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635 lines
18 KiB
C++
635 lines
18 KiB
C++
// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_PARTICLE_H_
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#define _SHARED_GRAPHICS_PARTICLE_H_
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#include <list>
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#include <cassert>
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#include "vec.h"
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#include "pixmap.h"
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#include "texture_manager.h"
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#include "randomgen.h"
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#include "xml_parser.h"
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#include "leak_dumper.h"
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using std::list;
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using Shared::Util::RandomGen;
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using Shared::Xml::XmlNode;
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namespace Shared{ namespace Graphics{
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class ParticleSystem;
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class FireParticleSystem;
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class UnitParticleSystem;
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class RainParticleSystem;
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class SnowParticleSystem;
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class ProjectileParticleSystem;
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class SplashParticleSystem;
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class ParticleRenderer;
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class ModelRenderer;
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class Model;
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// =====================================================
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// class Particle
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// =====================================================
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class Particle {
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public:
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//attributes
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Vec3d pos;
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Vec3d lastPos;
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Vec3d speed;
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Vec3d accel;
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Vec4f color;
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double size;
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int energy;
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public:
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Particle() {
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size = 0;
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energy = 0;
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}
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//get
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Vec3d getPos() const {return pos;}
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Vec3d getLastPos() const {return lastPos;}
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Vec3d getSpeed() const {return speed;}
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Vec3d getAccel() const {return accel;}
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Vec4f getColor() const {return color;}
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double getSize() const {return size;}
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int getEnergy() const {return energy;}
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void saveGame(XmlNode *rootNode);
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void loadGame(const XmlNode *rootNode);
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};
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// =====================================================
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// class ParticleObserver
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// =====================================================
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class ParticleObserver {
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public:
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virtual ~ParticleObserver(){};
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virtual void update(ParticleSystem *particleSystem)= 0;
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virtual void saveGame(XmlNode *rootNode) = 0;
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virtual void loadGame(const XmlNode *rootNode, void *genericData) = 0;
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};
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class ParticleOwner {
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public:
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virtual void end(ParticleSystem *particleSystem)= 0;
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};
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// =====================================================
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// class ParticleSystem
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// =====================================================
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class ParticleSystem {
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public:
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enum State {
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sPause, // No updates
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sPlay,
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sFade // No new particles
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};
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enum BlendMode {
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bmOne,
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bmOneMinusAlpha
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};
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enum ParticleSystemType {
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pst_All,
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pst_FireParticleSystem,
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pst_UnitParticleSystem,
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pst_RainParticleSystem,
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pst_SnowParticleSystem,
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pst_ProjectileParticleSystem,
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pst_SplashParticleSystem,
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};
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protected:
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std::vector<Particle> particles;
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RandomGen random;
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BlendMode blendMode;
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State state;
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bool active;
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bool visible;
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int aliveParticleCount;
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int particleCount;
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string textureFileLoadDeferred;
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int textureFileLoadDeferredSystemId;
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Texture::Format textureFileLoadDeferredFormat;
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int textureFileLoadDeferredComponents;
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Texture *texture;
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Vec3d pos;
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Vec4f color;
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Vec4f colorNoEnergy;
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double emissionRate;
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double emissionState;
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int maxParticleEnergy;
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int varParticleEnergy;
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double particleSize;
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double speed;
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Vec3f factionColor;
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bool teamcolorNoEnergy;
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bool teamcolorEnergy;
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int alternations;
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int particleSystemStartDelay;
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ParticleObserver *particleObserver;
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ParticleOwner *particleOwner;
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public:
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//conmstructor and destructor
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ParticleSystem(int particleCount);
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virtual ~ParticleSystem();
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virtual ParticleSystemType getParticleSystemType() const = 0;
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//public
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virtual void update();
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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//get
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State getState() const {return state;}
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BlendMode getBlendMode() const {return blendMode;}
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Texture *getTexture() const {return texture;}
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Vec3d getPos() const {return pos;}
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Particle *getParticle(int i) {return &particles[i];}
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const Particle *getParticle(int i) const {return &particles[i];}
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int getAliveParticleCount() const {return aliveParticleCount;}
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bool getActive() const {return active;}
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virtual bool getVisible() const {return visible;}
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virtual string getTextureFileLoadDeferred();
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virtual int getTextureFileLoadDeferredSystemId();
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virtual Texture::Format getTextureFileLoadDeferredFormat();
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virtual int getTextureFileLoadDeferredComponents();
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//set
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virtual void setState(State state);
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void setTexture(Texture *texture);
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virtual void setPos(Vec3d pos);
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void setColor(Vec4f color);
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void setColorNoEnergy(Vec4f color);
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void setEmissionRate(double emissionRate);
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void setMaxParticleEnergy(int maxParticleEnergy);
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void setVarParticleEnergy(int varParticleEnergy);
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void setParticleSize(double particleSize);
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void setSpeed(double speed);
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virtual void setActive(bool active);
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void setObserver(ParticleObserver *particleObserver);
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virtual void setVisible(bool visible);
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void setBlendMode(BlendMode blendMode) {this->blendMode= blendMode;}
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void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
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void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
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void setAlternations(int alternations) {this->alternations= alternations;}
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void setParticleSystemStartDelay(int delay) {this->particleSystemStartDelay= delay;}
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virtual void setFactionColor(Vec3f factionColor);
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static BlendMode strToBlendMode(const string &str);
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//misc
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virtual void fade();
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int isEmpty() const;
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virtual void setParticleOwner(ParticleOwner *particleOwner) { this->particleOwner = particleOwner;}
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virtual ParticleOwner * getParticleOwner() { return this->particleOwner;}
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virtual void callParticleOwnerEnd(ParticleSystem *particleSystem);
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//children
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virtual int getChildCount() { return 0; }
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virtual ParticleSystem* getChild(int i);
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virtual string toString() const;
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual Checksum getCRC();
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protected:
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//protected
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Particle *createParticle();
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void killParticle(Particle *p);
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//virtual protected
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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virtual bool deathTest(Particle *p);
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};
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// =====================================================
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// class FireParticleSystem
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// =====================================================
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class FireParticleSystem: public ParticleSystem{
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private:
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double radius;
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Vec3d windSpeed;
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public:
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FireParticleSystem(int particleCount= 2000);
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virtual ParticleSystemType getParticleSystemType() const { return pst_FireParticleSystem;}
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//virtual
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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//set params
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void setRadius(double radius);
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void setWind(double windAngle, double windSpeed);
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// =====================================================
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// class GameParticleSystem
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/// base-class for unit and attack systems
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// =====================================================
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class UnitParticleSystem;
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class GameParticleSystem: public ParticleSystem{
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public:
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enum Primitive{
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pQuad,
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pLine,
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pLineAlpha
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};
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static Primitive strToPrimitive(const string &str);
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virtual ~GameParticleSystem();
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int getChildCount();
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ParticleSystem* getChild(int i);
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void addChild(UnitParticleSystem* child);
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void removeChild(UnitParticleSystem* child);
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void setPos(Vec3d pos);
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void setOffset(Vec3d offset);
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void setModel(Model *model) {this->model= model;}
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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double getTween() { return tween; } // 0.0 -> 1.0 for animation of model
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Model *getModel() const {return model;}
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virtual string getModelFileLoadDeferred();
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void setPrimitive(Primitive primitive) {this->primitive= primitive;}
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Vec3d getDirection() const {return direction;}
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void setModelCycle(double modelCycle) {this->modelCycle= modelCycle;}
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual string toString() const;
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virtual Checksum getCRC();
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protected:
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typedef std::vector<UnitParticleSystem*> Children;
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Children children;
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Primitive primitive;
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string modelFileLoadDeferred;
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Model *model;
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double modelCycle;
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Vec3d offset;
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Vec3d direction;
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double tween;
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GameParticleSystem(int particleCount);
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void positionChildren();
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void setTween(double relative,double absolute);
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};
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// =====================================================
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// class UnitParticleSystem
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// =====================================================
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class UnitParticleSystem: public GameParticleSystem{
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public:
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static bool isNight;
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static Vec3f lightColor;
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private:
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double radius;
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double minRadius;
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Vec3d windSpeed;
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Vec3d cRotation;
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Vec3d fixedAddition;
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Vec3d oldPosition;
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bool energyUp;
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double startTime;
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double endTime;
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public:
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enum Shape{
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sLinear, // generated in a sphere, flying in direction
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sSpherical, // generated in a sphere, flying away from center
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sConical, // generated in a cone at angle from direction
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};
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bool relative;
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bool relativeDirection;
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bool fixed;
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Shape shape;
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double angle;
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double sizeNoEnergy;
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double gravity;
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double rotation;
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bool isVisibleAtNight;
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bool isVisibleAtDay;
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bool isDaylightAffected;
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bool radiusBasedStartenergy;
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int staticParticleCount;
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int delay;
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int lifetime;
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double emissionRateFade;
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GameParticleSystem* parent;
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public:
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UnitParticleSystem(int particleCount= 2000);
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~UnitParticleSystem();
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virtual ParticleSystemType getParticleSystemType() const { return pst_UnitParticleSystem;}
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//virtual
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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virtual void update();
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virtual bool getVisible() const;
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virtual void fade();
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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virtual void setStartTime(double startTime) { this->startTime = startTime; }
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virtual double getStartTime() const { return this->startTime; }
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virtual void setEndTime(double endTime) { this->endTime = endTime; }
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virtual double getEndTime() const { return this->endTime; }
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//set params
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void setRadius(double radius) {this->radius= radius;}
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void setMinRadius(double minRadius) {this->minRadius= minRadius;}
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void setEmissionRateFade(double emissionRateFade) {this->emissionRateFade= emissionRateFade;}
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void setWind(double windAngle, double windSpeed);
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void setDirection(Vec3d direction) {this->direction= direction;}
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void setSizeNoEnergy(double sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
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void setGravity(double gravity) {this->gravity= gravity;}
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void setRotation(double rotation);
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void setRelative(bool relative) {this->relative= relative;}
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void setRelativeDirection(bool relativeDirection) {this->relativeDirection= relativeDirection;}
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void setFixed(bool fixed) {this->fixed= fixed;}
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void setPrimitive(Primitive primitive) {this->primitive= primitive;}
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void setStaticParticleCount(int staticParticleCount){this->staticParticleCount= staticParticleCount;}
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void setIsVisibleAtNight(bool value) {this->isVisibleAtNight= value;}
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void setIsDaylightAffected(bool value) {this->isDaylightAffected= value;}
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void setIsVisibleAtDay(bool value) {this->isVisibleAtDay= value;}
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void setRadiusBasedStartenergy(bool value) {this->radiusBasedStartenergy= value;}
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void setShape(Shape shape) {this->shape= shape;}
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void setAngle(double angle) {this->angle= angle;}
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void setDelay(int delay) {this->delay= delay;}
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void setLifetime(int lifetime) {this->lifetime= lifetime;}
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void setParent(GameParticleSystem* parent) {this->parent= parent;}
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GameParticleSystem* getParent() const {return parent;}
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void setParentDirection(Vec3d parentDirection);
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static Shape strToShape(const string& str);
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// =====================================================
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// class RainParticleSystem
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// =====================================================
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class RainParticleSystem: public ParticleSystem{
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private:
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Vec3d windSpeed;
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double radius;
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public:
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RainParticleSystem(int particleCount= 4000);
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virtual ParticleSystemType getParticleSystemType() const { return pst_RainParticleSystem;}
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virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
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virtual void initParticle(Particle *p, int particleIndex);
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virtual bool deathTest(Particle *p);
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void setRadius(double radius);
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void setWind(double windAngle, double windSpeed);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// =====================================================
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// class SnowParticleSystem
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// =====================================================
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class SnowParticleSystem: public ParticleSystem{
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private:
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Vec3d windSpeed;
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double radius;
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public:
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SnowParticleSystem(int particleCount= 4000);
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virtual ParticleSystemType getParticleSystemType() const { return pst_SnowParticleSystem;}
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virtual void initParticle(Particle *p, int particleIndex);
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virtual bool deathTest(Particle *p);
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void setRadius(double radius);
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void setWind(double windAngle, double windSpeed);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// ===========================================================================
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// AttackParticleSystem
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//
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/// Base class for Projectiles and Splashes
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// ===========================================================================
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class AttackParticleSystem: public GameParticleSystem {
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protected:
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double sizeNoEnergy;
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double gravity;
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public:
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AttackParticleSystem(int particleCount);
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virtual ParticleSystemType getParticleSystemType() const { return pst_ProjectileParticleSystem;}
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void setSizeNoEnergy(double sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
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void setGravity(double gravity) {this->gravity= gravity;}
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virtual void initParticleSystem() {} // opportunity to do any initialization when the system has been created and all settings set
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// =====================================================
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// class ProjectileParticleSystem
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// =====================================================
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class ProjectileParticleSystem: public AttackParticleSystem{
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public:
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friend class SplashParticleSystem;
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enum Trajectory{
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tLinear,
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tParabolic,
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tSpiral
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};
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private:
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SplashParticleSystem *nextParticleSystem;
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Vec3d lastPos;
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Vec3d startPos;
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Vec3d endPos;
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Vec3d flatPos;
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Vec3d xVector;
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Vec3d yVector;
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Vec3d zVector;
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Trajectory trajectory;
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double trajectorySpeed;
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//parabolic
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double trajectoryScale;
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double trajectoryFrequency;
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double arriveDestinationDistance;
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void rotateChildren();
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public:
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ProjectileParticleSystem(int particleCount= 1000);
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virtual ~ProjectileParticleSystem();
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virtual ParticleSystemType getParticleSystemType() const { return pst_SplashParticleSystem;}
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void link(SplashParticleSystem *particleSystem);
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virtual void update();
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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void setTrajectory(Trajectory trajectory) {this->trajectory= trajectory;}
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void setTrajectorySpeed(double trajectorySpeed) {this->trajectorySpeed= trajectorySpeed;}
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void setTrajectoryScale(double trajectoryScale) {this->trajectoryScale= trajectoryScale;}
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void setTrajectoryFrequency(double trajectoryFrequency) {this->trajectoryFrequency= trajectoryFrequency;}
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void setPath(Vec3d startPos, Vec3d endPos);
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static Trajectory strToTrajectory(const string &str);
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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virtual string toString() const;
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virtual Checksum getCRC();
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};
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// =====================================================
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// class SplashParticleSystem
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// =====================================================
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class SplashParticleSystem: public AttackParticleSystem{
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public:
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friend class ProjectileParticleSystem;
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private:
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ProjectileParticleSystem *prevParticleSystem;
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double emissionRateFade;
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double verticalSpreadA;
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double verticalSpreadB;
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double horizontalSpreadA;
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double horizontalSpreadB;
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double startEmissionRate;
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public:
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SplashParticleSystem(int particleCount= 1000);
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virtual ~SplashParticleSystem();
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virtual void update();
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virtual void initParticle(Particle *p, int particleIndex);
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virtual void updateParticle(Particle *p);
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virtual void initParticleSystem();
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void setEmissionRateFade(double emissionRateFade) {this->emissionRateFade= emissionRateFade;}
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void setVerticalSpreadA(double verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
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void setVerticalSpreadB(double verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
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void setHorizontalSpreadA(double horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
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void setHorizontalSpreadB(double horizontalSpreadB) {this->horizontalSpreadB= horizontalSpreadB;}
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virtual void saveGame(XmlNode *rootNode);
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virtual void loadGame(const XmlNode *rootNode);
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|
|
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virtual string toString() const;
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|
|
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virtual Checksum getCRC();
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|
};
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|
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// =====================================================
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// class ParticleManager
|
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// =====================================================
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|
|
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class ParticleManager {
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private:
|
|
vector<ParticleSystem *> particleSystems;
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|
|
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public:
|
|
ParticleManager();
|
|
~ParticleManager();
|
|
void update(int renderFps=-1);
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|
void render(ParticleRenderer *pr, ModelRenderer *mr) const;
|
|
void manage(ParticleSystem *ps);
|
|
void end();
|
|
void cleanupParticleSystems(ParticleSystem *ps);
|
|
void cleanupParticleSystems(vector<ParticleSystem *> &particleSystems);
|
|
void cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems);
|
|
int findParticleSystems(ParticleSystem *psFind, const vector<ParticleSystem *> &particleSystems) const;
|
|
bool validateParticleSystemStillExists(ParticleSystem * particleSystem) const;
|
|
void removeParticleSystemsForParticleOwner(ParticleOwner * particleOwner);
|
|
bool hasActiveParticleSystem(ParticleSystem::ParticleSystemType type) const;
|
|
};
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|
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}}//end namespace
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#endif
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