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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_PARTICLE_EMITTER_3D_H
#define HPL_PARTICLE_EMITTER_3D_H
#include "hpl1/engine/graphics/ParticleEmitter.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/scene/Entity3D.h"
namespace hpl {
class cResourceImage;
class cGraphics;
class cWorld3D;
class cParticleSystem3D;
//---------------------------------------------
// NEW
enum ePEType {
ePEType_Normal,
ePEType_Beam,
ePEType_LastEnum,
};
// ---
enum eParticleEmitter3DType {
eParticleEmitter3DType_FixedPoint,
eParticleEmitter3DType_DynamicPoint,
eParticleEmitter3DType_Line,
eParticleEmitter3DType_Axis,
eParticleEmitter3DType_LastEnum,
};
enum eParticleEmitter3DCoordSystem {
eParticleEmitter3DCoordSystem_World,
eParticleEmitter3DCoordSystem_Local,
eParticleEmitter3DCoordSystem_LastEnum,
};
//------------------------------------------
kSaveData_ChildClass(iRenderable, iParticleEmitter3D) {
kSaveData_ClassInit(iParticleEmitter3D) public : tString msDataName;
cVector3f mvDataSize;
int mlTime;
bool mbDying;
float mfFrame;
virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
virtual int GetSaveCreatePrio();
};
//------------------------------------------
class cPESubDivision {
public:
cVector3f mvUV[4];
};
//------------------------------------------
//////////////////////////////////////////////////////
/////////////// PARTICLE SYSTEM //////////////////////
//////////////////////////////////////////////////////
class iParticleEmitter3D : public iParticleEmitter, public iRenderable {
public:
iParticleEmitter3D(tString asName, tMaterialVec *avMaterials, unsigned int alMaxParticles,
cVector3f avSize, cGraphics *apGraphics, cResources *apResources);
virtual ~iParticleEmitter3D();
void UpdateLogic(float afTimeStep);
void Render() {}
eParticleEmitterType GetType() { return eParticleEmitterType_3D; }
void SetSubDivUV(const cVector2l &avSubDiv);
void SetWorld(cWorld3D *apWorld) { mpWorld = apWorld; }
void SetSystem(cParticleSystem3D *apSystem) { mpParentSystem = apSystem; }
// Entity implementation
tString GetEntityType() { return "ParticleEmitter3D"; }
bool IsVisible();
void SetVisible(bool abVisible) { SetRendered(abVisible); }
// Renderable implementation
void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);
iMaterial *GetMaterial();
iVertexBuffer *GetVertexBuffer();
bool IsShadowCaster() { return false; }
cBoundingVolume *GetBoundingVolume();
cMatrixf *GetModelMatrix(cCamera3D *apCamera);
int GetMatrixUpdateCount() { return GetTransformUpdateCount(); }
eRenderableType GetRenderType() { return eRenderableType_Normal; }
// SaveObject implementation
virtual iSaveData *CreateSaveData();
virtual void SaveToSaveData(iSaveData *apSaveData);
virtual void LoadFromSaveData(iSaveData *apSaveData);
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
protected:
int mlUpdateCount;
float mfTimeStepAccum;
iVertexBuffer *mpVtxBuffer;
Common::Array<cPESubDivision> mvSubDivUV;
cVector3f mvDirection;
int mlDirectionUpdateCount;
cVector3f mvRight;
cVector3f mvForward;
int mlAxisDrawUpdateCount;
cParticleSystem3D *mpParentSystem;
// Set by the particle system implementation.
cVector2f mvDrawSize;
cVector2f mvMaxDrawSize;
eParticleEmitter3DType mDrawType;
eParticleEmitter3DCoordSystem mCoordSystem;
cWorld3D *mpWorld;
bool mbUsesDirection;
// NEW
bool mbUsePartSpin;
bool mbUseRevolution;
ePEType mPEType;
// ---
};
} // namespace hpl
#endif // HPL_PARTICLE_EMITTER_3D_H
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