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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 plParticleGenerator_inc
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#define plParticleGenerator_inc
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#include "hsGeometry3.h"
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#include "../pnNetCommon/plSynchedValue.h"
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class plParticleEmitter;
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class plScalarController;
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// This class is responsible for all the details of automatically generating particles for a plParticleEmitter.
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// It gets a change in time, and must do whatever necessary to generate the appropriate number of particles
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// for that timespan
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class plParticleGenerator : public plCreatable
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{
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public:
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// returns false if it's done generating particles and is safe to delete.
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virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced = 0) = 0;
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virtual void UpdateParam(UInt32 paramID, hsScalar paramValue) = 0;
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CLASSNAME_REGISTER( plParticleGenerator );
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GETINTERFACE_ANY( plParticleGenerator, plCreatable );
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static const void ComputeDirection(float pitch, float yaw, hsVector3 &direction);
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static const void ComputePitchYaw(float &pitch, float &yaw, const hsVector3 &dir);
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static inline float GetRandomVar() { return 2.0f * (float)hsRand() / RAND_MAX - 1; } // returns a num between +/- 1.0
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};
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class plSimpleParticleGenerator : public plParticleGenerator
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{
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public:
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plSimpleParticleGenerator();
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~plSimpleParticleGenerator();
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void Init(hsScalar genLife, hsScalar partLifeMin, hsScalar partLifeMax, hsScalar particlesPerSecond,
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UInt32 numSources, hsPoint3 *pos, hsScalar *initPitch, hsScalar *initYaw, hsScalar angleRange,
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hsScalar initVelMin, hsScalar initVelMax, hsScalar xSize, hsScalar ySize,
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hsScalar scaleMin, hsScalar scaleMax,
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hsScalar massRange, hsScalar radsPerSecRange);
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CLASSNAME_REGISTER( plSimpleParticleGenerator );
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GETINTERFACE_ANY( plSimpleParticleGenerator, plParticleGenerator);
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virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced);
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virtual void UpdateParam(UInt32 paramID, hsScalar paramValue);
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virtual void Read(hsStream* s, hsResMgr *mgr);
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virtual void Write(hsStream* s, hsResMgr *mgr);
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protected:
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hsScalar fParticlesPerSecond;
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UInt32 fNumSources;
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hsPoint3 *fInitPos;
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hsScalar *fInitPitch, *fInitYaw;
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hsScalar fAngleRange;
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hsScalar fVelMin, fVelMax;
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hsScalar fXSize, fYSize, fScaleMin, fScaleMax;
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hsScalar fGenLife; // How long shall we spit out particles from this location? When this time runs out, we stop
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// spitting particles, but we don't actually die until all of our particles die naturally.
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// (Even the ones that we feel are suffering needlessly.)
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hsScalar fPartLifeMin; // lifespan for the particles we generate
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hsScalar fPartLifeMax;
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hsScalar fPartInvMassMin; // Doing a uniform variant over the inverse mass range (instead of over the mass range
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hsScalar fPartInvMassRange; // and then inverting) will favor the low end of the mass range, but then again,
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// it's just a freaking game. Note though that fPartInvMassMin == 1.f / massMAX.
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hsScalar fPartRadsPerSecRange; // Zero means no rot, otherwise uniform random between [-range..range]
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hsScalar fParticleSum;
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enum
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{
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kImmortal = 0x1,
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kDisabled = 0x2,
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};
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UInt32 fMiscFlags;
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};
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class plOneTimeParticleGenerator : public plParticleGenerator
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{
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public:
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plOneTimeParticleGenerator();
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~plOneTimeParticleGenerator();
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void Init(hsScalar count, hsPoint3 *pointArray, hsVector3 *dirArray,
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hsScalar xSize, hsScalar ySize, hsScalar scaleMin, hsScalar scaleMax, hsScalar radsPerSec);
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CLASSNAME_REGISTER( plOneTimeParticleGenerator );
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GETINTERFACE_ANY( plOneTimeParticleGenerator, plParticleGenerator);
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virtual hsBool AddAutoParticles(plParticleEmitter *emitter, float dt, UInt32 numForced = 0);
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virtual void UpdateParam(UInt32 paramID, hsScalar paramValue) {}
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virtual void Read(hsStream* s, hsResMgr *mgr);
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virtual void Write(hsStream* s, hsResMgr *mgr);
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protected:
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hsScalar fCount;
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hsPoint3 *fPosition;
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hsVector3 *fDirection;
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hsScalar fXSize, fYSize, fScaleMin, fScaleMax;
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hsScalar fPartRadsPerSecRange; // Zero means no rot, otherwise uniform random between [-range..range]
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};
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#endif
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