/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team 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. ----------------------------------------------------------------------------- */ #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 { /** 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. 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 FrameListener, public ScriptLoader { public: typedef std::map ParticleTemplateMap; typedef std::map ParticleAffectorFactoryMap; typedef std::map ParticleEmitterFactoryMap; typedef std::map ParticleSystemRendererFactoryMap; protected: /// Templates based on scripts ParticleTemplateMap mSystemTemplates; typedef std::map ParticleSystemMap; /// Actual instantiated particle systems (may be based on template, may be manual) ParticleSystemMap mSystems; /// 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; /// Controls time Real mTimeFactor; /** 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); 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); /** 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); /** Basic method for creating a blank particle system. @remarks This method creates a new, blank ParticleSystem instance and returns a pointer to it. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroySystem method. @par The instance returned from this method won't actually do anything because on creation a particle system has no emitters. The caller should manipulate the instance through it's ParticleSystem methods to actually create a real particle effect. @par Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. @param name The name to give the ParticleSystem. @param quota The maximum number of particles to allow in this system. @param resourceGroup The resource group which will be used to load dependent resources */ ParticleSystem* createSystem(const String& name, size_t quota = 500, const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); /** Creates a particle system based on a template. @remarks This method creates a new ParticleSystem instance based on the named template and returns a pointer to the caller. The caller should not delete this object, it will be freed at system shutdown, or can be released earlier using the destroySystem method. @par Each system created from a template takes the template's settings at the time of creation, but is completely separate from the template from there on. @par Creating a particle system does not make it a part of the scene. As with other MovableObject subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode. @par This is probably the more useful particle system creation method since it does not require manual setup of the system. Note that the initial quota is based on the template but may be changed later. @param name The name to give the new particle system instance. @param templateName The name of the template to base the new instance on. */ ParticleSystem* createSystem(const String& name, const String& templateName); /** Destroys a particle system, freeing it's memory and removing references to it in this class. @remarks You should ensure that before calling this method, the particle system has been detached from any SceneNode objects, and that no other objects are referencing it. @param name The name of the ParticleSystem to destroy. */ void destroySystem(const String& name); /** Destroys a particle system, freeing it's memory and removing references to it in this class. @remarks You should ensure that before calling this method, the particle system has been detached from any SceneNode objects, and that no other objects are referencing it. @param sys Pointer to the ParticleSystem to be destroyed. */ void destroySystem(ParticleSystem* sys); /** Retrieves a pointer to a system already created. */ ParticleSystem* getSystem(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); /** Frame event */ bool frameStarted(const FrameEvent &evt); /** Frame event */ bool frameEnded(const FrameEvent &evt); /** 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); /** Return relative speed of time as perceived by particle systems. @remarks See setTimeFactor for full information on the meaning of this value. */ Real getTimeFactor(void) const; /** Set the relative speed of time as perceived by particle systems. @remarks Normally particle systems are updated automatically in line with the real passage of time. This method allows you to change that, so that particle systems are told that the time is passing slower or faster than it actually is. Use this to globally speed up / slow down particle systems. @param tf The virtual speed of time (1.0 is real time). */ void setTimeFactor(Real tf); typedef MapIterator ParticleSystemTemplateIterator; /** Gets an iterator over the list of particle system templates. */ ParticleSystemTemplateIterator getTemplateIterator(void) { return ParticleSystemTemplateIterator( mSystemTemplates.begin(), mSystemTemplates.end()); } /** 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); }; } #endif