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const NzBoundingVolumef& NzParticleEmitter::GetBoundingVolume() const
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{
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if (!m_boundingVolumeUpdated)
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UpdateBoundingVolume();
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return m_boundingVolume;
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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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float NzParticleEmitter::GetEmissionRate() const
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{
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return m_emissionRate;
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}
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unsigned int NzParticleEmitter::GetMaxParticleCount() const
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{
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return m_maxParticleCount;
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}
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unsigned int NzParticleEmitter::GetParticleCount() const
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{
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return m_particleCount;
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}
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unsigned int NzParticleEmitter::GetParticleSize() const
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{
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return m_particleSize;
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}
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nzSceneNodeType NzParticleEmitter::GetSceneNodeType() const
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{
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return nzSceneNodeType_ParticleEmitter;
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}
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bool NzParticleEmitter::IsDrawable() const
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{
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return true;
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}
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void NzParticleEmitter::KillParticle(unsigned int index)
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{
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///FIXME: Vérifier index
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if (m_processing)
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{
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// Le buffer est en train d'être modifié, nous ne pouvons pas réduire sa taille, on place alors la particule dans une liste de secours
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m_dyingParticles.insert(index);
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return;
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}
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// On déplace la dernière particule vivante à la place de celle-ci
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if (--m_particleCount > 0)
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std::memcpy(&m_buffer[index*m_particleSize], &m_buffer[m_particleCount*m_particleSize], m_particleSize);
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}
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void NzParticleEmitter::KillParticles()
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{
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m_particleCount = 0;
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}
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void NzParticleEmitter::RemoveController(NzParticleController* controller)
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{
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auto it = std::find(m_controllers.begin(), m_controllers.end(), controller);
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if (it != m_controllers.end())
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m_controllers.erase(it);
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}
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void NzParticleEmitter::RemoveGenerator(NzParticleGenerator* generator)
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{
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auto it = std::find(m_generators.begin(), m_generators.end(), generator);
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if (it != m_generators.end())
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m_generators.erase(it);
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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 NzParticleEmitter::SetEmissionRate(float rate)
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{
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m_emissionRate = rate;
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}
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void NzParticleEmitter::SetRenderer(NzParticleRenderer* renderer)
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{
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m_renderer = renderer;
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}
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NzParticleEmitter& NzParticleEmitter::operator=(const NzParticleEmitter& emitter)
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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NzSceneNode::operator=(emitter);
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m_boundingVolume = emitter.m_boundingVolume;
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m_boundingVolumeUpdated = emitter.m_boundingVolumeUpdated;
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m_controllers = emitter.m_controllers;
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m_declaration = emitter.m_declaration;
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m_emissionCount = emitter.m_emissionCount;
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m_emissionRate = emitter.m_emissionRate;
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m_generators = emitter.m_generators;
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m_maxParticleCount = emitter.m_maxParticleCount;
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m_particleCount = emitter.m_particleCount;
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m_particleSize = emitter.m_particleSize;
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m_renderer = emitter.m_renderer;
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// La copie ne peut pas (ou plutôt ne devrait pas) avoir lieu pendant une mise à jour, inutile de copier
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m_dyingParticles.clear();
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m_emissionAccumulator = 0.f;
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m_processing = false;
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m_buffer.clear(); // Pour éviter une recopie lors du resize() qui ne servira pas à grand chose
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ResizeBuffer();
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// On ne copie que les particules vivantes
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std::memcpy(m_buffer.data(), emitter.m_buffer.data(), emitter.m_particleCount*m_particleSize);
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return *this;
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}
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NzParticleEmitter& NzParticleEmitter::operator=(NzParticleEmitter&& emitter)
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException, true);
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NzSceneNode::operator=(emitter);
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m_boundingVolume = std::move(emitter.m_boundingVolume);
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m_boundingVolumeUpdated = std::move(emitter.m_boundingVolumeUpdated);
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m_buffer = std::move(emitter.m_buffer);
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m_controllers = std::move(emitter.m_controllers);
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m_declaration = std::move(emitter.m_declaration);
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m_dyingParticles = std::move(emitter.m_dyingParticles);
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m_emissionAccumulator = std::move(emitter.m_emissionAccumulator);
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m_emissionCount = std::move(emitter.m_emissionCount);
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m_emissionRate = std::move(emitter.m_emissionRate);
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m_generators = std::move(emitter.m_generators);
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m_maxParticleCount = std::move(emitter.m_maxParticleCount);
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m_particleCount = std::move(emitter.m_particleCount);
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m_particleSize = std::move(emitter.m_particleSize);
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m_processing = std::move(emitter.m_processing);
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m_renderer = std::move(emitter.m_renderer);
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return *this;
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}
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void NzParticleEmitter::GenerateAABB() const
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{
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m_boundingVolume.MakeInfinite();
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}
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void NzParticleEmitter::Register()
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{
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m_scene->RegisterForUpdate(this);
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}
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void NzParticleEmitter::ResizeBuffer()
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{
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// Histoire de décrire un peu mieux l'erreur en cas d'échec
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try
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{
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m_buffer.resize(m_maxParticleCount*m_particleSize);
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}
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catch (const std::exception& e)
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{
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NzStringStream stream;
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stream << "Failed to allocate particle buffer (" << e.what() << ") for " << m_maxParticleCount << " particles of size " << m_particleSize;
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NazaraError(stream.ToString());
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}
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}
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void NzParticleEmitter::Unregister()
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{
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m_scene->UnregisterForUpdate(this);
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}
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void NzParticleEmitter::UpdateBoundingVolume() const
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{
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if (m_boundingVolume.IsNull())
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GenerateAABB();
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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m_boundingVolume.Update(m_transformMatrix);
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m_boundingVolumeUpdated = true;
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}
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void NzParticleEmitter::Update()
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{
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float elapsedTime = m_scene->GetUpdateTime();
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if (m_emissionRate > 0.f)
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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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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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if (emissionCount >= 1.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 maxParticleCount = static_cast<unsigned int>(emissionCount)*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, m_maxParticleCount - m_particleCount);
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// Et on émet nos particules
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GenerateParticles(particleCount);
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}
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}
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_processing = true;
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// Pour éviter un verrouillage en cas d'exception
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NzCallOnExit onExit([this]()
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{
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m_processing = false;
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});
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for (NzParticleController* controller : m_controllers)
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controller->Apply(*this, mapper, 0, m_particleCount, elapsedTime);
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m_processing = false;
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onExit.Reset();
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// On tue maintenant les particules mortes durant la mise à jour
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if (m_dyingParticles.size() < m_particleCount)
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{
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// On tue les particules depuis la dernière vers la première (en terme de place), le std::set étant trié via std::greater
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// La raison est simple, étant donné que la mort d'une particule signifie le déplacement de la dernière particule du buffer,
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// sans cette solution certaines particules pourraient échapper à la mort
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for (unsigned int index : m_dyingParticles)
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KillParticle(index);
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}
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else
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KillParticles(); // Toutes les particules sont mortes, ceci est beaucoup plus rapide
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m_dyingParticles.clear();
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}
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