1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_ParticleSceneUpdater.cpp
4 
5   Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain
8   proprietary information of Nintendo of America Inc. and/or Nintendo
9   Company Ltd., and are protected by Federal copyright law.  They may
10   not be disclosed to third parties or copied or duplicated in any form,
11   in whole or in part, without the prior written consent of Nintendo.
12 
13   $Revision: 21931 $
14  *---------------------------------------------------------------------------*/
15 
16 #include "precompiled.h"
17 
18 #include <nw/gfx/gfx_ParticleSceneUpdater.h>
19 
20 #include <nw/gfx/gfx_SceneContext.h>
21 #include <nw/gfx/gfx_ParticleContext.h>
22 #include <nw/gfx/gfx_SkeletalModel.h>
23 #include <nw/gfx/gfx_ParticleModel.h>
24 #include <nw/gfx/gfx_ParticleSet.h>
25 #include <nw/gfx/gfx_ParticleEmitter.h>
26 
27 #include <nw/ut/ut_Foreach.h>
28 
29 
30 namespace nw
31 {
32 namespace gfx
33 {
34 
35 NW_UT_RUNTIME_TYPEINFO_ROOT_DEFINITION(ParticleSceneUpdater);
36 
37 //----------------------------------------
38 ParticleSceneUpdater*
Create(os::IAllocator * allocator)39 ParticleSceneUpdater::Builder::Create(
40     os::IAllocator* allocator
41 )
42 {
43     NW_NULL_ASSERT(allocator);
44 
45     void* memory = allocator->Alloc(sizeof(ParticleSceneUpdater));
46     if (memory == NULL)
47     {
48         return NULL;
49     }
50 
51     return new(memory) ParticleSceneUpdater(
52         allocator);
53 }
54 
55 //----------------------------------------
56 void
UpdateNode(SceneContext * sceneContext,ParticleContext * particleContext)57 ParticleSceneUpdater::UpdateNode(
58     SceneContext* sceneContext,
59     ParticleContext* particleContext
60 )
61 {
62     NW_PROFILE("ParticleSceneUpdater::UpdateNode");
63 
64     // Frame更新 -> Emission -> UpdateParticlesの順で処理する
65     // Emitter間の依存関係は無いので
66     // 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)
67 
68     {
69         ParticleModelArray::iterator end = sceneContext->GetParticleModelEnd();
70         for (ParticleModelArray::iterator i = sceneContext->GetParticleModelBegin(); i != end;)
71         {
72             ParticleModel* model = *i++;
73             NW_NULL_ASSERT(model);
74 
75             model->UpdateParticleFrame();
76         }
77     }
78 
79     {
80         ParticleEmitterArray::iterator end = sceneContext->GetParticleEmitterEnd();
81         for (ParticleEmitterArray::iterator i = sceneContext->GetParticleEmitterBegin(); i != end;)
82         {
83             ParticleEmitter* emitter = *i++;
84             NW_NULL_ASSERT(emitter);
85 
86             emitter->UpdateParticleFrame();
87             emitter->Emission(particleContext);
88         }
89     }
90 
91     {
92         ParticleSetArray::iterator end = sceneContext->GetParticleSetEnd();
93         for (ParticleSetArray::iterator i = sceneContext->GetParticleSetBegin(); i != end;)
94         {
95             ParticleSet* particleSet = *i++;
96             particleSet->UpdateParticles(particleContext);
97         }
98     }
99 }
100 
101 } // namespace gfx
102 } // namespace nw
103