/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_ParticleSceneUpdater.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 21931 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_ROOT_DEFINITION(ParticleSceneUpdater); //---------------------------------------- ParticleSceneUpdater* ParticleSceneUpdater::Builder::Create( os::IAllocator* allocator ) { NW_NULL_ASSERT(allocator); void* memory = allocator->Alloc(sizeof(ParticleSceneUpdater)); if (memory == NULL) { return NULL; } return new(memory) ParticleSceneUpdater( allocator); } //---------------------------------------- void ParticleSceneUpdater::UpdateNode( SceneContext* sceneContext, ParticleContext* particleContext ) { NW_PROFILE("ParticleSceneUpdater::UpdateNode"); // Frame更新 -> Emission -> UpdateParticlesの順で処理する // Emitter間の依存関係は無いので // emitterのUpdateFrameとEmissionは一緒に行っている(本来はUpdateFrameを完了してからEmission) { ParticleModelArray::iterator end = sceneContext->GetParticleModelEnd(); for (ParticleModelArray::iterator i = sceneContext->GetParticleModelBegin(); i != end;) { ParticleModel* model = *i++; NW_NULL_ASSERT(model); model->UpdateParticleFrame(); } } { ParticleEmitterArray::iterator end = sceneContext->GetParticleEmitterEnd(); for (ParticleEmitterArray::iterator i = sceneContext->GetParticleEmitterBegin(); i != end;) { ParticleEmitter* emitter = *i++; NW_NULL_ASSERT(emitter); emitter->UpdateParticleFrame(); emitter->Emission(particleContext); } } { ParticleSetArray::iterator end = sceneContext->GetParticleSetEnd(); for (ParticleSetArray::iterator i = sceneContext->GetParticleSetBegin(); i != end;) { ParticleSet* particleSet = *i++; particleSet->UpdateParticles(particleContext); } } } } // namespace gfx } // namespace nw