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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 plParticle_inc
#define plParticle_inc
#include "hsGeometry3.h"
#include "hsColorRGBA.h"
// The meat of the particle. These classes, in combination with the plParticleEmitter that spawned it,
// should contain everything specific to a particle, necessary to build a renderable poly to represent a
// particular particle. (The emitter is necessary for properties (like texture) that are common among all
// particles that originated from the same emitter.
// For any reference in this object to a particle's poly vertices, the structure is as follows:
/*
|---| "HSize"
V3-----V2 -
| / | | "VSize"
| / | |
| P | -
| / |
| / | ("P" is the current position of the particle)
V0-----V1
So the vertices are arranged counter-clockwise, starting in the lower-left corner. Order all other attributes
accordingly.
*/
// The class plParticleCore should ONLY contain data necessary for the Drawable to create renderable polys
// Everything else goes into plParticleExt.
// plParticleEmitter is depending on the order that member variables appear in these classes, so
// DON'T MODIFY THEM WITHOUT MAKING SURE THE CONSTRUCTOR TO plParticleEmitter PROPERLY COMPUTES
// BASE ADDRESSES AND STRIDES!
// No initialization on construct. In nearly all cases, a default value won't be appropriate
// so there's no sense doing extra memory writes
class plParticleCore
{
public:
hsPoint3 fPos;
UInt32 fColor; // Particle opacity goes into the color's alpha.
hsPoint3 fOrientation; // fMiscFlags determines how this should be used.
hsVector3 fNormal;
hsScalar fHSize, fVSize; // distance from the heart of the particle to the borders of its poly.
hsPoint3 fUVCoords[4];
};
class plParticleExt
{
public:
//hsPoint3 fOldPos;
hsVector3 fVelocity;
hsScalar fInvMass; // The inverse (1 / mass) is what we actually need for calculations. Storing it this
// way allows us to make an object immovable with an inverse mass of 0 (and save a divide).
hsVector3 fAcceleration; // Accumulated from multiple forces.
hsScalar fLife; // how many seconds before we recycle this? (My particle has more of a life than I do...)
hsScalar fStartLife;
hsScalar fScale;
hsScalar fRadsPerSec;
//UInt32 fOrigColor;
enum // Miscellaneous flags for particles
{
kImmortal = 0x00000001,
};
UInt32 fMiscFlags; // I know... 32 bits for a single flag...
// Feel free to change this if you've got something to pack it against.
};
#endif