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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SIMPLE_PARTICLE_SYSTEM_H
#define SIMPLE_PARTICLE_SYSTEM_H
#include "Sim/Projectiles/Projectile.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "System/float3.h"
class CUnit;
class CColorMap;
class CSimpleParticleSystem : public CProjectile
{
CR_DECLARE(CSimpleParticleSystem);
CR_DECLARE_SUB(Particle);
public:
CSimpleParticleSystem();
virtual ~CSimpleParticleSystem();
virtual void Draw();
virtual void Update();
virtual void Init(const float3& explosionPos, CUnit* owner);
protected:
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 spawns the particles
* as independant objects
*/
class CSphereParticleSpawner : public CSimpleParticleSystem
{
CR_DECLARE(CSphereParticleSpawner);
public:
CSphereParticleSpawner();
void Draw() {}
void Update() {}
virtual void Init(const float3& explosionPos, CUnit* owner);
};
#endif // SIMPLE_PARTICLE_SYSTEM_H
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