1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __ParticleSystemManager_H__
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26 | #define __ParticleSystemManager_H__
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27 |
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28 |
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29 | #include "OgrePrerequisites.h"
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30 | #include "OgreParticleSystem.h"
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31 | #include "OgreFrameListener.h"
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32 | #include "OgreSingleton.h"
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33 | #include "OgreIteratorWrappers.h"
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34 | #include "OgreScriptLoader.h"
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35 | #include "OgreResourceGroupManager.h"
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36 |
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37 | namespace Ogre {
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38 |
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39 | /** Manages particle systems, particle system scripts (templates) and the available emitter & affector factories.
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40 | @remarks
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41 | This singleton class is responsible for creating and managing particle systems. All particle
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42 | systems must be created and destroyed using this object. Remember that like all other MovableObject
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43 | subclasses, ParticleSystems do not get rendered until they are attached to a SceneNode object.
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44 | @par
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45 | This class also manages factories for ParticleEmitter and ParticleAffector classes. To enable easy
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46 | extensions to the types of emitters (particle sources) and affectors (particle modifiers), the
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47 | ParticleSystemManager lets plugins or applications register factory classes which submit new
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48 | subclasses to ParticleEmitter and ParticleAffector. Ogre comes with a number of them already provided,
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49 | such as cone, sphere and box-shaped emitters, and simple affectors such as constant directional force
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50 | and colour faders. However using this registration process, a plugin can create any behaviour
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51 | required.
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52 | @par
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53 | This class also manages the loading and parsing of particle system scripts, which are text files
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54 | describing named particle system templates. Instances of particle systems using these templates can
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55 | then be created easily through the createParticleSystem method.
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56 | */
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57 | class _OgreExport ParticleSystemManager: public Singleton<ParticleSystemManager>,
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58 | public FrameListener, public ScriptLoader
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59 | {
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60 | public:
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61 | typedef std::map<String, ParticleSystem*> ParticleTemplateMap;
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62 | typedef std::map<String, ParticleAffectorFactory*> ParticleAffectorFactoryMap;
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63 | typedef std::map<String, ParticleEmitterFactory*> ParticleEmitterFactoryMap;
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64 | typedef std::map<String, ParticleSystemRendererFactory*> ParticleSystemRendererFactoryMap;
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65 | protected:
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66 | /// Templates based on scripts
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67 | ParticleTemplateMap mSystemTemplates;
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68 |
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69 | typedef std::map<String, ParticleSystem*> ParticleSystemMap;
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70 | /// Actual instantiated particle systems (may be based on template, may be manual)
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71 | ParticleSystemMap mSystems;
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72 |
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73 | /// Factories for named emitter types (can be extended using plugins)
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74 | ParticleEmitterFactoryMap mEmitterFactories;
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75 |
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76 | /// Factories for named affector types (can be extended using plugins)
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77 | ParticleAffectorFactoryMap mAffectorFactories;
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78 |
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79 | /// Map of renderer types to factories
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80 | ParticleSystemRendererFactoryMap mRendererFactories;
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81 |
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82 | StringVector mScriptPatterns;
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83 |
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84 | /// Controls time
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85 | Real mTimeFactor;
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86 |
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87 | /** Internal script parsing method. */
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88 | void parseNewEmitter(const String& type, DataStreamPtr& chunk, ParticleSystem* sys);
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89 | /** Internal script parsing method. */
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90 | void parseNewAffector(const String& type, DataStreamPtr& chunk, ParticleSystem* sys);
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91 | /** Internal script parsing method. */
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92 | void parseAttrib(const String& line, ParticleSystem* sys);
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93 | /** Internal script parsing method. */
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94 | void parseEmitterAttrib(const String& line, ParticleEmitter* sys);
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95 | /** Internal script parsing method. */
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96 | void parseAffectorAttrib(const String& line, ParticleAffector* sys);
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97 | /** Internal script parsing method. */
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98 | void skipToNextCloseBrace(DataStreamPtr& chunk);
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99 | /** Internal script parsing method. */
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100 | void skipToNextOpenBrace(DataStreamPtr& chunk);
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101 | public:
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102 |
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103 | ParticleSystemManager();
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104 | virtual ~ParticleSystemManager();
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105 |
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106 | /** Adds a new 'factory' object for emitters to the list of available emitter types.
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107 | @remarks
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108 | This method allows plugins etc to add new particle emitter types to Ogre. Particle emitters
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109 | are sources of particles, and generate new particles with their start positions, colours and
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110 | momentums appropriately. Plugins would create new subclasses of ParticleEmitter which
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111 | emit particles a certain way, and register a subclass of ParticleEmitterFactory to create them (since multiple
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112 | emitters can be created for different particle systems).
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113 | @par
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114 | All particle emitter factories have an assigned name which is used to identify the emitter
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115 | type. This must be unique.
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116 | @par
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117 | Note that the object passed to this function will not be destroyed by the ParticleSystemManager,
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118 | since it may have been allocted on a different heap in the case of plugins. The caller must
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119 | destroy the object later on, probably on plugin shutdown.
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120 | @param
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121 | factory Pointer to a ParticleEmitterFactory subclass created by the plugin or application code.
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122 | */
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123 | void addEmitterFactory(ParticleEmitterFactory* factory);
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124 |
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125 | /** Adds a new 'factory' object for affectors to the list of available affector types.
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126 | @remarks
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127 | This method allows plugins etc to add new particle affector types to Ogre. Particle
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128 | affectors modify the particles in a system a certain way such as affecting their direction
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129 | or changing their colour, lifespan etc. Plugins would
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130 | create new subclasses of ParticleAffector which affect particles a certain way, and register
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131 | a subclass of ParticleAffectorFactory to create them.
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132 | @par
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133 | All particle affector factories have an assigned name which is used to identify the affector
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134 | type. This must be unique.
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135 | @par
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136 | Note that the object passed to this function will not be destroyed by the ParticleSystemManager,
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137 | since it may have been allocted on a different heap in the case of plugins. The caller must
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138 | destroy the object later on, probably on plugin shutdown.
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139 | @param
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140 | factory Pointer to a ParticleAffectorFactory subclass created by the plugin or application code.
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141 | */
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142 | void addAffectorFactory(ParticleAffectorFactory* factory);
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143 |
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144 | /** Registers a factory class for creating ParticleSystemRenderer instances.
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145 | @par
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146 | Note that the object passed to this function will not be destroyed by the ParticleSystemManager,
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147 | since it may have been allocted on a different heap in the case of plugins. The caller must
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148 | destroy the object later on, probably on plugin shutdown.
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149 | @param
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150 | factory Pointer to a ParticleSystemRendererFactory subclass created by the plugin or application code.
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151 | */
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152 | void addRendererFactory(ParticleSystemRendererFactory* factory);
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153 |
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154 | /** Adds a new particle system template to the list of available templates.
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155 | @remarks
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156 | Instances of particle systems in a scene are not normally unique - often you want to place the
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157 | same effect in many places. This method allows you to register a ParticleSystem as a named template,
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158 | which can subsequently be used to create instances using the createSystem method.
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159 | @par
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160 | Note that particle system templates can either be created programmatically by an application
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161 | and registered using this method, or they can be defined in a script file (*.particle) which is
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162 | loaded by the engine at startup, very much like Material scripts.
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163 | @param
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164 | name The name of the template. Must be unique across all templates.
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165 | @param
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166 | sysTemplate A pointer to a particle system to be used as a template. The manager
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167 | will take over ownership of this pointer.
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168 |
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169 | */
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170 | void addTemplate(const String& name, ParticleSystem* sysTemplate);
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171 |
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172 | /** Create a new particle system template.
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173 | @remarks
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174 | This method is similar to the addTemplate method, except this just creates a new template
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175 | and returns a pointer to it to be populated. Use this when you don't already have a system
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176 | to add as a template and just want to create a new template which you will build up in-place.
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177 | @param
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178 | name The name of the template. Must be unique across all templates.
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179 | @param
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180 | resourceGroup The name of the resource group which will be used to
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181 | load any dependent resources.
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182 |
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183 | */
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184 | ParticleSystem* createTemplate(const String& name, const String& resourceGroup);
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185 |
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186 | /** Retrieves a particle system template for possible modification.
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187 | @remarks
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188 | Modifying a template does not affect the settings on any ParticleSystems already created
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189 | from this template.
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190 | */
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191 | ParticleSystem* getTemplate(const String& name);
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192 |
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193 | /** Basic method for creating a blank particle system.
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194 | @remarks
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195 | This method creates a new, blank ParticleSystem instance and returns a pointer to it.
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196 | The caller should not delete this object, it will be freed at system shutdown, or can
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197 | be released earlier using the destroySystem method.
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198 | @par
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199 | The instance returned from this method won't actually do anything because on creation a
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200 | particle system has no emitters. The caller should manipulate the instance through it's
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201 | ParticleSystem methods to actually create a real particle effect.
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202 | @par
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203 | Creating a particle system does not make it a part of the scene. As with other MovableObject
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204 | subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
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205 | @param
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206 | name The name to give the ParticleSystem.
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207 | @param
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208 | quota The maximum number of particles to allow in this system.
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209 | @param
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210 | resourceGroup The resource group which will be used to load dependent resources
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211 | */
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212 | ParticleSystem* createSystem(const String& name, size_t quota = 500,
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213 | const String& resourceGroup = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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214 |
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215 | /** Creates a particle system based on a template.
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216 | @remarks
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217 | This method creates a new ParticleSystem instance based on the named template and returns a
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218 | pointer to the caller. The caller should not delete this object, it will be freed at system shutdown,
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219 | or can be released earlier using the destroySystem method.
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220 | @par
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221 | Each system created from a template takes the template's settings at the time of creation,
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222 | but is completely separate from the template from there on.
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223 | @par
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224 | Creating a particle system does not make it a part of the scene. As with other MovableObject
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225 | subclasses, a ParticleSystem is not rendered until it is attached to a SceneNode.
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226 | @par
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227 | This is probably the more useful particle system creation method since it does not require manual
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228 | setup of the system. Note that the initial quota is based on the template but may be changed later.
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229 | @param
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230 | name The name to give the new particle system instance.
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231 | @param
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232 | templateName The name of the template to base the new instance on.
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233 | */
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234 | ParticleSystem* createSystem(const String& name, const String& templateName);
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235 |
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236 | /** Destroys a particle system, freeing it's memory and removing references to it in this class.
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237 | @remarks
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238 | You should ensure that before calling this method, the particle system has been detached from
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239 | any SceneNode objects, and that no other objects are referencing it.
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240 | @param
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241 | name The name of the ParticleSystem to destroy.
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242 | */
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243 | void destroySystem(const String& name);
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244 |
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245 | /** Destroys a particle system, freeing it's memory and removing references to it in this class.
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246 | @remarks
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247 | You should ensure that before calling this method, the particle system has been detached from
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248 | any SceneNode objects, and that no other objects are referencing it.
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249 | @param
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250 | sys Pointer to the ParticleSystem to be destroyed.
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251 | */
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252 | void destroySystem(ParticleSystem* sys);
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253 |
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254 | /** Retrieves a pointer to a system already created. */
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255 | ParticleSystem* getSystem(const String& name);
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256 |
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257 |
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258 | /** Internal method for creating a new emitter from a factory.
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259 | @remarks
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260 | Used internally by the engine to create new ParticleEmitter instances from named
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261 | factories. Applications should use the ParticleSystem::addEmitter method instead,
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262 | which calls this method to create an instance.
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263 | @param
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264 | emitterType String name of the emitter type to be created. A factory of this type must have been registered.
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265 | @param
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266 | psys The particle system this is being created for
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267 | */
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268 | ParticleEmitter* _createEmitter(const String& emitterType, ParticleSystem* psys);
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269 |
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270 | /** Internal method for destroying an emitter.
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271 | @remarks
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272 | Because emitters are created by factories which may allocate memory from separate heaps,
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273 | the memory allocated must be freed from the same place. This method is used to ask the factory
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274 | to destroy the instance passed in as a pointer.
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275 | @param
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276 | emitter Pointer to emitter to be destroyed. On return this pointer will point to invalid (freed) memory.
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277 | */
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278 | void _destroyEmitter(ParticleEmitter* emitter);
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279 |
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280 | /** Internal method for creating a new affector from a factory.
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281 | @remarks
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282 | Used internally by the engine to create new ParticleAffector instances from named
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283 | factories. Applications should use the ParticleSystem::addAffector method instead,
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284 | which calls this method to create an instance.
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285 | @param
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286 | effectorType String name of the affector type to be created. A factory of this type must have been registered.
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287 | @param
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288 | psys The particle system it is being created for
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289 | */
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290 | ParticleAffector* _createAffector(const String& affectorType, ParticleSystem* psys);
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291 |
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292 | /** Internal method for destroying an affector.
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293 | @remarks
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294 | Because affectors are created by factories which may allocate memory from separate heaps,
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295 | the memory allocated must be freed from the same place. This method is used to ask the factory
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296 | to destroy the instance passed in as a pointer.
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297 | @param
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298 | affector Pointer to affector to be destroyed. On return this pointer will point to invalid (freed) memory.
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299 | */
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300 | void _destroyAffector(ParticleAffector* affector);
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301 |
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302 | /** Internal method for creating a new renderer from a factory.
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303 | @remarks
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304 | Used internally by the engine to create new ParticleSystemRenderer instances from named
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305 | factories. Applications should use the ParticleSystem::setRenderer method instead,
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306 | which calls this method to create an instance.
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307 | @param
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308 | rendererType String name of the renderer type to be created. A factory of this type must have been registered.
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309 | */
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310 | ParticleSystemRenderer* _createRenderer(const String& rendererType);
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311 |
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312 | /** Internal method for destroying a renderer.
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313 | @remarks
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314 | Because renderer are created by factories which may allocate memory from separate heaps,
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315 | the memory allocated must be freed from the same place. This method is used to ask the factory
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316 | to destroy the instance passed in as a pointer.
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317 | @param
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318 | renderer Pointer to renderer to be destroyed. On return this pointer will point to invalid (freed) memory.
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319 | */
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320 | void _destroyRenderer(ParticleSystemRenderer* renderer);
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321 |
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322 | /** Frame event */
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323 | bool frameStarted(const FrameEvent &evt);
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324 |
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325 | /** Frame event */
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326 | bool frameEnded(const FrameEvent &evt);
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327 |
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328 | /** Init method to be called by OGRE system.
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329 | @remarks
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330 | Due to dependencies between various objects certain initialisation tasks cannot be done
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331 | on construction. OGRE will call this method when the rendering subsystem is initialised.
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332 | */
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333 | void _initialise(void);
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334 |
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335 | /// @copydoc ScriptLoader::getScriptPatterns
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336 | const StringVector& getScriptPatterns(void) const;
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337 | /// @copydoc ScriptLoader::parseScript
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338 | void parseScript(DataStreamPtr& stream, const String& groupName);
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339 | /// @copydoc ScriptLoader::getLoadingOrder
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340 | Real getLoadingOrder(void) const;
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341 |
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342 | typedef MapIterator<ParticleAffectorFactoryMap> ParticleAffectorFactoryIterator;
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343 | typedef MapIterator<ParticleEmitterFactoryMap> ParticleEmitterFactoryIterator;
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344 | typedef MapIterator<ParticleSystemRendererFactoryMap> ParticleRendererFactoryIterator;
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345 | /** Return an iterator over the affector factories currently registered */
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346 | ParticleAffectorFactoryIterator getAffectorFactoryIterator(void);
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347 | /** Return an iterator over the emitter factories currently registered */
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348 | ParticleEmitterFactoryIterator getEmitterFactoryIterator(void);
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349 | /** Return an iterator over the renderer factories currently registered */
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350 | ParticleRendererFactoryIterator getRendererFactoryIterator(void);
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351 |
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352 |
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353 | /** Return relative speed of time as perceived by particle systems.
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354 | @remarks
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355 | See setTimeFactor for full information on the meaning of this value.
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356 | */
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357 | Real getTimeFactor(void) const;
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358 |
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359 | /** Set the relative speed of time as perceived by particle systems.
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360 | @remarks
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361 | Normally particle systems are updated automatically in line with the real
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362 | passage of time. This method allows you to change that, so that
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363 | particle systems are told that the time is passing slower or faster than it
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364 | actually is. Use this to globally speed up / slow down particle systems.
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365 | @param tf The virtual speed of time (1.0 is real time).
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366 | */
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367 | void setTimeFactor(Real tf);
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368 |
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369 | typedef MapIterator<ParticleTemplateMap> ParticleSystemTemplateIterator;
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370 | /** Gets an iterator over the list of particle system templates. */
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371 | ParticleSystemTemplateIterator getTemplateIterator(void)
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372 | {
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373 | return ParticleSystemTemplateIterator(
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374 | mSystemTemplates.begin(), mSystemTemplates.end());
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375 | }
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376 |
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377 | /** Override standard Singleton retrieval.
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378 | @remarks
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379 | Why do we do this? Well, it's because the Singleton
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380 | implementation is in a .h file, which means it gets compiled
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381 | into anybody who includes it. This is needed for the
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382 | Singleton template to work, but we actually only want it
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383 | compiled into the implementation of the class based on the
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384 | Singleton, not all of them. If we don't change this, we get
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385 | link errors when trying to use the Singleton-based class from
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386 | an outside dll.
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387 | @par
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388 | This method just delegates to the template version anyway,
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389 | but the implementation stays in this single compilation unit,
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390 | preventing link errors.
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391 | */
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392 | static ParticleSystemManager& getSingleton(void);
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393 | /** Override standard Singleton retrieval.
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394 | @remarks
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395 | Why do we do this? Well, it's because the Singleton
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396 | implementation is in a .h file, which means it gets compiled
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397 | into anybody who includes it. This is needed for the
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398 | Singleton template to work, but we actually only want it
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399 | compiled into the implementation of the class based on the
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400 | Singleton, not all of them. If we don't change this, we get
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401 | link errors when trying to use the Singleton-based class from
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402 | an outside dll.
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403 | @par
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404 | This method just delegates to the template version anyway,
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405 | but the implementation stays in this single compilation unit,
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406 | preventing link errors.
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407 | */
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408 | static ParticleSystemManager* getSingletonPtr(void);
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409 |
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410 | };
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411 |
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412 | }
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413 |
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414 | #endif
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415 |
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