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