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115 lines
4.1 KiB
115 lines
4.1 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plParticle_inc
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#define plParticle_inc
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#include "hsGeometry3.h"
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#include "../CoreLib/hsColorRGBA.h"
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// The meat of the particle. These classes, in combination with the plParticleEmitter that spawned it,
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// should contain everything specific to a particle, necessary to build a renderable poly to represent a
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// particular particle. (The emitter is necessary for properties (like texture) that are common among all
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// particles that originated from the same emitter.
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// For any reference in this object to a particle's poly vertices, the structure is as follows:
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/*
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|---| "HSize"
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V3-----V2 -
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| / | | "VSize"
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| / | |
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| P | -
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| / |
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| / | ("P" is the current position of the particle)
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V0-----V1
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So the vertices are arranged counter-clockwise, starting in the lower-left corner. Order all other attributes
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accordingly.
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*/
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// The class plParticleCore should ONLY contain data necessary for the Drawable to create renderable polys
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// Everything else goes into plParticleExt.
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// plParticleEmitter is depending on the order that member variables appear in these classes, so
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// DON'T MODIFY THEM WITHOUT MAKING SURE THE CONSTRUCTOR TO plParticleEmitter PROPERLY COMPUTES
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// BASE ADDRESSES AND STRIDES!
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// No initialization on construct. In nearly all cases, a default value won't be appropriate
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// so there's no sense doing extra memory writes
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class plParticleCore
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{
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public:
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hsPoint3 fPos;
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UInt32 fColor; // Particle opacity goes into the color's alpha.
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hsPoint3 fOrientation; // fMiscFlags determines how this should be used.
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hsVector3 fNormal;
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hsScalar fHSize, fVSize; // distance from the heart of the particle to the borders of its poly.
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hsPoint3 fUVCoords[4];
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};
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class plParticleExt
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{
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public:
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//hsPoint3 fOldPos;
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hsVector3 fVelocity;
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hsScalar fInvMass; // The inverse (1 / mass) is what we actually need for calculations. Storing it this
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// way allows us to make an object immovable with an inverse mass of 0 (and save a divide).
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hsVector3 fAcceleration; // Accumulated from multiple forces.
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hsScalar fLife; // how many seconds before we recycle this? (My particle has more of a life than I do...)
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hsScalar fStartLife;
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hsScalar fScale;
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hsScalar fRadsPerSec;
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//UInt32 fOrigColor;
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enum // Miscellaneous flags for particles
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{
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kImmortal = 0x00000001,
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};
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UInt32 fMiscFlags; // I know... 32 bits for a single flag...
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// Feel free to change this if you've got something to pack it against.
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};
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#endif
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