/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_ParticleSceneUpdater.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. 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. The content herein is highly confidential and should be handled accordingly. $Revision: 31311 $ *---------------------------------------------------------------------------*/ #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::SetStepFrame( SceneContext* sceneContext, f32 stepFrame ) { NW_PROFILE("ParticleSceneUpdater::SetStepFrame"); { ParticleModelArray::iterator end = sceneContext->GetParticleModelEnd(); for (ParticleModelArray::iterator i = sceneContext->GetParticleModelBegin(); i != end;) { ParticleModel* model = *i++; NW_NULL_ASSERT(model); model->ParticleAnimFrameController().SetStepFrame(stepFrame); } } { ParticleEmitterArray::iterator end = sceneContext->GetParticleEmitterEnd(); for (ParticleEmitterArray::iterator i = sceneContext->GetParticleEmitterBegin(); i != end;) { ParticleEmitter* emitter = *i++; NW_NULL_ASSERT(emitter); emitter->ParticleAnimFrameController().SetStepFrame(stepFrame); } } } //---------------------------------------- void ParticleSceneUpdater::UpdateNode( SceneContext* sceneContext, ParticleContext* particleContext, bool enableSwapBuffer ) { 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, enableSwapBuffer); } } } } // namespace gfx } // namespace nw