/*==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 plParticle_inc #define plParticle_inc #include "hsGeometry3.h" #include "../CoreLib/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