MegaGlest/source/glest_game/graphics/particle_type.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o 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 _GLEST_GAME_PARTICLETYPE_H_
#define _GLEST_GAME_PARTICLETYPE_H_
#include <string>
#include "particle.h"
#include "factory.h"
#include "texture.h"
#include "vec.h"
#include "xml_parser.h"
#include "graphics_interface.h"
#include "leak_dumper.h"
using std::string;
using namespace Shared::Graphics;
namespace Glest{ namespace Game{
using Shared::Graphics::ParticleSystem;
using Shared::Graphics::AttackParticleSystem;
using Shared::Graphics::ProjectileParticleSystem;
using Shared::Graphics::SplashParticleSystem;
using Shared::Graphics::Texture2D;
using Shared::Graphics::Vec3f;
using Shared::Graphics::Vec4f;
using Shared::Graphics::Model;
using Shared::Util::MultiFactory;
using Shared::Xml::XmlNode;
// ===========================================================
// class ParticleSystemType
//
/// A type of particle system
// ===========================================================
class ParticleSystemType{
protected:
string type;
Texture2D *texture;
Model *model;
string primitive;
Vec3f offset;
Vec4f color;
Vec4f colorNoEnergy;
float size;
float sizeNoEnergy;
float speed;
float gravity;
float emissionRate;
int energyMax;
int energyVar;
string mode;
bool teamcolorNoEnergy;
bool teamcolorEnergy;
public:
ParticleSystemType();
void load(const XmlNode *particleSystemNode, const string &dir,RendererInterface *renderer);
void setValues(AttackParticleSystem *ats);
bool hasTexture() const { return(texture != NULL); }
bool hasModel() const { return(model != NULL); }
protected:
};
// ===========================================================
// class ParticleSystemTypeProjectile
// ===========================================================
class ParticleSystemTypeProjectile: public ParticleSystemType{
private:
string trajectory;
float trajectorySpeed;
float trajectoryScale;
float trajectoryFrequency;
public:
void load(const string &dir, const string &path,RendererInterface *renderer);
ProjectileParticleSystem *create();
};
// ===========================================================
// class ParticleSystemTypeSplash
// ===========================================================
class ParticleSystemTypeSplash: public ParticleSystemType{
public:
void load(const string &dir, const string &path,RendererInterface *renderer);
SplashParticleSystem *create();
private:
float emissionRateFade;
float verticalSpreadA;
float verticalSpreadB;
float horizontalSpreadA;
float horizontalSpreadB;
};
}}//end namespace
#endif