ScummVM API documentation
ParticleEmitter3D.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_PARTICLE_EMITTER_3D_H
29 #define HPL_PARTICLE_EMITTER_3D_H
30 
31 #include "hpl1/engine/graphics/ParticleEmitter.h"
32 #include "hpl1/engine/graphics/Renderable.h"
33 #include "hpl1/engine/scene/Entity3D.h"
34 
35 namespace hpl {
36 
37 class cResourceImage;
38 class cGraphics;
39 class cWorld3D;
40 class cParticleSystem3D;
41 
42 //---------------------------------------------
43 
44 // NEW
45 enum ePEType {
46  ePEType_Normal,
47  ePEType_Beam,
48  ePEType_LastEnum,
49 };
50 
51 // ---
52 
53 enum eParticleEmitter3DType {
54  eParticleEmitter3DType_FixedPoint,
55  eParticleEmitter3DType_DynamicPoint,
56  eParticleEmitter3DType_Line,
57  eParticleEmitter3DType_Axis,
58  eParticleEmitter3DType_LastEnum,
59 };
60 
61 enum eParticleEmitter3DCoordSystem {
62  eParticleEmitter3DCoordSystem_World,
63  eParticleEmitter3DCoordSystem_Local,
64  eParticleEmitter3DCoordSystem_LastEnum,
65 };
66 
67 //------------------------------------------
68 
69 kSaveData_ChildClass(iRenderable, iParticleEmitter3D) {
70  kSaveData_ClassInit(iParticleEmitter3D) public : tString msDataName;
71  cVector3f mvDataSize;
72 
73  int mlTime;
74  bool mbDying;
75  float mfFrame;
76 
77  virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
78  virtual int GetSaveCreatePrio();
79 };
80 
81 //------------------------------------------
82 
84 public:
85  cVector3f mvUV[4];
86 };
87 
88 //------------------------------------------
89 
93 
95 public:
96  iParticleEmitter3D(tString asName, tMaterialVec *avMaterials, unsigned int alMaxParticles,
97  cVector3f avSize, cGraphics *apGraphics, cResources *apResources);
98  virtual ~iParticleEmitter3D();
99 
100  void UpdateLogic(float afTimeStep);
101 
102  void Render() {}
103 
104  eParticleEmitterType GetType() { return eParticleEmitterType_3D; }
105 
106  void SetSubDivUV(const cVector2l &avSubDiv);
107 
108  void SetWorld(cWorld3D *apWorld) { mpWorld = apWorld; }
109 
110  void SetSystem(cParticleSystem3D *apSystem) { mpParentSystem = apSystem; }
111 
112  // Entity implementation
113  tString GetEntityType() { return "ParticleEmitter3D"; }
114  bool IsVisible();
115  void SetVisible(bool abVisible) { SetRendered(abVisible); }
116 
117  // Renderable implementation
118  void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList);
119 
120  iMaterial *GetMaterial();
121  iVertexBuffer *GetVertexBuffer();
122 
123  bool IsShadowCaster() { return false; }
124 
125  cBoundingVolume *GetBoundingVolume();
126 
127  cMatrixf *GetModelMatrix(cCamera3D *apCamera);
128 
129  int GetMatrixUpdateCount() { return GetTransformUpdateCount(); }
130  eRenderableType GetRenderType() { return eRenderableType_Normal; }
131 
132  // SaveObject implementation
133  virtual iSaveData *CreateSaveData();
134  virtual void SaveToSaveData(iSaveData *apSaveData);
135  virtual void LoadFromSaveData(iSaveData *apSaveData);
136  virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
137 
138 protected:
139  int mlUpdateCount;
140  float mfTimeStepAccum;
141 
142  iVertexBuffer *mpVtxBuffer;
143 
145 
146  cVector3f mvDirection;
147  int mlDirectionUpdateCount;
148 
149  cVector3f mvRight;
150  cVector3f mvForward;
151  int mlAxisDrawUpdateCount;
152 
153  cParticleSystem3D *mpParentSystem;
154 
155  // Set by the particle system implementation.
156  cVector2f mvDrawSize;
157  cVector2f mvMaxDrawSize;
158 
159  eParticleEmitter3DType mDrawType;
160 
161  eParticleEmitter3DCoordSystem mCoordSystem;
162 
163  cWorld3D *mpWorld;
164 
165  bool mbUsesDirection;
166 
167  // NEW
168  bool mbUsePartSpin;
169  bool mbUseRevolution;
170 
171  ePEType mPEType;
172 
173  // ---
174 };
175 } // namespace hpl
176 
177 #endif // HPL_PARTICLE_EMITTER_3D_H
Definition: AI.h:36
Definition: Game.h:91
Definition: ParticleEmitter3D.h:94
Definition: str.h:59
Definition: VertexBuffer.h:90
Definition: BoundingVolume.h:71
Definition: Renderable.h:70
Definition: World3D.h:179
Definition: SaveGame.h:111
int GetMatrixUpdateCount()
Definition: ParticleEmitter3D.h:129
Definition: RenderList.h:145
Definition: ParticleEmitter.h:133
Definition: ParticleSystem3D.h:90
Definition: Resources.h:160
Definition: Material.h:203
Definition: SaveGame.h:183
Definition: ParticleEmitter3D.h:83
Definition: Graphics.h:46
Definition: Camera3D.h:53