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#include "particle/ParticleSourceWrapper.h"
#include "particle/ParticleSource.h"
namespace particle
{
ParticleSourceWrapper::ParticleSourceWrapper(SCP_vector<ParticleSource*>&& sources) : m_sources(std::move(sources))
{
}
ParticleSourceWrapper::ParticleSourceWrapper(ParticleSource* source)
{
m_sources.push_back(source);
}
ParticleSourceWrapper::ParticleSourceWrapper(ParticleSourceWrapper&& other) noexcept
{
*this = std::move(other);
}
ParticleSourceWrapper::~ParticleSourceWrapper()
{
// Prevent empty wrapper from causing issues
if (!m_sources.empty())
{
Assertion(m_finished, "Source wrapper wasn't finished! Get a coder!\n"
"(If you hit this then a coder hasn't properly finished creating a particle source)");
}
}
ParticleSourceWrapper& ParticleSourceWrapper::operator=(ParticleSourceWrapper&& other) noexcept
{
std::swap(other.m_sources, m_sources);
return *this;
}
void ParticleSourceWrapper::finish()
{
// This function is currently only used for debugging but may be extended to do some final adjustments on the sources in the future
#ifndef NDEBUG
for (auto& source : m_sources)
{
Assertion(source->isValid(), "Source is not valid after initializing! Get a coder!\n"
"(If you hit this it means that a coder hasn't properly initialized a particle source)");
}
#endif
for (auto& source : m_sources)
{
source->finishCreation();
}
m_finished = true;
}
void ParticleSourceWrapper::setCreationTimestamp(int timestamp)
{
for (auto& source : m_sources)
{
source->getTiming()->setCreationTimestamp(timestamp);
}
}
void ParticleSourceWrapper::moveToParticle(const WeakParticlePtr& ptr)
{
for (auto& source : m_sources)
{
source->getOrigin()->moveToParticle(ptr);
}
}
void ParticleSourceWrapper::moveToObject(const object* obj, const vec3d* d)
{
for (auto& source : m_sources)
{
source->getOrigin()->moveToObject(obj, d);
}
}
void ParticleSourceWrapper::moveToSubobject(const object* obj, int subobject, const vec3d* d)
{
for (auto& source : m_sources) {
source->getOrigin()->moveToSubobject(obj, subobject, d);
}
}
void ParticleSourceWrapper::moveToTurret(const object* obj, int subobject, int fire_pos)
{
for (auto& source : m_sources) {
source->getOrigin()->moveToTurret(obj, subobject, fire_pos);
}
}
void ParticleSourceWrapper::moveToBeam(const object* obj)
{
for (auto& source : m_sources)
{
source->getOrigin()->moveToBeam(obj);
}
}
void ParticleSourceWrapper::moveTo(const vec3d* pos, const matrix* orientation)
{
for (auto& source : m_sources)
{
source->getOrigin()->moveTo(pos, orientation);
}
}
void ParticleSourceWrapper::setVelocity(const vec3d* vel)
{
for (auto& source : m_sources)
{
source->getOrigin()->setVelocity(vel);
}
}
void ParticleSourceWrapper::setOrientationFromNormalizedVec(const vec3d* normalizedDir, bool relative)
{
for (auto& source : m_sources)
{
source->getOrientation()->setFromNormalizedVector(*normalizedDir, relative);
}
}
void ParticleSourceWrapper::setOrientationFromVec(const vec3d* dir, bool relative)
{
for (auto& source : m_sources)
{
source->getOrientation()->setFromVector(*dir, relative);
}
}
void ParticleSourceWrapper::setOrientationMatrix(const matrix* mtx, bool relative)
{
for (auto& source : m_sources)
{
source->getOrientation()->setFromMatrix(*mtx, relative);
}
}
void ParticleSourceWrapper::setOrientationNormal(const vec3d* normal)
{
for (auto& source : m_sources)
{
source->getOrientation()->setNormal(*normal);
}
}
void ParticleSourceWrapper::setWeaponState(WeaponState state)
{
for (auto& source : m_sources)
{
source->getOrigin()->setWeaponState(state);
}
}
}
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