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/*
render/particles.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_RENDER_PARTICLES_H__
#define __INCLUDED_RENDER_PARTICLES_H__
#include <deque>
#include "math/axis.h"
#include "math/color.h"
#include "math/vector3f.h"
#include "core/entity.h"
#include "model/tags.h"
namespace render
{
/* ---- class Particle --------------------------------------------- */
/// one particle
class Particle
{
public:
Particle(const math::Vector3f &location, float time);
Particle(const math::Vector3f &location, const math::Axis &axis, float time);
/// location of the particle, in world coordinates
inline math::Vector3f &location() {
return particle_location;
}
inline math::Axis &axis() {
return particle_axis;
}
inline const float time() const {
return particle_time;
}
protected:
math::Vector3f particle_location;
math::Axis particle_axis;
float particle_time;
};
/* ---- class ParticleScript --------------------------------------- */
/// class to hold particle scripts
class ParticleScript
{
public:
enum Type {Jet = 0, Trail = 1, Flame = 2, Spray = 3 };
inline const Type type() const {
return particlescript_type;
}
inline const std::string &label() const {
return particlescript_label;
}
inline const std::string &texture() const {
return particlescript_texture;
}
inline const math::Color &color() const {
return particlescript_color;
}
inline bool has_color() const {
return particlescript_has_color;
}
/// axis transformation relative to the ejector
inline const math::Axis &axis() const {
return particlescript_axis;
}
/// true if entity color is to be applied
inline bool engine() const {
return particlescript_engine;
}
/// true if engine color is to be applied
inline bool entity() const {
return particlescript_entity;
}
inline float radius() const {
return particlescript_radius;
}
inline float timeout() const {
return particlescript_timeout;
}
inline float eject() const {
return particlescript_eject;
}
inline float speed() const {
return particlescript_speed;
}
inline float alpha() const {
return particlescript_alpha;
}
inline float offset() const {
return particlescript_offset;
}
inline const model::Cull cull() const {
return particlescript_cull;
}
inline const ParticleScript *next() const {
return particlescript_next;
}
static ParticleScript *load(const std::string &label);
static void clear();
static void list();
private:
static ParticleScript *find(const std::string &label);
ParticleScript(const std::string & label);
~ParticleScript();
std::string particlescript_label;
std::string particlescript_texture;
Type particlescript_type;
math::Color particlescript_color;
math::Axis particlescript_axis;
bool particlescript_entity;
bool particlescript_engine;
bool particlescript_has_color;
float particlescript_radius;
float particlescript_timeout;
float particlescript_eject;
float particlescript_speed;
float particlescript_alpha;
float particlescript_offset;
model::Cull particlescript_cull;
ParticleScript *particlescript_next;
typedef std::map<std::string, ParticleScript *> Registry;
static Registry particlescript_registry;
};
/* ---- class ParticleSystem --------------------------------------- */
/// abstract base class for a particle system attached to an entity
class ParticleSystem
{
public:
ParticleSystem(const ParticleScript *script, const core::Entity *entity, const model::Particles *modelclass);
virtual ~ParticleSystem();
/// index of the texture to use
inline const size_t texture() const {
return particlesystem_texture;
}
/// location of the particle system within the entity
inline const math::Vector3f &location() const {
return particlesystem_location;
}
/// axis of the particle system within the entity
inline const math::Axis &axis() const {
return particlesystem_axis;
}
inline const model::Cull cull() const {
return particlesystem_cull;
}
/// color of the particles
inline const math::Color & color() const {
return particlesystem_color;
}
virtual void draw(const float elapsed);
void set_timeout(float timeout);
void set_eject(float eject);
/// clear all particles
void clear();
protected:
typedef std::deque<Particle *> Stream;
inline Stream & stream() {
return particlesystem_stream;
}
Stream particlesystem_stream;
math::Axis particlesystem_axis;
math::Vector3f particlesystem_location;
math::Vector3f ejector_location;
math::Color particlesystem_color;
model::Cull particlesystem_cull;
bool ejector_active;
float particlesystem_last_eject;
float particlesystem_radius;
float now;
size_t particlesystem_texture;
const model::Particles *particlesystem_modelclass;
const ParticleScript *particlesystem_script;
const core::Entity *particlesystem_entity;
};
/* ---- class Flame ------------------------------------------------ */
/// flame style particles, like engine flames
class Flame : public ParticleSystem
{
public:
Flame(const ParticleScript *script, const core::Entity *entity, const model::Particles *modelclass);
virtual ~Flame();
virtual void draw(const float elapsed);
};
/* ---- class Jet -------------------------------------------------- */
/// jet style particles, like smoke
class Jet : public ParticleSystem
{
public:
Jet(const ParticleScript *script, const core::Entity *entity, const model::Particles *modelclass);
virtual ~Jet();
virtual void draw(const float elapsed);
};
/* ---- class Trail ------------------------------------------------ */
/// trail style particles, like an engine trail
class Trail : public ParticleSystem
{
public:
Trail(const ParticleScript *script, const core::Entity *entity, const model::Particles *modelclass);
virtual ~Trail();
virtual void draw(float elapsed);
};
/* ---- class Spray ----------------------------------------------- */
/**
* @brief spray style particles
* a spray is a sprite ejector
* */
class Spray : public ParticleSystem
{
public:
Spray(const ParticleScript *script, const core::Entity *entity, const model::Particles *modelclass);
virtual ~Spray();
virtual void draw(const float elapsed);
};
} // namespace render
#endif // __INCLUDED_RENDER_PARTICLES_H__
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