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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_SYSTEM_3D_H
#define HPL_PARTICLE_SYSTEM_3D_H
#include "hpl1/engine/graphics/RenderList.h"
#include "hpl1/engine/resources/ResourceBase.h"
#include "hpl1/engine/scene/Entity3D.h"
namespace hpl {
class iParticleEmitter3D;
class iParticleEmitterData;
class cParticleManager;
//----------------------------------------------------
class cParticleSystem3D;
class cParticleSystemData3D : public iResourceBase {
public:
cParticleSystemData3D(const tString &asName, cResources *apResources, cGraphics *apGraphics);
virtual ~cParticleSystemData3D();
cParticleSystem3D *Create(tString asName, cVector3f avSize, const cMatrixf &a_mtxTransform);
bool LoadFromFile(const tString &asFile);
void AddEmitterData(iParticleEmitterData *apData);
bool reload() { return false; }
void unload() {}
void destroy() {}
iParticleEmitterData *GetEmitterData(int alIdx) const { return mvEmitterData[alIdx]; }
private:
cResources *mpResources;
cGraphics *mpGraphics;
Common::Array<iParticleEmitterData *> mvEmitterData;
};
//----------------------------------------------------
class cSaveData_ParticleEmitter3D : public iSerializable {
kSerializableClassInit(cSaveData_ParticleEmitter3D) public : bool mbActive;
bool mbDying;
};
kSaveData_ChildClass(iEntity3D, cParticleSystem3D) {
kSaveData_ClassInit(cParticleSystem3D) public :
tString msDataName;
cVector3f mvDataSize;
cContainerVec<cSaveData_ParticleEmitter3D> mvEmitters;
iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
int GetSaveCreatePrio();
};
//----------------------------------------------------
class cParticleSystem3D : public iEntity3D {
typedef iEntity3D super;
public:
cParticleSystem3D(const tString asName, cParticleSystemData3D *apData,
cResources *apResources, cGraphics *apGraphics);
~cParticleSystem3D();
void SetVisible(bool abVisible);
void UpdateLogic(float afTimeStep);
bool IsDead();
bool IsDying();
void Kill();
void KillInstantly();
void AddEmitter(iParticleEmitter3D *apEmitter);
iParticleEmitter3D *GetEmitter(int alIdx);
int GetEmitterNum();
tString GetEntityType() { return "ParticleSystem3D"; }
void SetDataName(const tString &asName) { msDataName = asName; }
void SetDataSize(const cVector3f &avSize) { mvDataSize = avSize; }
const tString &GetDataName() { return msDataName; }
const cVector3f &GetDataSize() { return mvDataSize; }
void SetParticleManager(cParticleManager *apParticleManager) {
mpParticleManager = apParticleManager;
}
cParticleSystemData3D *GetData() { return mpData; }
// SaveObject implementation
iSaveData *CreateSaveData();
void SaveToSaveData(iSaveData *apSaveData);
void LoadFromSaveData(iSaveData *apSaveData);
void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
private:
cResources *mpResources;
cGraphics *mpGraphics;
cParticleManager *mpParticleManager;
cParticleSystemData3D *mpData;
Common::Array<iParticleEmitter3D *> mvEmitters;
tString msDataName;
cVector3f mvDataSize;
bool mbFirstUpdate;
};
} // namespace hpl
#endif // HPL_PARTICLE_SYSTEM_3D_H
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