/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_ResParticleSet.h 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: 19592 $ *---------------------------------------------------------------------------*/ #ifndef NW_GFX_RESPARTICLESET_H_ #define NW_GFX_RESPARTICLESET_H_ #include #include #include #include #include #include #include #include namespace nw { namespace gfx { namespace res { typedef ut::ResArrayClass::type::iterator ResParticleInitializerArrayIterator; typedef ut::ResArrayClass::type::const_iterator ResParticleInitializerArrayConstIterator; typedef ut::ResArrayClass::type ResParticleInitializerArray; typedef ut::ResArrayClass::type ResParticleInitializerArrayConst; typedef ut::ResArrayClass::type::iterator ResParticleUpdaterArrayIterator; typedef ut::ResArrayClass::type::const_iterator ResParticleUpdaterArrayConstIterator; typedef ut::ResArrayClass::type ResParticleUpdaterArray; typedef ut::ResArrayClass::type ResParticleUpdaterArrayConst; //! @details :private struct ResParticleSetData : public ResSceneNodeData { nw::ut::Offset toParticleCollection; nw::ut::ResS32 m_ParticleInitializersTableCount; nw::ut::Offset toParticleInitializersTable; nw::ut::ResS32 m_ParticleUpdatersTableCount; nw::ut::Offset toParticleUpdatersTable; nw::ut::Offset toParticleShapeBuilder; nw::ut::ResS32 m_ParticleShapeIndex; nw::ut::ResU32 m_ParticleSetPriority; nw::ut::ResBool m_IsForceWorld; nw::ut::ResBool m_IsBufferFlushEnabled; nw::ut::ResBool m_IsInheritParentVelocity; }; //-------------------------------------------------------------------------- //! @brief パーティクルセットを表すバイナリリソースクラスです。 //-------------------------------------------------------------------------- class ResParticleSet : public ResSceneNode { public: enum { TYPE_INFO = NW_GFX_RES_TYPE_INFO(ResParticleSet) }; enum { SIGNATURE = NW_RES_SIGNATURE32('PSET') }; NW_RES_CTOR_INHERIT( ResParticleSet, ResSceneNode ) NW_RES_FIELD_CLASS_DECL( ResParticleCollection, ParticleCollection ) // GetParticleCollection() NW_RES_FIELD_CLASS_LIST_DECL( ResParticleInitializer, ParticleInitializers ) // GetParticleInitializers(int idx), GetParticleInitializersCount() NW_RES_FIELD_CLASS_LIST_DECL( ResParticleUpdater, ParticleUpdaters ) // GetParticleUpdaters(int idx), GetParticleUpdatersCount() NW_RES_FIELD_CLASS_DECL( ResParticleShapeBuilder, ParticleShapeBuilder ) // GetParticleShpaBuilder() NW_RES_FIELD_PRIMITIVE_DECL( s32, ParticleShapeIndex) // GetParticleShapeIndex() NW_RES_FIELD_PRIMITIVE_DECL( u32, ParticleSetPriority) // GetParticleSetPriority() NW_RES_FIELD_PRIMITIVE_DECL( bool, IsForceWorld) // GetIsForceWorld() NW_RES_FIELD_PRIMITIVE_DECL( bool, IsBufferFlushEnabled) // GetIsBufferFlushEnabled() NW_RES_FIELD_PRIMITIVE_DECL( bool, IsInheritParentVelocity) // GetIsInheritParentVelocity() void Setup(); }; typedef nw::ut::ResArrayPatricia::type ResParticleSetArray; } // namespace res } // namespace gfx } // namespace nw #endif // NW_GFX_RESPARTICLESET_H_