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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/classes.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; }
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 radius;
float now;
math::Color color;
model::Particles *particlesystem_modelclass;
};
/* ---- 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__
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