forgot 2 files for the particles

This commit is contained in:
Titus Tscharntke 2010-02-16 01:15:38 +00:00
parent 0550d06faf
commit e4b3c3117e
2 changed files with 243 additions and 0 deletions

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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
// ==============================================================
#include "unit_particle_type.h"
#include "util.h"
#include "core_data.h"
#include "xml_parser.h"
#include "renderer.h"
#include "config.h"
#include "game_constants.h"
#include "leak_dumper.h"
using namespace Shared::Xml;
using namespace Shared::Graphics;
namespace Glest{ namespace Game{
// =====================================================
// class UnitParticleSystemType
// =====================================================
UnitParticleSystemType::UnitParticleSystemType(){
}
void UnitParticleSystemType::load(const XmlNode *particleSystemNode, const string &dir){
Renderer &renderer= Renderer::getInstance();
//texture
const XmlNode *textureNode= particleSystemNode->getChild("texture");
bool textureEnabled= textureNode->getAttribute("value")->getBoolValue();
if(textureEnabled){
texture= renderer.newTexture2D(rsGame);
if(textureNode->getAttribute("luminance")->getBoolValue()){
texture->setFormat(Texture::fAlpha);
texture->getPixmap()->init(1);
}
else{
texture->getPixmap()->init(4);
}
texture->load(dir + "/" + textureNode->getAttribute("path")->getRestrictedValue());
}
else{
texture= NULL;
}
//primitive
const XmlNode *primitiveNode= particleSystemNode->getChild("primitive");
primitive= primitiveNode->getAttribute("value")->getRestrictedValue();
//offset
const XmlNode *offsetNode= particleSystemNode->getChild("offset");
offset.x= offsetNode->getAttribute("x")->getFloatValue();
offset.y= offsetNode->getAttribute("y")->getFloatValue();
offset.z= offsetNode->getAttribute("z")->getFloatValue();
//direction
const XmlNode *directionNode= particleSystemNode->getChild("direction");
direction.x= directionNode->getAttribute("x")->getFloatValue();
direction.y= directionNode->getAttribute("y")->getFloatValue();
direction.z= directionNode->getAttribute("z")->getFloatValue();
//color
const XmlNode *colorNode= particleSystemNode->getChild("color");
color.x= colorNode->getAttribute("red")->getFloatValue(0.f, 1.0f);
color.y= colorNode->getAttribute("green")->getFloatValue(0.f, 1.0f);
color.z= colorNode->getAttribute("blue")->getFloatValue(0.f, 1.0f);
color.w= colorNode->getAttribute("alpha")->getFloatValue(0.f, 1.0f);
//color
const XmlNode *colorNoEnergyNode= particleSystemNode->getChild("color-no-energy");
colorNoEnergy.x= colorNoEnergyNode->getAttribute("red")->getFloatValue(0.f, 1.0f);
colorNoEnergy.y= colorNoEnergyNode->getAttribute("green")->getFloatValue(0.f, 1.0f);
colorNoEnergy.z= colorNoEnergyNode->getAttribute("blue")->getFloatValue(0.f, 1.0f);
colorNoEnergy.w= colorNoEnergyNode->getAttribute("alpha")->getFloatValue(0.f, 1.0f);
//radius
const XmlNode *radiusNode= particleSystemNode->getChild("radius");
radius= radiusNode->getAttribute("value")->getFloatValue();
//size
const XmlNode *sizeNode= particleSystemNode->getChild("size");
size= sizeNode->getAttribute("value")->getFloatValue();
//sizeNoEnergy
const XmlNode *sizeNoEnergyNode= particleSystemNode->getChild("size-no-energy");
sizeNoEnergy= sizeNoEnergyNode->getAttribute("value")->getFloatValue();
//speed
const XmlNode *speedNode= particleSystemNode->getChild("speed");
speed= speedNode->getAttribute("value")->getFloatValue()/GameConstants::updateFps;
//gravity
const XmlNode *gravityNode= particleSystemNode->getChild("gravity");
gravity= gravityNode->getAttribute("value")->getFloatValue()/GameConstants::updateFps;
//emission rate
const XmlNode *emissionRateNode= particleSystemNode->getChild("emission-rate");
emissionRate= emissionRateNode->getAttribute("value")->getIntValue();
//energy max
const XmlNode *energyMaxNode= particleSystemNode->getChild("energy-max");
energyMax= energyMaxNode->getAttribute("value")->getIntValue();
//speed
const XmlNode *energyVarNode= particleSystemNode->getChild("energy-var");
energyVar= energyVarNode->getAttribute("value")->getIntValue();
//relative
const XmlNode *relativeNode= particleSystemNode->getChild("relative");
relative= relativeNode->getAttribute("value")->getBoolValue();
//fixed
const XmlNode *fixedNode= particleSystemNode->getChild("fixed");
fixed= fixedNode->getAttribute("value")->getBoolValue();
//teamcolorNoEnergy
const XmlNode *teamcolorNoEnergyNode= particleSystemNode->getChild("teamcolorNoEnergy");
teamcolorNoEnergy= teamcolorNoEnergyNode->getAttribute("value")->getBoolValue();
//teamcolorEnergy
const XmlNode *teamcolorEnergyNode= particleSystemNode->getChild("teamcolorEnergy");
teamcolorEnergy= teamcolorEnergyNode->getAttribute("value")->getBoolValue();
}
void UnitParticleSystemType::setValues(UnitParticleSystem *ups){
ups->setTexture(texture);
ups->setPrimitive(UnitParticleSystem::strToPrimitive(primitive));
ups->setOffset(offset);
ups->setDirection(direction);
ups->setColor(color);
ups->setColorNoEnergy(colorNoEnergy);
ups->setSpeed(speed);
ups->setGravity(gravity);
ups->setParticleSize(size);
ups->setSizeNoEnergy(sizeNoEnergy);
ups->setEmissionRate(emissionRate);
ups->setMaxParticleEnergy(energyMax);
ups->setVarParticleEnergy(energyVar);
ups->setFixed(fixed);
ups->setTeamcolorNoEnergy(teamcolorNoEnergy);
ups->setTeamcolorEnergy(teamcolorEnergy);
ups->setRadius(radius);
}
void UnitParticleSystemType::load(const string &dir, const string &path){
try{
XmlTree xmlTree;
xmlTree.load(path);
const XmlNode *particleSystemNode= xmlTree.getRootNode();
UnitParticleSystemType::load(particleSystemNode, dir);
}
catch(const exception &e){
throw runtime_error("Error loading ParticleSystem: "+ path + "\n" +e.what());
}
}
}}//end mamespace

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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_UNITPARTICLETYPE_H_
#define _GLEST_GAME_UNITPARTICLETYPE_H_
#include <string>
#include "particle.h"
#include "factory.h"
#include "texture.h"
#include "vec.h"
#include "xml_parser.h"
using std::string;
namespace Glest{ namespace Game{
using Shared::Graphics::ParticleSystem;
using Shared::Graphics::UnitParticleSystem;
using Shared::Graphics::Texture2D;
using Shared::Graphics::Vec3f;
using Shared::Graphics::Vec4f;
using Shared::Util::MultiFactory;
using Shared::Xml::XmlNode;
// ===========================================================
// class ParticleSystemType
//
/// A type of particle system
// ===========================================================
class UnitParticleSystemType{
protected:
string type;
Texture2D *texture;
string primitive;
Vec3f offset;
Vec3f direction;
Vec4f color;
Vec4f colorNoEnergy;
float radius;
float size;
float sizeNoEnergy;
float speed;
float gravity;
int emissionRate;
int energyMax;
int energyVar;
bool relative;
bool fixed;
bool teamcolorNoEnergy;
bool teamcolorEnergy;
public:
UnitParticleSystemType();
void load(const XmlNode *particleSystemNode, const string &dir);
void load(const string &dir, const string &path);
void setValues(UnitParticleSystem *uts);
};
}}//end namespace
#endif