[657] | 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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