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// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_GRAPHICS_PARTICLE_H_
#define _SHARED_GRAPHICS_PARTICLE_H_
#include <list>
#include <cassert>
#include "vec.h"
#include "pixmap.h"
#include "texture_manager.h"
#include "random.h"
using std::list;
using Shared::Util::Random;
namespace Shared{ namespace Graphics{
class ParticleSystem;
class FireParticleSystem;
class RainParticleSystem;
class SnowParticleSystem;
class ProjectileParticleSystem;
class SplashParticleSystem;
class ParticleRenderer;
class ModelRenderer;
class Model;
// =====================================================
// class Particle
// =====================================================
class Particle{
public:
//attributes
Vec3f pos;
Vec3f lastPos;
Vec3f speed;
Vec3f accel;
Vec4f color;
float size;
int energy;
public:
//get
Vec3f getPos() const {return pos;}
Vec3f getLastPos() const {return lastPos;}
Vec3f getSpeed() const {return speed;}
Vec3f getAccel() const {return accel;}
Vec4f getColor() const {return color;}
float getSize() const {return size;}
int getEnergy() const {return energy;}
};
class ParticleSystem;
// =====================================================
// class ParticleObserver
// =====================================================
class ParticleObserver{
public:
virtual ~ParticleObserver(){};
virtual void update(ParticleSystem *particleSystem)= 0;
};
// =====================================================
// class ParticleSystem
// =====================================================
class ParticleSystem{
public:
enum BlendMode{
bmOne,
bmOneMinusAlpha
};
protected:
enum State{
sPause, // No updates
sPlay,
sFade // No new particles
};
protected:
Particle *particles;
Random random;
BlendMode blendMode;
State state;
bool active;
bool visible;
int aliveParticleCount;
int particleCount;
Texture *texture;
Vec3f pos;
Vec4f color;
Vec4f colorNoEnergy;
int emissionRate;
int maxParticleEnergy;
int varParticleEnergy;
float particleSize;
float speed;
ParticleObserver *particleObserver;
public:
//conmstructor and destructor
ParticleSystem(int particleCount);
virtual ~ParticleSystem();
//public
virtual void update();
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
//get
State getState() const {return state;}
BlendMode getBlendMode() const {return blendMode;}
Texture *getTexture() const {return texture;}
Vec3f getPos() const {return pos;}
Particle *getParticle(int i) {return &particles[i];}
const Particle *getParticle(int i) const {return &particles[i];}
int getAliveParticleCount() const {return aliveParticleCount;}
bool getActive() const {return active;}
bool getVisible() const {return visible;}
//set
void setState(State state);
void setTexture(Texture *texture);
void setPos(Vec3f pos);
void setColor(Vec4f color);
void setColorNoEnergy(Vec4f color);
void setEmissionRate(int emissionRate);
void setMaxParticleEnergy(int maxParticleEnergy);
void setVarParticleEnergy(int varParticleEnergy);
void setParticleSize(float particleSize);
void setSpeed(float speed);
void setActive(bool active);
void setObserver(ParticleObserver *particleObserver);
void setVisible(bool visible);
//misc
void fade();
int isEmpty() const;
protected:
//protected
Particle *createParticle();
void killParticle(Particle *p);
//virtual protected
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
virtual bool deathTest(Particle *p);
};
// =====================================================
// class FireParticleSystem
// =====================================================
class FireParticleSystem: public ParticleSystem{
private:
float radius;
Vec3f windSpeed;
public:
FireParticleSystem(int particleCount= 2000);
//virtual
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
//set params
void setRadius(float radius);
void setWind(float windAngle, float windSpeed);
};
// =====================================================
// class RainParticleSystem
// =====================================================
class RainParticleSystem: public ParticleSystem{
private:
Vec3f windSpeed;
float radius;
public:
RainParticleSystem(int particleCount= 4000);
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
virtual void initParticle(Particle *p, int particleIndex);
virtual bool deathTest(Particle *p);
void setRadius(float radius);
void setWind(float windAngle, float windSpeed);
};
// =====================================================
// class SnowParticleSystem
// =====================================================
class SnowParticleSystem: public ParticleSystem{
private:
Vec3f windSpeed;
float radius;
public:
SnowParticleSystem(int particleCount= 4000);
virtual void initParticle(Particle *p, int particleIndex);
virtual bool deathTest(Particle *p);
void setRadius(float radius);
void setWind(float windAngle, float windSpeed);
};
// ===========================================================================
// AttackParticleSystem
//
/// Base class for Projectiles and Splashes
// ===========================================================================
class AttackParticleSystem: public ParticleSystem{
public:
enum Primitive{
pQuad,
pLine,
pLineAlpha
};
protected:
Model *model;
Primitive primitive;
Vec3f offset;
float sizeNoEnergy;
float gravity;
Vec3f direction;
public:
AttackParticleSystem(int particleCount);
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
Model *getModel() const {return model;}
Vec3f getDirection() const {return direction;}
void setModel(Model *model) {this->model= model;}
void setOffset(Vec3f offset) {this->offset= offset;}
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
void setGravity(float gravity) {this->gravity= gravity;}
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
static Primitive strToPrimitive(const string &str);
};
// =====================================================
// class ProjectileParticleSystem
// =====================================================
class ProjectileParticleSystem: public AttackParticleSystem{
public:
friend class SplashParticleSystem;
enum Trajectory{
tLinear,
tParabolic,
tSpiral
};
private:
SplashParticleSystem *nextParticleSystem;
Vec3f lastPos;
Vec3f startPos;
Vec3f endPos;
Vec3f flatPos;
Vec3f xVector;
Vec3f yVector;
Vec3f zVector;
Trajectory trajectory;
float trajectorySpeed;
//parabolic
float trajectoryScale;
float trajectoryFrequency;
public:
ProjectileParticleSystem(int particleCount= 1000);
virtual ~ProjectileParticleSystem();
void link(SplashParticleSystem *particleSystem);
virtual void update();
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
void setTrajectory(Trajectory trajectory) {this->trajectory= trajectory;}
void setTrajectorySpeed(float trajectorySpeed) {this->trajectorySpeed= trajectorySpeed;}
void setTrajectoryScale(float trajectoryScale) {this->trajectoryScale= trajectoryScale;}
void setTrajectoryFrequency(float trajectoryFrequency) {this->trajectoryFrequency= trajectoryFrequency;}
void setPath(Vec3f startPos, Vec3f endPos);
static Trajectory strToTrajectory(const string &str);
};
// =====================================================
// class SplashParticleSystem
// =====================================================
class SplashParticleSystem: public AttackParticleSystem{
public:
friend class ProjectileParticleSystem;
private:
ProjectileParticleSystem *prevParticleSystem;
int emissionRateFade;
float verticalSpreadA;
float verticalSpreadB;
float horizontalSpreadA;
float horizontalSpreadB;
public:
SplashParticleSystem(int particleCount= 1000);
virtual ~SplashParticleSystem();
virtual void update();
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
void setEmissionRateFade(int emissionRateFade) {this->emissionRateFade= emissionRateFade;}
void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
void setHorizontalSpreadB(float horizontalSpreadB) {this->horizontalSpreadB= horizontalSpreadB;}
};
// =====================================================
// class ParticleManager
// =====================================================
class ParticleManager{
private:
list<ParticleSystem*> particleSystems;
public:
~ParticleManager();
void update();
void render(ParticleRenderer *pr, ModelRenderer *mr) const;
void manage(ParticleSystem *ps);
void end();
};
}}//end namespace
#endif
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