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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/parts.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 particles_type; }

	inline const std::string &label() const { return particles_label; }

	inline const std::string &texture() const { return particles_texture; }

	inline const math::Color &color() const { return particles_color; }

	inline float radius() const { return particles_radius; }

	inline float timeout() const { return particles_timeout; }

	inline float eject() const { return particles_eject; }

	inline float speed() const { return particles_speed; }

	inline float alpha() const { return particles_alpha; }

	inline float offset() const { return particles_offset; }
	
	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	particles_label;
	std::string	particles_texture;
	Type		particles_type;
	math::Color	particles_color;	
	
	float 		particles_radius;
	float		particles_timeout;
	float		particles_eject;
	float 		particles_speed;
	float		particles_alpha;
	float		particles_offset;

	typedef std::map<std::string, ParticleScript *> Registry;

	static Registry particles_registry;
};

/* ---- class ParticleSystem --------------------------------------- */

/// abstract base class for a particle system attached to an entity
class ParticleSystem {
public:
	ParticleSystem(ParticleScript *script, core::Entity *entity, 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; }	

	virtual void draw(float elapsed);

	void set_timeout(float timeout);

	void set_eject(float eject);

	/// clear all particles
	void clear();

protected:
	core::Entity	*particlesystem_entity;
	
	typedef std::deque<Particle *> Stream;

	inline Stream & stream() { return particlesystem_stream; }

	size_t		particlesystem_texture;

	math::Axis	particlesystem_axis;
	math::Vector3f	particlesystem_location;
	
	float		particlesystem_last_eject;

	ParticleScript	*particlesystem_script;

	Stream		particlesystem_stream;

	math::Vector3f  ejector_location;
	bool		ejector_active;
	float		particlesystem_radius;
	float		now;
	math::Color	color;
	
	model::Particles *particlesystem_modelclass;
	model::Cull	particlesystem_cull;
};
	
/* ---- class Flame ------------------------------------------------ */

/// flame style particles, like engine flames
class Flame : public ParticleSystem
{
public:
	Flame(ParticleScript *script, core::Entity *entity, model::Particles *modelclass);
	virtual ~Flame();
	
	virtual void draw(float elapsed);
};

/* ---- class Jet -------------------------------------------------- */

/// jet style particles, like smoke
class Jet : public ParticleSystem
{
public:
	Jet(ParticleScript *script, core::Entity *entity, model::Particles *modelclass);
	virtual ~Jet();
	
	virtual void draw(float elapsed);
};

/* ---- class Spray ----------------------------------------------- */

/// spray style particles
class Spray : public ParticleSystem
{
public:
	Spray(ParticleScript *script, core::Entity *entity, model::Particles *modelclass);
	virtual ~Spray();
	
	virtual void draw(float elapsed);
};

/* ---- class Trail ------------------------------------------------ */

/// trail style particles, like an engine trail
class Trail : public ParticleSystem
{
public:
	Trail(ParticleScript *script, core::Entity *entity, model::Particles *modelclass);
	virtual ~Trail();

	virtual void draw(float elapsed);
};

} // namespace render

#endif // __INCLUDED_RENDER_PARTICLES_H__