//------------------------------------------------------------------------------ // bool gosFX::Effect::Execute(ExecuteInfo *info) { Check_Object(this); Check_Pointer(info); Verify(IsExecuted()); gos_PushCurrentHeap(Heap); // //----------------------------------------------------- // If a new seed is provided, override the current seed //----------------------------------------------------- // if (info->m_seed != -1.0f) { Verify(info->m_seed>=0.0f && info->m_seed<1.0f); m_seed = info->m_seed; } // //-------------------------------------------- // Figure out the new age and clear the bounds //-------------------------------------------- // Stuff::Scalar age = m_age + static_cast<Stuff::Scalar>(info->m_time - m_lastRan) * m_ageRate; Verify(age >= 0.0f && age >= m_age); *info->m_bounds = Stuff::OBB::Identity; // //-------------------------------- // Update the effectToWorld matrix //-------------------------------- // Check_Object(info->m_parentToWorld); m_localToWorld.Multiply(m_localToParent, *info->m_parentToWorld); // //-------------------------------------------------- // Check to see if the top event needs to be handled //-------------------------------------------------- // Check_Object(m_specification); Event *event; while ((event = m_event.GetCurrent()) != NULL) { Check_Object(event); if (event->m_time > m_age) break; // //------------------------------------------------------------- // This event needs to go, so spawn and bump the effect pointer //------------------------------------------------------------- // unsigned flags = ExecuteFlag; if ((event->m_flags&SimulationModeMask) == ParentSimulationMode) { Verify((m_flags&SimulationModeMask) != ParentSimulationMode); flags |= m_flags&SimulationModeMask; } else flags |= event->m_flags&SimulationModeMask; Effect* effect = EffectLibrary::Instance->MakeEffect( event->m_effectID, flags ); Register_Object(effect); m_children.Add(effect); m_event.Next(); // //--------------------------------------------- // Now set the info for starting the new effect //--------------------------------------------- // effect->m_localToParent = event->m_localToParent; Stuff::Scalar min_seed = m_specification->m_minimumChildSeed.ComputeValue(m_age, m_seed); Stuff::Scalar seed_range = m_specification->m_maximumChildSeed.ComputeValue(m_age, m_seed) - min_seed; Stuff::Scalar seed = Stuff::Random::GetFraction()*seed_range + min_seed; Clamp(seed, 0.0f, 1.0f); ExecuteInfo local_info( info->m_time, &m_localToWorld, NULL, seed ); effect->Start(&local_info); } // //------------------------------------------------------------ // Execute all the children. If any of them finish, kill them //------------------------------------------------------------ // Stuff::ChainIteratorOf<gosFX::Effect*> children(&m_children); gosFX::Effect *child; Stuff::OBB child_obb = Stuff::OBB::Identity; ExecuteInfo child_info( info->m_time, &m_localToWorld, &child_obb ); child_info.m_bounds = &child_obb; while ((child = children.ReadAndNext()) != NULL) { Check_Object(child); if (!child->Execute(&child_info)) { Unregister_Object(child); delete child; } // //-------------------------------------------------------------- // Merge the bounding sphere of the child into the bounds of the // parent //-------------------------------------------------------------- // Stuff::OBB parent_bounds; parent_bounds.Multiply(child_obb, m_localToParent); info->m_bounds->Union(*info->m_bounds, parent_bounds); } Check_Object(info->m_bounds); // //---------------------------------------------------------------------- // Set the new time, then if we have run the course of the effect, start // over if we loop, otherwise wait for our children to finish before // killing ourselves //---------------------------------------------------------------------- // m_lastRan = info->m_time; m_age = age; if (m_age >= 1.0f) { if (IsLooped()) Start(info); else if (HasFinished()) Kill(); } // //---------------------------------- // Tell our parent if we need to die //---------------------------------- // gos_PopCurrentHeap(); return IsExecuted(); }
void Animator::Stop(void) { if (!HasFinished()) { state = ANIMATOR_STOPPED; NotifyStopped(); } }