/*==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 . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. 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 plEffectTargetInfo_inc #define plEffectTargetInfo_inc #include "hsTypes.h" struct hsPoint3; class plPipeline; class plParticleSystem; // This is the rendering context passed into an effect to let it cache up // anything it needs to compute that will be the same for all particles. // Not a lot of context to go on to begin with, but this will let that // expand without any interface changes. class plParticleContext { public: plPipeline* fPipeline; plParticleSystem* fSystem; double fSecs; hsScalar fDelSecs; }; // This is just a collection of arrays and strides that a plParticleEffect object will reference and modify // in the course of doing its job. class plEffectTargetInfo { public: // Byte arrays. Declared as type UInt8 so that adding the stride to the pointer is guaranteed to advance // the exact number of bytes. UInt8 *fPos; UInt8 *fVelocity; UInt8 *fInvMass; UInt8 *fAcceleration; UInt8 *fColor; UInt8 *fRadsPerSec; UInt8 *fMiscFlags; UInt32 fPosStride; UInt32 fVelocityStride; UInt32 fInvMassStride; UInt32 fAccelerationStride; UInt32 fColorStride; UInt32 fRadsPerSecStride; UInt32 fMiscFlagsStride; plParticleContext fContext; UInt32 fNumValidParticles; UInt32 fFirstNewParticle; // We're going to need some sort of connectivity data for constraint satisfaction, but at least we have // a system that allows that to be added in smoothly when it's needed, so for now, let's get the main // goop working. }; #endif