1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
|
/*
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
*/
#error do not include this header
#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 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__
|