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#ifndef __SIMPLE_PARTICLE_SYSTEM_H__
#define __SIMPLE_PARTICLE_SYSTEM_H__
#include "Sim/Projectiles/Projectile.h"
#include "Rendering/Textures/TextureAtlas.h"
class CColorMap;
class CSimpleParticleSystem : public CProjectile
{
CR_DECLARE(CSimpleParticleSystem);
CR_DECLARE_SUB(Particle);
public:
virtual void Draw();
virtual void Update();
CSimpleParticleSystem(void);
virtual ~CSimpleParticleSystem(void);
virtual void Init(const float3& explosionPos, CUnit* owner GML_PARG_H);
float3 emitVector;
float3 emitMul;
float3 gravity;
float particleSpeed;
float particleSpeedSpread;
float emitRot;
float emitRotSpread;
AtlasedTexture* texture;
CColorMap* colorMap;
bool directional;
float particleLife;
float particleLifeSpread;
float particleSize;
float particleSizeSpread;
float airdrag;
float sizeGrowth;
float sizeMod;
int numParticles;
struct Particle
{
CR_DECLARE_STRUCT(Particle);
float3 pos;
float life;
float3 speed;
float decayrate;
float size;
float sizeGrowth;
float sizeMod;
};
protected:
Particle *particles;
};
//same behaviour as CSimpleParticleSystem but spawn the particles as independant objects
class CSphereParticleSpawner : public CSimpleParticleSystem
{
CR_DECLARE(CSphereParticleSpawner);
public:
CSphereParticleSpawner();
~CSphereParticleSpawner();
void Draw(){};
void Update(){};
virtual void Init(const float3& explosionPos, CUnit *owner GML_PARG_H);
};
#endif
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