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#ifndef PARTICLE_PARTICLESOURCEWRAPPER_H
#define PARTICLE_PARTICLESOURCEWRAPPER_H
#pragma once
#include "globalincs/pstypes.h"
#include "ParticleSource.h"
enum class WeaponState : uint32_t;
namespace particle
{
class ParticleSource;
/**
* @brief A wrapper around multiple particle sources
*
* This class contains multiple sources which are grouped together. This is needed because effects may create
* multiple sources and this class provides transparent handling of that case.
*
* Once initialization of the sources is done you must call #finish() in order to mark the sources as properly
* initialized.
*
* @ingroup particleSystems
*/
class ParticleSourceWrapper
{
private:
SCP_vector<ParticleSource*> m_sources;
bool m_finished = false;
public:
ParticleSourceWrapper(const ParticleSourceWrapper&) = delete;
ParticleSourceWrapper& operator=(const ParticleSourceWrapper&) = delete;
ParticleSourceWrapper() = default;
explicit ParticleSourceWrapper(SCP_vector<ParticleSource*>&& sources);
explicit ParticleSourceWrapper(ParticleSource* source);
~ParticleSourceWrapper();
ParticleSourceWrapper(ParticleSourceWrapper&& other) noexcept;
ParticleSourceWrapper& operator=(ParticleSourceWrapper&& other) noexcept;
void finish();
void setCreationTimestamp(int timestamp);
void moveToParticle(const WeakParticlePtr& ptr);
void moveToObject(object* obj, vec3d* localPos);
void moveToBeam(object* obj);
void moveTo(vec3d* pos);
void setVelocity(vec3d* vel);
void setOrientationFromNormalizedVec(vec3d* normalizedDir, bool relative = false);
void setOrientationFromVec(vec3d* dir, bool relative = false);
void setOrientationMatrix(matrix* mtx, bool relative = false);
void setOrientationNormal(vec3d* normal);
void setWeaponState(WeaponState state);
};
}
#endif //PARTICLE_PARTICLESOURCEWRAPPER_H
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