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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plParticleGenerator_inc
#define plParticleGenerator_inc
#include "hsGeometry3.h"
#include "../pnNetCommon/plSynchedValue.h"
class plParticleEmitter;
class plScalarController;
// This class is responsible for all the details of automatically generating particles for a plParticleEmitter.
// It gets a change in time, and must do whatever necessary to generate the appropriate number of particles
// for that timespan
class plParticleGenerator : public plCreatable
{
public:
// returns false if it's done generating particles and is safe to delete.
virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced = 0) = 0;
virtual void UpdateParam(UInt32 paramID, hsScalar paramValue) = 0;
CLASSNAME_REGISTER( plParticleGenerator );
GETINTERFACE_ANY( plParticleGenerator, plCreatable );
static const void ComputeDirection(float pitch, float yaw, hsVector3 &direction);
static const void ComputePitchYaw(float &pitch, float &yaw, const hsVector3 &dir);
static inline float GetRandomVar() { return 2.0f * (float)hsRand() / RAND_MAX - 1; } // returns a num between +/- 1.0
};
class plSimpleParticleGenerator : public plParticleGenerator
{
public:
plSimpleParticleGenerator();
~plSimpleParticleGenerator();
void Init(hsScalar genLife, hsScalar partLifeMin, hsScalar partLifeMax, hsScalar particlesPerSecond,
UInt32 numSources, hsPoint3 *pos, hsScalar *initPitch, hsScalar *initYaw, hsScalar angleRange,
hsScalar initVelMin, hsScalar initVelMax, hsScalar xSize, hsScalar ySize,
hsScalar scaleMin, hsScalar scaleMax,
hsScalar massRange, hsScalar radsPerSecRange);
CLASSNAME_REGISTER( plSimpleParticleGenerator );
GETINTERFACE_ANY( plSimpleParticleGenerator, plParticleGenerator);
virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced);
virtual void UpdateParam(UInt32 paramID, hsScalar paramValue);
virtual void Read(hsStream* s, hsResMgr *mgr);
virtual void Write(hsStream* s, hsResMgr *mgr);
protected:
hsScalar fParticlesPerSecond;
UInt32 fNumSources;
hsPoint3 *fInitPos;
hsScalar *fInitPitch, *fInitYaw;
hsScalar fAngleRange;
hsScalar fVelMin, fVelMax;
hsScalar fXSize, fYSize, fScaleMin, fScaleMax;
hsScalar fGenLife; // How long shall we spit out particles from this location? When this time runs out, we stop
// spitting particles, but we don't actually die until all of our particles die naturally.
// (Even the ones that we feel are suffering needlessly.)
hsScalar fPartLifeMin; // lifespan for the particles we generate
hsScalar fPartLifeMax;
hsScalar fPartInvMassMin; // Doing a uniform variant over the inverse mass range (instead of over the mass range
hsScalar fPartInvMassRange; // and then inverting) will favor the low end of the mass range, but then again,
// it's just a freaking game. Note though that fPartInvMassMin == 1.f / massMAX.
hsScalar fPartRadsPerSecRange; // Zero means no rot, otherwise uniform random between [-range..range]
hsScalar fParticleSum;
enum
{
kImmortal = 0x1,
kDisabled = 0x2,
};
UInt32 fMiscFlags;
};
class plOneTimeParticleGenerator : public plParticleGenerator
{
public:
plOneTimeParticleGenerator();
~plOneTimeParticleGenerator();
void Init(hsScalar count, hsPoint3 *pointArray, hsVector3 *dirArray,
hsScalar xSize, hsScalar ySize, hsScalar scaleMin, hsScalar scaleMax, hsScalar radsPerSec);
CLASSNAME_REGISTER( plOneTimeParticleGenerator );
GETINTERFACE_ANY( plOneTimeParticleGenerator, plParticleGenerator);
virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced = 0);
virtual void UpdateParam(UInt32 paramID, hsScalar paramValue) {}
virtual void Read(hsStream* s, hsResMgr *mgr);
virtual void Write(hsStream* s, hsResMgr *mgr);
protected:
hsScalar fCount;
hsPoint3 *fPosition;
hsVector3 *fDirection;
hsScalar fXSize, fYSize, fScaleMin, fScaleMax;
hsScalar fPartRadsPerSecRange; // Zero means no rot, otherwise uniform random between [-range..range]
};
#endif