new switch <rotationAllowed value="false" /> for buildings
new switch <relativeDirection value="false" /> for UnitParticleSystems
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c1ec8f97df
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@ -0,0 +1,204 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "unit_particle_type.h"
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#include "util.h"
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#include "core_data.h"
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#include "xml_parser.h"
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#include "renderer.h"
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#include "config.h"
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#include "game_constants.h"
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#include "leak_dumper.h"
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using namespace Shared::Xml;
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using namespace Shared::Graphics;
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namespace Glest{ namespace Game{
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// =====================================================
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// class UnitParticleSystemType
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// =====================================================
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UnitParticleSystemType::UnitParticleSystemType(){
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}
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void UnitParticleSystemType::load(const XmlNode *particleSystemNode, const string &dir){
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Renderer &renderer= Renderer::getInstance();
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//texture
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const XmlNode *textureNode= particleSystemNode->getChild("texture");
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bool textureEnabled= textureNode->getAttribute("value")->getBoolValue();
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if(textureEnabled){
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texture= renderer.newTexture2D(rsGame);
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if(textureNode->getAttribute("luminance")->getBoolValue()){
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texture->setFormat(Texture::fAlpha);
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texture->getPixmap()->init(1);
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}
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else{
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texture->getPixmap()->init(4);
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}
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texture->load(dir + "/" + textureNode->getAttribute("path")->getRestrictedValue());
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}
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else{
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texture= NULL;
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}
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//primitive
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const XmlNode *primitiveNode= particleSystemNode->getChild("primitive");
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primitive= primitiveNode->getAttribute("value")->getRestrictedValue();
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//offset
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const XmlNode *offsetNode= particleSystemNode->getChild("offset");
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offset.x= offsetNode->getAttribute("x")->getFloatValue();
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offset.y= offsetNode->getAttribute("y")->getFloatValue();
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offset.z= offsetNode->getAttribute("z")->getFloatValue();
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//direction
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const XmlNode *directionNode= particleSystemNode->getChild("direction");
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direction.x= directionNode->getAttribute("x")->getFloatValue();
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direction.y= directionNode->getAttribute("y")->getFloatValue();
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direction.z= directionNode->getAttribute("z")->getFloatValue();
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//color
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const XmlNode *colorNode= particleSystemNode->getChild("color");
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color.x= colorNode->getAttribute("red")->getFloatValue(0.f, 1.0f);
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color.y= colorNode->getAttribute("green")->getFloatValue(0.f, 1.0f);
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color.z= colorNode->getAttribute("blue")->getFloatValue(0.f, 1.0f);
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color.w= colorNode->getAttribute("alpha")->getFloatValue(0.f, 1.0f);
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//color
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const XmlNode *colorNoEnergyNode= particleSystemNode->getChild("color-no-energy");
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colorNoEnergy.x= colorNoEnergyNode->getAttribute("red")->getFloatValue(0.f, 1.0f);
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colorNoEnergy.y= colorNoEnergyNode->getAttribute("green")->getFloatValue(0.f, 1.0f);
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colorNoEnergy.z= colorNoEnergyNode->getAttribute("blue")->getFloatValue(0.f, 1.0f);
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colorNoEnergy.w= colorNoEnergyNode->getAttribute("alpha")->getFloatValue(0.f, 1.0f);
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//radius
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const XmlNode *radiusNode= particleSystemNode->getChild("radius");
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radius= radiusNode->getAttribute("value")->getFloatValue();
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//size
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const XmlNode *sizeNode= particleSystemNode->getChild("size");
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size= sizeNode->getAttribute("value")->getFloatValue();
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//sizeNoEnergy
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const XmlNode *sizeNoEnergyNode= particleSystemNode->getChild("size-no-energy");
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sizeNoEnergy= sizeNoEnergyNode->getAttribute("value")->getFloatValue();
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//speed
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const XmlNode *speedNode= particleSystemNode->getChild("speed");
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speed= speedNode->getAttribute("value")->getFloatValue()/GameConstants::updateFps;
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//gravity
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const XmlNode *gravityNode= particleSystemNode->getChild("gravity");
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gravity= gravityNode->getAttribute("value")->getFloatValue()/GameConstants::updateFps;
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//emission rate
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const XmlNode *emissionRateNode= particleSystemNode->getChild("emission-rate");
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emissionRate= emissionRateNode->getAttribute("value")->getIntValue();
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//energy max
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const XmlNode *energyMaxNode= particleSystemNode->getChild("energy-max");
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energyMax= energyMaxNode->getAttribute("value")->getIntValue();
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//speed
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const XmlNode *energyVarNode= particleSystemNode->getChild("energy-var");
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energyVar= energyVarNode->getAttribute("value")->getIntValue();
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//relative
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const XmlNode *relativeNode= particleSystemNode->getChild("relative");
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relative= relativeNode->getAttribute("value")->getBoolValue();
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//relativeDirection
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if(particleSystemNode->hasChild("relativeDirection")){
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const XmlNode *relativeDirectionNode= particleSystemNode->getChild("relativeDirection");
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relativeDirection= relativeDirectionNode->getAttribute("value")->getBoolValue();
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}
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else{
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relativeDirection=true;
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}
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//fixed
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const XmlNode *fixedNode= particleSystemNode->getChild("fixed");
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fixed= fixedNode->getAttribute("value")->getBoolValue();
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//teamcolorNoEnergy
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if(particleSystemNode->hasChild("teamcolorNoEnergy")){
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const XmlNode *teamcolorNoEnergyNode= particleSystemNode->getChild("teamcolorNoEnergy");
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teamcolorNoEnergy= teamcolorNoEnergyNode->getAttribute("value")->getBoolValue();
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}
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else{
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teamcolorNoEnergy=false;
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}
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//teamcolorEnergy
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if(particleSystemNode->hasChild("teamcolorEnergy")){
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const XmlNode *teamcolorEnergyNode= particleSystemNode->getChild("teamcolorEnergy");
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teamcolorEnergy= teamcolorEnergyNode->getAttribute("value")->getBoolValue();
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}
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else{
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teamcolorEnergy=false;
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}
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//mode
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if(particleSystemNode->hasChild("mode")){
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const XmlNode *modeNode= particleSystemNode->getChild("mode");
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mode= modeNode->getAttribute("value")->getRestrictedValue();
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}
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else
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{
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mode="normal";
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}
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}
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void UnitParticleSystemType::setValues(UnitParticleSystem *ups){
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ups->setTexture(texture);
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ups->setPrimitive(UnitParticleSystem::strToPrimitive(primitive));
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ups->setOffset(offset);
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ups->setDirection(direction);
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ups->setColor(color);
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ups->setColorNoEnergy(colorNoEnergy);
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ups->setSpeed(speed);
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ups->setGravity(gravity);
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ups->setParticleSize(size);
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ups->setSizeNoEnergy(sizeNoEnergy);
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ups->setEmissionRate(emissionRate);
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ups->setMaxParticleEnergy(energyMax);
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ups->setVarParticleEnergy(energyVar);
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ups->setFixed(fixed);
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ups->setRelative(relative);
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ups->setRelativeDirection(relativeDirection);
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ups->setTeamcolorNoEnergy(teamcolorNoEnergy);
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ups->setTeamcolorEnergy(teamcolorEnergy);
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ups->setRadius(radius);
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ups->setBlendMode(ParticleSystem::strToBlendMode(mode));
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}
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void UnitParticleSystemType::load(const string &dir, const string &path){
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try{
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XmlTree xmlTree;
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xmlTree.load(path);
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const XmlNode *particleSystemNode= xmlTree.getRootNode();
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UnitParticleSystemType::load(particleSystemNode, dir);
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}
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catch(const exception &e){
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throw runtime_error("Error loading ParticleSystem: "+ path + "\n" +e.what());
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}
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}
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}}//end mamespace
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@ -0,0 +1,74 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_UNITPARTICLETYPE_H_
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#define _GLEST_GAME_UNITPARTICLETYPE_H_
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#include <string>
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#include "particle.h"
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#include "factory.h"
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#include "texture.h"
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#include "vec.h"
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#include "xml_parser.h"
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using std::string;
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namespace Glest{ namespace Game{
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using Shared::Graphics::ParticleSystem;
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using Shared::Graphics::UnitParticleSystem;
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using Shared::Graphics::Texture2D;
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using Shared::Graphics::Vec3f;
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using Shared::Graphics::Vec4f;
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using Shared::Util::MultiFactory;
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using Shared::Xml::XmlNode;
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// ===========================================================
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// class ParticleSystemType
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//
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/// A type of particle system
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// ===========================================================
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class UnitParticleSystemType{
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protected:
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string type;
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Texture2D *texture;
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string primitive;
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Vec3f offset;
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Vec3f direction;
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Vec4f color;
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Vec4f colorNoEnergy;
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float radius;
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float size;
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float sizeNoEnergy;
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float speed;
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float gravity;
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int emissionRate;
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int energyMax;
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int energyVar;
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bool relative;
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bool relativeDirection;
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bool fixed;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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string mode;
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public:
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UnitParticleSystemType();
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void load(const XmlNode *particleSystemNode, const string &dir);
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void load(const string &dir, const string &path);
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void setValues(UnitParticleSystem *uts);
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};
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}}//end namespace
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#endif
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@ -2,7 +2,7 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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// Copyright (C) 2001-2008 Marti<EFBFBD>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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@ -333,7 +333,9 @@ void Gui::hotKey(char key){
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else if(key=='R'){
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// Here the user triggers a unit rotation while placing a unit
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if(allowRotateUnits == true && isPlacingBuilding()) {
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++selectedBuildingFacing;
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if(getBuilding()->getRotationAllowed()){
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++selectedBuildingFacing;
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}
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}
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else {
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selectInterestingUnit(iutProducer);
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@ -244,6 +244,17 @@ void UnitType::load(int id,const string &dir, const TechTree *techTree, const Fa
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lightColor.z= lightNode->getAttribute("blue")->getFloatValue(0.f, 1.f);
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}
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//rotationAllowed
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if(parametersNode->hasChild("rotationAllowed")){
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const XmlNode *rotationAllowedNode= parametersNode->getChild("rotationAllowed");
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rotationAllowed= rotationAllowedNode->getAttribute("value")->getBoolValue();
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}
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else
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{
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rotationAllowed=true;
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}
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//unit requirements
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const XmlNode *unitRequirementsNode= parametersNode->getChild("unit-requirements");
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for(int i=0; i<unitRequirementsNode->getChildCount(); ++i){
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@ -97,6 +97,7 @@ private:
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int size; //size in cells
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int height;
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float rotatedBuildPos;
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bool rotationAllowed;
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//cellmap
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bool *cellMap;
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int getCommandTypeCount() const {return commandTypes.size();}
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int getLevelCount() const {return levels.size();}
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bool getLight() const {return light;}
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bool getRotationAllowed() const {return rotationAllowed;}
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Vec3f getLightColor() const {return lightColor;}
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bool getMultiSelect() const {return multiSelect;}
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int getSight() const {return sight;}
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@ -0,0 +1,437 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_PARTICLE_H_
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#define _SHARED_GRAPHICS_PARTICLE_H_
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#include <list>
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#include <cassert>
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#include "vec.h"
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#include "pixmap.h"
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#include "texture_manager.h"
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#include "random.h"
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using std::list;
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using Shared::Util::Random;
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namespace Shared{ namespace Graphics{
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class ParticleSystem;
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class FireParticleSystem;
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class UnitParticleSystem;
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class RainParticleSystem;
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class SnowParticleSystem;
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class ProjectileParticleSystem;
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class SplashParticleSystem;
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class ParticleRenderer;
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class ModelRenderer;
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class Model;
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// =====================================================
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// class Particle
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// =====================================================
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class Particle{
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public:
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//attributes
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Vec3f pos;
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Vec3f lastPos;
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Vec3f speed;
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Vec3f accel;
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Vec4f color;
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float size;
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int energy;
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public:
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//get
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Vec3f getPos() const {return pos;}
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Vec3f getLastPos() const {return lastPos;}
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Vec3f getSpeed() const {return speed;}
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Vec3f getAccel() const {return accel;}
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Vec4f getColor() const {return color;}
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float getSize() const {return size;}
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int getEnergy() const {return energy;}
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};
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class ParticleSystem;
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// =====================================================
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// class ParticleObserver
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// =====================================================
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class ParticleObserver{
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public:
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virtual ~ParticleObserver(){};
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virtual void update(ParticleSystem *particleSystem)= 0;
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};
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// =====================================================
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// class ParticleSystem
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// =====================================================
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class ParticleSystem{
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public:
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enum BlendMode{
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bmOne,
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bmOneMinusAlpha
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};
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protected:
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enum State{
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sPause, // No updates
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sPlay,
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sFade // No new particles
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};
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protected:
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Particle *particles;
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Random random;
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BlendMode blendMode;
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State state;
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bool active;
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bool visible;
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int aliveParticleCount;
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int particleCount;
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Texture *texture;
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Vec3f pos;
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Vec4f color;
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Vec4f colorNoEnergy;
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int emissionRate;
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int maxParticleEnergy;
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int varParticleEnergy;
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float particleSize;
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float speed;
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Vec3f factionColor;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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ParticleObserver *particleObserver;
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public:
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//conmstructor and destructor
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ParticleSystem(int particleCount);
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virtual ~ParticleSystem();
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//public
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virtual void update();
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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//get
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State getState() const {return state;}
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BlendMode getBlendMode() const {return blendMode;}
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Texture *getTexture() const {return texture;}
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Vec3f getPos() const {return pos;}
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Particle *getParticle(int i) {return &particles[i];}
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const Particle *getParticle(int i) const {return &particles[i];}
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int getAliveParticleCount() const {return aliveParticleCount;}
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bool getActive() const {return active;}
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bool getVisible() const {return visible;}
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//set
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void setState(State state);
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void setTexture(Texture *texture);
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void setPos(Vec3f pos);
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void setColor(Vec4f color);
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void setColorNoEnergy(Vec4f color);
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void setEmissionRate(int emissionRate);
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void setMaxParticleEnergy(int maxParticleEnergy);
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void setVarParticleEnergy(int varParticleEnergy);
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void setParticleSize(float particleSize);
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void setSpeed(float speed);
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void setActive(bool active);
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void setObserver(ParticleObserver *particleObserver);
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void setVisible(bool visible);
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void setBlendMode(BlendMode blendMode) {this->blendMode= blendMode;}
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void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
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void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
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virtual void setFactionColor(Vec3f factionColor);
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static BlendMode strToBlendMode(const string &str);
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//misc
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void fade();
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int isEmpty() const;
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protected:
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//protected
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Particle *createParticle();
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void killParticle(Particle *p);
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||||
|
||||
//virtual protected
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual void updateParticle(Particle *p);
|
||||
virtual bool deathTest(Particle *p);
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class FireParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class FireParticleSystem: public ParticleSystem{
|
||||
private:
|
||||
float radius;
|
||||
Vec3f windSpeed;
|
||||
|
||||
public:
|
||||
FireParticleSystem(int particleCount= 2000);
|
||||
|
||||
//virtual
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual void updateParticle(Particle *p);
|
||||
|
||||
//set params
|
||||
void setRadius(float radius);
|
||||
void setWind(float windAngle, float windSpeed);
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class UnitParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class UnitParticleSystem: public ParticleSystem{
|
||||
private:
|
||||
float radius;
|
||||
Vec3f windSpeed;
|
||||
Vec3f cRotation;
|
||||
Vec3f fixedAddition;
|
||||
Vec3f oldPosition;
|
||||
public:
|
||||
enum Primitive{
|
||||
pQuad,
|
||||
pLine,
|
||||
pLineAlpha
|
||||
};
|
||||
bool relative;
|
||||
bool relativeDirection;
|
||||
bool fixed;
|
||||
Model *model;
|
||||
Primitive primitive;
|
||||
Vec3f offset;
|
||||
Vec3f direction;
|
||||
float sizeNoEnergy;
|
||||
float gravity;
|
||||
float rotation;
|
||||
|
||||
public:
|
||||
UnitParticleSystem(int particleCount= 2000);
|
||||
|
||||
//virtual
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual void updateParticle(Particle *p);
|
||||
virtual void update();
|
||||
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
||||
|
||||
//set params
|
||||
void setRadius(float radius);
|
||||
void setWind(float windAngle, float windSpeed);
|
||||
|
||||
void setOffset(Vec3f offset) {this->offset= offset;}
|
||||
void setDirection(Vec3f direction) {this->direction= direction;}
|
||||
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
|
||||
void setGravity(float gravity) {this->gravity= gravity;}
|
||||
void setRotation(float rotation) {this->rotation= rotation;}
|
||||
void setRelative(bool relative) {this->relative= relative;}
|
||||
void setRelativeDirection(bool relativeDirection) {this->relativeDirection= relativeDirection;}
|
||||
void setFixed(bool fixed) {this->fixed= fixed;}
|
||||
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
|
||||
|
||||
static Primitive strToPrimitive(const string &str);
|
||||
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class RainParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class RainParticleSystem: public ParticleSystem{
|
||||
private:
|
||||
Vec3f windSpeed;
|
||||
float radius;
|
||||
|
||||
public:
|
||||
RainParticleSystem(int particleCount= 4000);
|
||||
|
||||
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
||||
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual bool deathTest(Particle *p);
|
||||
|
||||
void setRadius(float radius);
|
||||
void setWind(float windAngle, float windSpeed);
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class SnowParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class SnowParticleSystem: public ParticleSystem{
|
||||
private:
|
||||
Vec3f windSpeed;
|
||||
float radius;
|
||||
|
||||
public:
|
||||
SnowParticleSystem(int particleCount= 4000);
|
||||
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual bool deathTest(Particle *p);
|
||||
|
||||
void setRadius(float radius);
|
||||
void setWind(float windAngle, float windSpeed);
|
||||
};
|
||||
|
||||
// ===========================================================================
|
||||
// AttackParticleSystem
|
||||
//
|
||||
/// Base class for Projectiles and Splashes
|
||||
// ===========================================================================
|
||||
|
||||
class AttackParticleSystem: public ParticleSystem{
|
||||
public:
|
||||
enum Primitive{
|
||||
pQuad,
|
||||
pLine,
|
||||
pLineAlpha
|
||||
};
|
||||
|
||||
protected:
|
||||
Model *model;
|
||||
Primitive primitive;
|
||||
Vec3f offset;
|
||||
float sizeNoEnergy;
|
||||
float gravity;
|
||||
|
||||
Vec3f direction;
|
||||
|
||||
public:
|
||||
AttackParticleSystem(int particleCount);
|
||||
|
||||
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
||||
|
||||
Model *getModel() const {return model;}
|
||||
Vec3f getDirection() const {return direction;}
|
||||
|
||||
void setModel(Model *model) {this->model= model;}
|
||||
void setOffset(Vec3f offset) {this->offset= offset;}
|
||||
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
|
||||
void setGravity(float gravity) {this->gravity= gravity;}
|
||||
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
|
||||
|
||||
static Primitive strToPrimitive(const string &str);
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class ProjectileParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class ProjectileParticleSystem: public AttackParticleSystem{
|
||||
public:
|
||||
friend class SplashParticleSystem;
|
||||
|
||||
enum Trajectory{
|
||||
tLinear,
|
||||
tParabolic,
|
||||
tSpiral
|
||||
};
|
||||
|
||||
private:
|
||||
SplashParticleSystem *nextParticleSystem;
|
||||
|
||||
Vec3f lastPos;
|
||||
Vec3f startPos;
|
||||
Vec3f endPos;
|
||||
Vec3f flatPos;
|
||||
|
||||
Vec3f xVector;
|
||||
Vec3f yVector;
|
||||
Vec3f zVector;
|
||||
|
||||
Trajectory trajectory;
|
||||
float trajectorySpeed;
|
||||
|
||||
//parabolic
|
||||
float trajectoryScale;
|
||||
float trajectoryFrequency;
|
||||
|
||||
public:
|
||||
ProjectileParticleSystem(int particleCount= 1000);
|
||||
virtual ~ProjectileParticleSystem();
|
||||
|
||||
void link(SplashParticleSystem *particleSystem);
|
||||
|
||||
virtual void update();
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual void updateParticle(Particle *p);
|
||||
|
||||
void setTrajectory(Trajectory trajectory) {this->trajectory= trajectory;}
|
||||
void setTrajectorySpeed(float trajectorySpeed) {this->trajectorySpeed= trajectorySpeed;}
|
||||
void setTrajectoryScale(float trajectoryScale) {this->trajectoryScale= trajectoryScale;}
|
||||
void setTrajectoryFrequency(float trajectoryFrequency) {this->trajectoryFrequency= trajectoryFrequency;}
|
||||
void setPath(Vec3f startPos, Vec3f endPos);
|
||||
|
||||
static Trajectory strToTrajectory(const string &str);
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class SplashParticleSystem
|
||||
// =====================================================
|
||||
|
||||
class SplashParticleSystem: public AttackParticleSystem{
|
||||
public:
|
||||
friend class ProjectileParticleSystem;
|
||||
|
||||
private:
|
||||
ProjectileParticleSystem *prevParticleSystem;
|
||||
|
||||
int emissionRateFade;
|
||||
float verticalSpreadA;
|
||||
float verticalSpreadB;
|
||||
float horizontalSpreadA;
|
||||
float horizontalSpreadB;
|
||||
|
||||
public:
|
||||
SplashParticleSystem(int particleCount= 1000);
|
||||
virtual ~SplashParticleSystem();
|
||||
|
||||
virtual void update();
|
||||
virtual void initParticle(Particle *p, int particleIndex);
|
||||
virtual void updateParticle(Particle *p);
|
||||
|
||||
void setEmissionRateFade(int emissionRateFade) {this->emissionRateFade= emissionRateFade;}
|
||||
void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
|
||||
void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
|
||||
void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
|
||||
void setHorizontalSpreadB(float horizontalSpreadB) {this->horizontalSpreadB= horizontalSpreadB;}
|
||||
|
||||
};
|
||||
|
||||
// =====================================================
|
||||
// class ParticleManager
|
||||
// =====================================================
|
||||
|
||||
class ParticleManager{
|
||||
private:
|
||||
list<ParticleSystem*> particleSystems;
|
||||
|
||||
public:
|
||||
~ParticleManager();
|
||||
void update();
|
||||
void render(ParticleRenderer *pr, ModelRenderer *mr) const;
|
||||
void manage(ParticleSystem *ps);
|
||||
void end();
|
||||
};
|
||||
|
||||
}}//end namespace
|
||||
|
||||
#endif
|
|
@ -0,0 +1,859 @@
|
|||
// ==============================================================
|
||||
// This file is part of Glest Shared Library (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
|
||||
// ==============================================================
|
||||
|
||||
#include "particle.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <algorithm>
|
||||
|
||||
#include "util.h"
|
||||
#include "particle_renderer.h"
|
||||
#include "math_util.h"
|
||||
#include "leak_dumper.h"
|
||||
|
||||
using namespace Shared::Util;
|
||||
|
||||
namespace Shared{ namespace Graphics{
|
||||
|
||||
// =====================================================
|
||||
// class ParticleSystem
|
||||
// =====================================================
|
||||
|
||||
ParticleSystem::ParticleSystem(int particleCount){
|
||||
|
||||
//init particle vector
|
||||
blendMode = bmOne;
|
||||
particles= new Particle[particleCount];
|
||||
state= sPlay;
|
||||
aliveParticleCount=0;
|
||||
active= true;
|
||||
visible= true;
|
||||
|
||||
//vars
|
||||
texture= NULL;
|
||||
particleObserver= NULL;
|
||||
|
||||
//params
|
||||
this->particleCount= particleCount;
|
||||
maxParticleEnergy= 250;
|
||||
varParticleEnergy= 50;
|
||||
pos= Vec3f(0.0f);
|
||||
color= Vec4f(1.0f);
|
||||
colorNoEnergy= Vec4f(0.0f);
|
||||
emissionRate= 15;
|
||||
speed= 1.0f;
|
||||
teamcolorNoEnergy=false;
|
||||
teamcolorEnergy=false;
|
||||
}
|
||||
|
||||
ParticleSystem::~ParticleSystem(){
|
||||
delete [] particles;
|
||||
}
|
||||
|
||||
|
||||
// =============== VIRTUAL ======================
|
||||
|
||||
//updates all living particles and creates new ones
|
||||
void ParticleSystem::update(){
|
||||
|
||||
if(state!=sPause){
|
||||
for(int i=0; i<aliveParticleCount; ++i){
|
||||
updateParticle(&particles[i]);
|
||||
|
||||
if(deathTest(&particles[i])){
|
||||
|
||||
//kill the particle
|
||||
killParticle(&particles[i]);
|
||||
|
||||
//mantain alive particles at front of the array
|
||||
if(aliveParticleCount>0){
|
||||
particles[i]= particles[aliveParticleCount];
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if(state!=sFade){
|
||||
for(int i=0; i<emissionRate; ++i){
|
||||
Particle *p= createParticle();
|
||||
initParticle(p, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
||||
if(active){
|
||||
pr->renderSystem(this);
|
||||
}
|
||||
}
|
||||
|
||||
ParticleSystem::BlendMode ParticleSystem::strToBlendMode(const string &str){
|
||||
if(str=="normal"){
|
||||
return bmOne;
|
||||
}
|
||||
else if(str=="black"){
|
||||
return bmOneMinusAlpha;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle mode: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// =============== SET ==========================
|
||||
|
||||
void ParticleSystem::setState(State state){
|
||||
this->state= state;
|
||||
}
|
||||
|
||||
void ParticleSystem::setTexture(Texture *texture){
|
||||
this->texture= texture;
|
||||
}
|
||||
|
||||
void ParticleSystem::setPos(Vec3f pos){
|
||||
this->pos= pos;
|
||||
}
|
||||
|
||||
void ParticleSystem::setColor(Vec4f color){
|
||||
this->color= color;
|
||||
}
|
||||
|
||||
void ParticleSystem::setColorNoEnergy(Vec4f colorNoEnergy){
|
||||
this->colorNoEnergy= colorNoEnergy;
|
||||
}
|
||||
|
||||
void ParticleSystem::setEmissionRate(int emissionRate){
|
||||
this->emissionRate= emissionRate;
|
||||
}
|
||||
|
||||
void ParticleSystem::setMaxParticleEnergy(int maxParticleEnergy){
|
||||
this->maxParticleEnergy= maxParticleEnergy;
|
||||
}
|
||||
|
||||
void ParticleSystem::setVarParticleEnergy(int varParticleEnergy){
|
||||
this->varParticleEnergy= varParticleEnergy;
|
||||
}
|
||||
|
||||
void ParticleSystem::setParticleSize(float particleSize){
|
||||
this->particleSize= particleSize;
|
||||
}
|
||||
|
||||
void ParticleSystem::setSpeed(float speed){
|
||||
this->speed= speed;
|
||||
}
|
||||
|
||||
void ParticleSystem::setActive(bool active){
|
||||
this->active= active;
|
||||
}
|
||||
|
||||
void ParticleSystem::setObserver(ParticleObserver *particleObserver){
|
||||
this->particleObserver= particleObserver;
|
||||
}
|
||||
|
||||
void ParticleSystem::setVisible(bool visible){
|
||||
this->visible= visible;
|
||||
}
|
||||
|
||||
// =============== MISC =========================
|
||||
void ParticleSystem::fade(){
|
||||
assert(state==sPlay);
|
||||
state= sFade;
|
||||
if(particleObserver!=NULL){
|
||||
particleObserver->update(this);
|
||||
}
|
||||
}
|
||||
|
||||
int ParticleSystem::isEmpty() const{
|
||||
assert(aliveParticleCount>=0);
|
||||
return aliveParticleCount==0 && state!=sPause;
|
||||
}
|
||||
|
||||
// =============== PROTECTED =========================
|
||||
|
||||
// if there is one dead particle it returns it else, return the particle with
|
||||
// less energy
|
||||
Particle * ParticleSystem::createParticle(){
|
||||
|
||||
//if any dead particles
|
||||
if(aliveParticleCount<particleCount){
|
||||
++aliveParticleCount;
|
||||
return &particles[aliveParticleCount-1];
|
||||
}
|
||||
|
||||
//if not
|
||||
int minEnergy= particles[0].energy;
|
||||
int minEnergyParticle= 0;
|
||||
|
||||
for(int i=0; i<particleCount; ++i){
|
||||
if(particles[i].energy<minEnergy){
|
||||
minEnergy= particles[i].energy;
|
||||
minEnergyParticle= i;
|
||||
}
|
||||
}
|
||||
|
||||
return &particles[minEnergyParticle];
|
||||
}
|
||||
|
||||
void ParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
p->pos= pos;
|
||||
p->lastPos= p->pos;
|
||||
p->speed= Vec3f(0.0f);
|
||||
p->accel= Vec3f(0.0f);
|
||||
p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
|
||||
p->size= particleSize;
|
||||
p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
|
||||
}
|
||||
|
||||
void ParticleSystem::updateParticle(Particle *p){
|
||||
p->lastPos= p->pos;
|
||||
p->pos= p->pos + p->speed;
|
||||
p->speed= p->speed + p->accel;
|
||||
p->energy--;
|
||||
}
|
||||
|
||||
bool ParticleSystem::deathTest(Particle *p){
|
||||
return p->energy <= 0;
|
||||
}
|
||||
|
||||
void ParticleSystem::killParticle(Particle *p){
|
||||
aliveParticleCount--;
|
||||
}
|
||||
|
||||
void ParticleSystem::setFactionColor(Vec3f factionColor){
|
||||
this->factionColor=factionColor;
|
||||
Vec3f tmpCol;
|
||||
|
||||
if(teamcolorEnergy)
|
||||
{
|
||||
this->color=Vec4f(factionColor.x,factionColor.y,factionColor.z,this->color.w);
|
||||
}
|
||||
if(teamcolorNoEnergy)
|
||||
{
|
||||
this->colorNoEnergy=Vec4f(factionColor.x,factionColor.y,factionColor.z,this->colorNoEnergy.w);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ===========================================================================
|
||||
// FireParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
|
||||
FireParticleSystem::FireParticleSystem(int particleCount): ParticleSystem(particleCount){
|
||||
|
||||
radius= 0.5f;
|
||||
speed= 0.01f;
|
||||
windSpeed= Vec3f(0.0f);
|
||||
|
||||
setParticleSize(0.6f);
|
||||
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
|
||||
}
|
||||
|
||||
void FireParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float ang= random.randRange(-2.0f*pi, 2.0f*pi);
|
||||
float mod= fabsf(random.randRange(-radius, radius));
|
||||
|
||||
float x= sinf(ang)*mod;
|
||||
float y= cosf(ang)*mod;
|
||||
|
||||
float radRatio= sqrtf(sqrtf(mod/radius));
|
||||
|
||||
p->color= colorNoEnergy*0.5f + colorNoEnergy*0.5f*radRatio;
|
||||
p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
|
||||
p->pos= Vec3f(pos.x+x, pos.y+random.randRange(-radius/2, radius/2), pos.z+y);
|
||||
p->lastPos= pos;
|
||||
p->size= particleSize;
|
||||
p->speed= Vec3f(0, speed+speed*random.randRange(-0.5f, 0.5f), 0) + windSpeed;
|
||||
}
|
||||
|
||||
void FireParticleSystem::updateParticle(Particle *p){
|
||||
p->lastPos= p->pos;
|
||||
p->pos= p->pos+p->speed;
|
||||
p->energy--;
|
||||
|
||||
if(p->color.x>0.0f)
|
||||
p->color.x*= 0.98f;
|
||||
if(p->color.y>0.0f)
|
||||
p->color.y*= 0.98f;
|
||||
if(p->color.w>0.0f)
|
||||
p->color.w*= 0.98f;
|
||||
|
||||
p->speed.x*=1.001f;
|
||||
|
||||
}
|
||||
|
||||
// ================= SET PARAMS ====================
|
||||
|
||||
void FireParticleSystem::setRadius(float radius){
|
||||
this->radius= radius;
|
||||
}
|
||||
|
||||
void FireParticleSystem::setWind(float windAngle, float windSpeed){
|
||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
|
||||
this->windSpeed.y= 0.0f;
|
||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
|
||||
}
|
||||
|
||||
|
||||
// ===========================================================================
|
||||
// UnitParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
UnitParticleSystem::UnitParticleSystem(int particleCount): ParticleSystem(particleCount){
|
||||
|
||||
radius= 0.5f;
|
||||
speed= 0.01f;
|
||||
windSpeed= Vec3f(0.0f);
|
||||
|
||||
setParticleSize(0.6f);
|
||||
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
|
||||
|
||||
primitive= pQuad;
|
||||
offset= Vec3f(0.0f);
|
||||
direction= Vec3f(0.0f,1.0f,0.0f);
|
||||
gravity= 0.0f;
|
||||
|
||||
fixed=false;
|
||||
rotation=0.0f;
|
||||
relativeDirection=true;
|
||||
|
||||
cRotation= Vec3f(1.0f,1.0f,1.0f);
|
||||
fixedAddition = Vec3f(0.0f,0.0f,0.0f);
|
||||
|
||||
}
|
||||
|
||||
void UnitParticleSystem::render(ParticleRenderer *pr,ModelRenderer *mr){
|
||||
//if(active){
|
||||
switch(primitive){
|
||||
case pQuad:
|
||||
pr->renderSystem(this);
|
||||
break;
|
||||
case pLine:
|
||||
pr->renderSystemLine(this);
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
//}
|
||||
}
|
||||
|
||||
UnitParticleSystem::Primitive UnitParticleSystem::strToPrimitive(const string &str){
|
||||
if(str=="quad"){
|
||||
return pQuad;
|
||||
}
|
||||
else if(str=="line"){
|
||||
return pLine;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle primitive: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float ang= random.randRange(-2.0f*pi, 2.0f*pi);
|
||||
float mod= fabsf(random.randRange(-radius, radius));
|
||||
|
||||
float x= sinf(ang)*mod;
|
||||
float y= cosf(ang)*mod;
|
||||
|
||||
float radRatio= sqrtf(sqrtf(mod/radius));
|
||||
|
||||
//p->color= color*0.5f + color*0.5f*radRatio;
|
||||
p->color=color;
|
||||
p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
|
||||
|
||||
p->lastPos= pos;
|
||||
oldPosition=pos;
|
||||
p->size= particleSize;
|
||||
|
||||
p->speed= Vec3f(direction.x+direction.x*random.randRange(-0.5f, 0.5f),
|
||||
direction.y+direction.y*random.randRange(-0.5f, 0.5f),
|
||||
direction.z+direction.z*random.randRange(-0.5f, 0.5f));
|
||||
p->speed= p->speed * speed;
|
||||
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
||||
|
||||
if(!relative){
|
||||
p->pos= Vec3f(pos.x+x+offset.x, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+offset.z);
|
||||
}
|
||||
else
|
||||
{// rotate it according to rotation
|
||||
float rad=degToRad(rotation);
|
||||
p->pos= Vec3f(pos.x+x+offset.z*sinf(rad)+offset.x*cosf(rad), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*cosf(rad)-offset.x*sinf(rad)));
|
||||
if(relativeDirection){
|
||||
p->speed=Vec3f(p->speed.z*sinf(rad)+p->speed.x*cosf(rad),p->speed.y,(p->speed.z*cosf(rad)-p->speed.x*sinf(rad)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UnitParticleSystem::update(){
|
||||
if(fixed)
|
||||
{
|
||||
fixedAddition= Vec3f(pos.x-oldPosition.x,pos.y-oldPosition.y,pos.z-oldPosition.z);
|
||||
oldPosition=pos;
|
||||
}
|
||||
ParticleSystem::update();
|
||||
}
|
||||
|
||||
void UnitParticleSystem::updateParticle(Particle *p){
|
||||
|
||||
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
|
||||
|
||||
p->lastPos+= p->speed;
|
||||
p->pos+= p->speed;
|
||||
if(fixed)
|
||||
{
|
||||
p->lastPos+= fixedAddition;
|
||||
p->pos+= fixedAddition;
|
||||
}
|
||||
p->speed+= p->accel;
|
||||
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
|
||||
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
|
||||
p->energy--;
|
||||
|
||||
/*
|
||||
p->lastPos= p->pos;
|
||||
p->pos= p->pos+p->speed;
|
||||
p->energy--;
|
||||
|
||||
if(p->color.x>0.0f)
|
||||
p->color.x*= 0.98f;
|
||||
if(p->color.y>0.0f)
|
||||
p->color.y*= 0.98f;
|
||||
if(p->color.w>0.0f)
|
||||
p->color.w*= 0.98f;
|
||||
|
||||
p->speed.x*=1.001f;
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
// ================= SET PARAMS ====================
|
||||
|
||||
void UnitParticleSystem::setRadius(float radius){
|
||||
this->radius= radius;
|
||||
}
|
||||
|
||||
void UnitParticleSystem::setWind(float windAngle, float windSpeed){
|
||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
|
||||
this->windSpeed.y= 0.0f;
|
||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// ===========================================================================
|
||||
// RainParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
|
||||
RainParticleSystem::RainParticleSystem(int particleCount):ParticleSystem(particleCount){
|
||||
setWind(0.0f, 0.0f);
|
||||
setRadius(20.0f);
|
||||
|
||||
setEmissionRate(25);
|
||||
setParticleSize(3.0f);
|
||||
setColor(Vec4f(0.5f, 0.5f, 0.5f, 0.3f));
|
||||
setSpeed(0.2f);
|
||||
}
|
||||
|
||||
void RainParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
||||
pr->renderSystemLineAlpha(this);
|
||||
}
|
||||
|
||||
void RainParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float x= random.randRange(-radius, radius);
|
||||
float y= random.randRange(-radius, radius);
|
||||
|
||||
p->color= color;
|
||||
p->energy= 10000;
|
||||
p->pos= Vec3f(pos.x+x, pos.y, pos.z+y);
|
||||
p->lastPos= p->pos;
|
||||
p->speed= Vec3f(random.randRange(-speed/10, speed/10), -speed, random.randRange(-speed/10, speed/10)) + windSpeed;
|
||||
}
|
||||
|
||||
bool RainParticleSystem::deathTest(Particle *p){
|
||||
return p->pos.y<0;
|
||||
}
|
||||
|
||||
void RainParticleSystem::setRadius(float radius){
|
||||
this->radius= radius;
|
||||
|
||||
}
|
||||
|
||||
void RainParticleSystem::setWind(float windAngle, float windSpeed){
|
||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
|
||||
this->windSpeed.y= 0.0f;
|
||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// SnowParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
SnowParticleSystem::SnowParticleSystem(int particleCount):ParticleSystem(particleCount){
|
||||
setWind(0.0f, 0.0f);
|
||||
setRadius(30.0f);
|
||||
|
||||
setEmissionRate(2);
|
||||
setParticleSize(0.2f);
|
||||
setColor(Vec4f(0.8f, 0.8f, 0.8f, 0.8f));
|
||||
setSpeed(0.05f);
|
||||
}
|
||||
|
||||
void SnowParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float x= random.randRange(-radius, radius);
|
||||
float y= random.randRange(-radius, radius);
|
||||
|
||||
p->color= color;
|
||||
p->energy= 10000;
|
||||
p->pos= Vec3f(pos.x+x, pos.y, pos.z+y);
|
||||
p->lastPos= p->pos;
|
||||
p->speed= Vec3f(0.0f, -speed, 0.0f) + windSpeed;
|
||||
p->speed.x+= random.randRange(-0.005f, 0.005f);
|
||||
p->speed.y+= random.randRange(-0.005f, 0.005f);
|
||||
}
|
||||
|
||||
bool SnowParticleSystem::deathTest(Particle *p){
|
||||
return p->pos.y<0;
|
||||
}
|
||||
|
||||
void SnowParticleSystem::setRadius(float radius){
|
||||
this->radius= radius;
|
||||
}
|
||||
|
||||
void SnowParticleSystem::setWind(float windAngle, float windSpeed){
|
||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
|
||||
this->windSpeed.y= 0.0f;
|
||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// AttackParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
AttackParticleSystem::AttackParticleSystem(int particleCount): ParticleSystem(particleCount){
|
||||
model= NULL;
|
||||
primitive= pQuad;
|
||||
offset= Vec3f(0.0f);
|
||||
gravity= 0.0f;
|
||||
direction= Vec3f(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
void AttackParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
||||
if(active){
|
||||
if(model!=NULL){
|
||||
pr->renderSingleModel(this, mr);
|
||||
}
|
||||
switch(primitive){
|
||||
case pQuad:
|
||||
pr->renderSystem(this);
|
||||
break;
|
||||
case pLine:
|
||||
pr->renderSystemLine(this);
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AttackParticleSystem::Primitive AttackParticleSystem::strToPrimitive(const string &str){
|
||||
if(str=="quad"){
|
||||
return pQuad;
|
||||
}
|
||||
else if(str=="line"){
|
||||
return pLine;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle primitive: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// ProjectileParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount): AttackParticleSystem(particleCount){
|
||||
setEmissionRate(20);
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.5f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(0.4f);
|
||||
setSpeed(0.14f);
|
||||
|
||||
trajectory= tLinear;
|
||||
trajectorySpeed= 1.0f;
|
||||
trajectoryScale= 1.0f;
|
||||
trajectoryFrequency = 1.0f;
|
||||
|
||||
nextParticleSystem= NULL;
|
||||
}
|
||||
|
||||
ProjectileParticleSystem::~ProjectileParticleSystem(){
|
||||
if(nextParticleSystem!=NULL){
|
||||
nextParticleSystem->prevParticleSystem= NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::link(SplashParticleSystem *particleSystem){
|
||||
nextParticleSystem= particleSystem;
|
||||
nextParticleSystem->setState(sPause);
|
||||
nextParticleSystem->prevParticleSystem= this;
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::update(){
|
||||
|
||||
if(state==sPlay){
|
||||
|
||||
lastPos= pos;
|
||||
flatPos+= zVector * trajectorySpeed;
|
||||
Vec3f targetVector= endPos - startPos;
|
||||
Vec3f currentVector= flatPos - startPos;
|
||||
|
||||
// ratio
|
||||
float t= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
|
||||
|
||||
// trajectory
|
||||
switch(trajectory){
|
||||
case tLinear:
|
||||
{
|
||||
pos= flatPos;
|
||||
}
|
||||
break;
|
||||
|
||||
case tParabolic:
|
||||
{
|
||||
float scaledT= 2.0f * (t-0.5f);
|
||||
float paraboleY= (1.0f-scaledT*scaledT) * trajectoryScale;
|
||||
|
||||
pos = flatPos;
|
||||
pos.y+= paraboleY;
|
||||
}
|
||||
break;
|
||||
|
||||
case tSpiral:
|
||||
{
|
||||
pos= flatPos;
|
||||
pos+= xVector * cos(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
|
||||
pos+= yVector * sin(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
|
||||
direction= pos - lastPos;
|
||||
direction.normalize();
|
||||
|
||||
//arrive destination
|
||||
if( flatPos.dist(endPos)<0.5f ){
|
||||
state= sFade;
|
||||
model= NULL;
|
||||
|
||||
if(particleObserver!=NULL){
|
||||
particleObserver->update(this);
|
||||
}
|
||||
|
||||
if(nextParticleSystem!=NULL){
|
||||
nextParticleSystem->setState(sPlay);
|
||||
nextParticleSystem->setPos(endPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ParticleSystem::update();
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float t= static_cast<float>(particleIndex)/emissionRate;
|
||||
|
||||
p->pos= pos + (lastPos - pos) * t;
|
||||
p->lastPos= lastPos;
|
||||
p->speed= Vec3f(random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f)) * speed;
|
||||
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
||||
|
||||
updateParticle(p);
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::updateParticle(Particle *p){
|
||||
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
|
||||
|
||||
p->lastPos+= p->speed;
|
||||
p->pos+= p->speed;
|
||||
p->speed+= p->accel;
|
||||
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
|
||||
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
|
||||
p->energy--;
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos){
|
||||
|
||||
//compute axis
|
||||
zVector= endPos - startPos;
|
||||
zVector.normalize();
|
||||
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
||||
xVector= zVector.cross(yVector);
|
||||
|
||||
//apply offset
|
||||
startPos+= xVector * offset.x;
|
||||
startPos+= yVector * offset.y;
|
||||
startPos+= zVector * offset.z;
|
||||
|
||||
pos= startPos;
|
||||
lastPos= startPos;
|
||||
flatPos= startPos;
|
||||
|
||||
//recompute axis
|
||||
zVector= endPos - startPos;
|
||||
zVector.normalize();
|
||||
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
||||
xVector= zVector.cross(yVector);
|
||||
|
||||
// set members
|
||||
this->startPos= startPos;
|
||||
this->endPos= endPos;
|
||||
}
|
||||
|
||||
ProjectileParticleSystem::Trajectory ProjectileParticleSystem::strToTrajectory(const string &str){
|
||||
if(str=="linear"){
|
||||
return tLinear;
|
||||
}
|
||||
else if(str=="parabolic"){
|
||||
return tParabolic;
|
||||
}
|
||||
else if(str=="spiral"){
|
||||
return tSpiral;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle system trajectory: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// SplashParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
SplashParticleSystem::SplashParticleSystem(int particleCount): AttackParticleSystem(particleCount){
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.8f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(1.0f);
|
||||
setSpeed(0.003f);
|
||||
|
||||
prevParticleSystem= NULL;
|
||||
|
||||
emissionRateFade= 1;
|
||||
verticalSpreadA= 1.0f;
|
||||
verticalSpreadB= 0.0f;
|
||||
horizontalSpreadA= 1.0f;
|
||||
horizontalSpreadB= 0.0f;
|
||||
}
|
||||
|
||||
SplashParticleSystem::~SplashParticleSystem(){
|
||||
if(prevParticleSystem!=NULL){
|
||||
prevParticleSystem->nextParticleSystem= NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void SplashParticleSystem::update(){
|
||||
ParticleSystem::update();
|
||||
if(state!=sPause){
|
||||
emissionRate-= emissionRateFade;
|
||||
}
|
||||
}
|
||||
|
||||
void SplashParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
p->pos= pos;
|
||||
p->lastPos= p->pos;
|
||||
p->energy= maxParticleEnergy;
|
||||
p->size= particleSize;
|
||||
p->color= color;
|
||||
|
||||
p->speed= Vec3f(
|
||||
horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB,
|
||||
verticalSpreadA * random.randRange(-1.0f, 1.0f) + verticalSpreadB,
|
||||
horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB);
|
||||
p->speed.normalize();
|
||||
p->speed= p->speed * speed;
|
||||
|
||||
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
||||
}
|
||||
|
||||
void SplashParticleSystem::updateParticle(Particle *p){
|
||||
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
|
||||
|
||||
p->lastPos= p->pos;
|
||||
p->pos= p->pos + p->speed;
|
||||
p->speed= p->speed + p->accel;
|
||||
p->energy--;
|
||||
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
|
||||
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// ParticleManager
|
||||
// ===========================================================================
|
||||
|
||||
ParticleManager::~ParticleManager(){
|
||||
end();
|
||||
}
|
||||
|
||||
void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
|
||||
list<ParticleSystem*>::const_iterator it;
|
||||
|
||||
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
|
||||
if((*it)->getVisible()){
|
||||
(*it)->render(pr, mr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleManager::update(){
|
||||
list<ParticleSystem*>::iterator it;
|
||||
|
||||
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
|
||||
(*it)->update();
|
||||
if((*it)->isEmpty()){
|
||||
delete *it;
|
||||
*it= NULL;
|
||||
}
|
||||
}
|
||||
particleSystems.remove(NULL);
|
||||
}
|
||||
|
||||
void ParticleManager::manage(ParticleSystem *ps){
|
||||
particleSystems.push_back(ps);
|
||||
}
|
||||
|
||||
void ParticleManager::end(){
|
||||
while(!particleSystems.empty()){
|
||||
delete particleSystems.front();
|
||||
particleSystems.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
}}//end namespace
|
Loading…
Reference in New Issue