mirror of
https://github.com/glest/glest-source.git
synced 2025-02-25 04:02:30 +01:00
There was a bug if you used multiple units of the same type with mesh bound particles. The given model was the same for all units with the same unitType/skill.
675 lines
19 KiB
C++
675 lines
19 KiB
C++
// ==============================================================
|
|
// This file is part of Glest Shared Library (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martiño Figueroa
|
|
//
|
|
// You can redistribute this code and/or modify it under
|
|
// the terms of the GNU General Public License as published
|
|
// by the Free Software Foundation; either version 2 of the
|
|
// License, or (at your option) any later version
|
|
// ==============================================================
|
|
|
|
#ifndef _SHARED_GRAPHICS_PARTICLE_H_
|
|
#define _SHARED_GRAPHICS_PARTICLE_H_
|
|
|
|
#include <list>
|
|
#include <cassert>
|
|
#include "vec.h"
|
|
#include "pixmap.h"
|
|
#include "texture_manager.h"
|
|
#include "randomgen.h"
|
|
#include "xml_parser.h"
|
|
#include "leak_dumper.h"
|
|
#include "interpolation.h"
|
|
|
|
using std::list;
|
|
using Shared::Util::RandomGen;
|
|
using Shared::Xml::XmlNode;
|
|
|
|
namespace Shared{ namespace Graphics{
|
|
|
|
class ParticleSystem;
|
|
class FireParticleSystem;
|
|
class UnitParticleSystem;
|
|
class RainParticleSystem;
|
|
class SnowParticleSystem;
|
|
class ProjectileParticleSystem;
|
|
class SplashParticleSystem;
|
|
class ParticleRenderer;
|
|
class ModelRenderer;
|
|
class Model;
|
|
|
|
// =====================================================
|
|
// class Particle
|
|
// =====================================================
|
|
|
|
class Particle {
|
|
public:
|
|
//attributes
|
|
Vec3f pos;
|
|
Vec3f lastPos;
|
|
Vec3f speed;
|
|
float speedUpRelative;
|
|
Vec3f speedUpConstant;
|
|
Vec3f accel;
|
|
Vec4f color;
|
|
float size;
|
|
int energy;
|
|
|
|
public:
|
|
Particle() {
|
|
speedUpRelative = 0;
|
|
size = 0;
|
|
energy = 0;
|
|
}
|
|
//get
|
|
Vec3f getPos() const {return pos;}
|
|
Vec3f getLastPos() const {return lastPos;}
|
|
Vec3f getSpeed() const {return speed;}
|
|
Vec3f getAccel() const {return accel;}
|
|
Vec4f getColor() const {return color;}
|
|
float getSize() const {return size;}
|
|
int getEnergy() const {return energy;}
|
|
|
|
void saveGame(XmlNode *rootNode);
|
|
void loadGame(const XmlNode *rootNode);
|
|
};
|
|
|
|
// =====================================================
|
|
// class ParticleObserver
|
|
// =====================================================
|
|
|
|
class ParticleObserver {
|
|
public:
|
|
virtual ~ParticleObserver(){};
|
|
virtual void update(ParticleSystem *particleSystem)= 0;
|
|
virtual void saveGame(XmlNode *rootNode) = 0;
|
|
virtual void loadGame(const XmlNode *rootNode, void *genericData) = 0;
|
|
};
|
|
|
|
class ParticleOwner {
|
|
public:
|
|
virtual ~ParticleOwner() {}
|
|
virtual void end(ParticleSystem *particleSystem)= 0;
|
|
virtual void logParticleInfo(string info)= 0;
|
|
};
|
|
|
|
|
|
class ParticleSystemTypeInterface {
|
|
public:
|
|
|
|
ParticleSystemTypeInterface() {};
|
|
virtual ~ParticleSystemTypeInterface() {};
|
|
|
|
virtual bool getMinmaxEnabled() const = 0;
|
|
virtual int getMinHp() const = 0;
|
|
virtual int getMaxHp() const = 0;
|
|
virtual bool getMinmaxIsPercent() const = 0;
|
|
|
|
};
|
|
|
|
// =====================================================
|
|
// class ParticleSystem
|
|
// =====================================================
|
|
|
|
class ParticleSystem {
|
|
|
|
public:
|
|
|
|
enum State {
|
|
sPause, // No updates
|
|
sPlay,
|
|
sFade // No new particles
|
|
};
|
|
|
|
enum BlendMode {
|
|
bmOne,
|
|
bmOneMinusAlpha
|
|
};
|
|
|
|
enum ParticleSystemType {
|
|
pst_All,
|
|
pst_FireParticleSystem,
|
|
pst_UnitParticleSystem,
|
|
pst_RainParticleSystem,
|
|
pst_SnowParticleSystem,
|
|
pst_ProjectileParticleSystem,
|
|
pst_SplashParticleSystem,
|
|
};
|
|
|
|
protected:
|
|
|
|
std::vector<Particle> particles;
|
|
RandomGen random;
|
|
|
|
BlendMode blendMode;
|
|
State state;
|
|
bool active;
|
|
bool visible;
|
|
int aliveParticleCount;
|
|
int particleCount;
|
|
|
|
string textureFileLoadDeferred;
|
|
int textureFileLoadDeferredSystemId;
|
|
Texture::Format textureFileLoadDeferredFormat;
|
|
int textureFileLoadDeferredComponents;
|
|
|
|
Texture *texture;
|
|
Vec3f pos;
|
|
Vec4f color;
|
|
Vec4f colorNoEnergy;
|
|
float emissionRate;
|
|
float emissionState;
|
|
int maxParticleEnergy;
|
|
int varParticleEnergy;
|
|
float particleSize;
|
|
float speed;
|
|
float speedUpRelative;
|
|
float speedUpConstant;
|
|
Vec3f factionColor;
|
|
bool teamcolorNoEnergy;
|
|
bool teamcolorEnergy;
|
|
int alternations;
|
|
int particleSystemStartDelay;
|
|
ParticleObserver *particleObserver;
|
|
ParticleOwner *particleOwner;
|
|
|
|
public:
|
|
//conmstructor and destructor
|
|
ParticleSystem(int particleCount);
|
|
virtual ~ParticleSystem();
|
|
virtual ParticleSystemType getParticleSystemType() const = 0;
|
|
|
|
//public
|
|
virtual void update();
|
|
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
|
|
|
//get
|
|
State getState() const {return state;}
|
|
BlendMode getBlendMode() const {return blendMode;}
|
|
Texture *getTexture() const {return texture;}
|
|
Vec3f getPos() const {return pos;}
|
|
Particle *getParticle(int i) {return &particles[i];}
|
|
const Particle *getParticle(int i) const {return &particles[i];}
|
|
int getAliveParticleCount() const {return aliveParticleCount;}
|
|
bool getActive() const {return active;}
|
|
virtual bool getVisible() const {return visible;}
|
|
|
|
virtual string getTextureFileLoadDeferred();
|
|
virtual int getTextureFileLoadDeferredSystemId();
|
|
virtual Texture::Format getTextureFileLoadDeferredFormat();
|
|
virtual int getTextureFileLoadDeferredComponents();
|
|
|
|
//set
|
|
virtual void setState(State state);
|
|
void setTexture(Texture *texture);
|
|
virtual void setPos(Vec3f pos);
|
|
void setColor(Vec4f color);
|
|
void setColorNoEnergy(Vec4f color);
|
|
void setEmissionRate(float emissionRate);
|
|
void setMaxParticleEnergy(int maxParticleEnergy);
|
|
void setVarParticleEnergy(int varParticleEnergy);
|
|
void setParticleSize(float particleSize);
|
|
void setSpeed(float speed);
|
|
void setSpeedUpRelative(float speedUpRelative);
|
|
void setSpeedUpConstant(float speedUpConstant);
|
|
virtual void setActive(bool active);
|
|
void setObserver(ParticleObserver *particleObserver);
|
|
virtual void setVisible(bool visible);
|
|
void setBlendMode(BlendMode blendMode) {this->blendMode= blendMode;}
|
|
void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
|
|
void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
|
|
void setAlternations(int alternations) {this->alternations= alternations;}
|
|
void setParticleSystemStartDelay(int delay) {this->particleSystemStartDelay= delay;}
|
|
virtual void setFactionColor(Vec3f factionColor);
|
|
|
|
static BlendMode strToBlendMode(const string &str);
|
|
//misc
|
|
virtual void fade();
|
|
int isEmpty() const;
|
|
|
|
virtual void setParticleOwner(ParticleOwner *particleOwner) { this->particleOwner = particleOwner;}
|
|
virtual ParticleOwner * getParticleOwner() { return this->particleOwner;}
|
|
virtual void callParticleOwnerEnd(ParticleSystem *particleSystem);
|
|
|
|
//children
|
|
virtual int getChildCount() { return 0; }
|
|
virtual ParticleSystem* getChild(int i);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual Checksum getCRC();
|
|
|
|
protected:
|
|
//protected
|
|
Particle *createParticle();
|
|
void killParticle(Particle *p);
|
|
|
|
//virtual protected
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual void updateParticle(Particle *p);
|
|
virtual bool deathTest(Particle *p);
|
|
};
|
|
|
|
// =====================================================
|
|
// class FireParticleSystem
|
|
// =====================================================
|
|
|
|
class FireParticleSystem: public ParticleSystem{
|
|
private:
|
|
float radius;
|
|
Vec3f windSpeed;
|
|
|
|
public:
|
|
FireParticleSystem(int particleCount= 2000);
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_FireParticleSystem;}
|
|
|
|
//virtual
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual void updateParticle(Particle *p);
|
|
|
|
//set params
|
|
void setRadius(float radius);
|
|
void setWind(float windAngle, float windSpeed);
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class GameParticleSystem
|
|
/// base-class for unit and attack systems
|
|
// =====================================================
|
|
|
|
class UnitParticleSystem;
|
|
|
|
class GameParticleSystem: public ParticleSystem{
|
|
public:
|
|
enum Primitive{
|
|
pQuad,
|
|
pLine,
|
|
pLineAlpha
|
|
};
|
|
static Primitive strToPrimitive(const string &str);
|
|
virtual ~GameParticleSystem();
|
|
int getChildCount();
|
|
ParticleSystem* getChild(int i);
|
|
void addChild(UnitParticleSystem* child);
|
|
void removeChild(UnitParticleSystem* child);
|
|
void setPos(Vec3f pos);
|
|
void setOffset(Vec3f offset);
|
|
void setModel(Model *model) {this->model= model;}
|
|
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
|
float getTween() { return tween; } // 0.0 -> 1.0 for animation of model
|
|
Model *getModel() const {return model;}
|
|
virtual string getModelFileLoadDeferred();
|
|
|
|
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
|
|
Vec3f getDirection() const {return direction;}
|
|
void setModelCycle(float modelCycle) {this->modelCycle= modelCycle;}
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
|
|
protected:
|
|
typedef std::vector<UnitParticleSystem*> Children;
|
|
Children children;
|
|
Primitive primitive;
|
|
|
|
string modelFileLoadDeferred;
|
|
Model *model;
|
|
float modelCycle;
|
|
Vec3f offset;
|
|
Vec3f direction;
|
|
float tween;
|
|
|
|
GameParticleSystem(int particleCount);
|
|
void positionChildren();
|
|
void setTween(float relative,float absolute);
|
|
};
|
|
|
|
// =====================================================
|
|
// class UnitParticleSystem
|
|
// =====================================================
|
|
|
|
class UnitParticleSystem: public GameParticleSystem{
|
|
public:
|
|
static bool isNight;
|
|
static Vec3f lightColor;
|
|
private:
|
|
float radius;
|
|
float minRadius;
|
|
Vec3f windSpeed;
|
|
Vec3f cRotation;
|
|
Vec3f fixedAddition;
|
|
Vec3f oldPosition;
|
|
bool energyUp;
|
|
float startTime;
|
|
float endTime;
|
|
|
|
ParticleSystemTypeInterface *particleSystemType;
|
|
|
|
public:
|
|
enum Shape{
|
|
sLinear, // generated in a sphere, flying in direction
|
|
sSpherical, // generated in a sphere, flying away from center
|
|
sConical, // generated in a cone at angle from direction
|
|
};
|
|
|
|
bool relative;
|
|
bool relativeDirection;
|
|
bool fixed;
|
|
Shape shape;
|
|
float angle;
|
|
float sizeNoEnergy;
|
|
float gravity;
|
|
float rotation;
|
|
const Model *unitModel;
|
|
Vec3f meshPos;
|
|
string meshName;
|
|
bool isVisibleAtNight;
|
|
bool isVisibleAtDay;
|
|
bool isDaylightAffected;
|
|
bool radiusBasedStartenergy;
|
|
int staticParticleCount;
|
|
int delay;
|
|
int lifetime;
|
|
float emissionRateFade;
|
|
GameParticleSystem* parent;
|
|
|
|
public:
|
|
UnitParticleSystem(int particleCount= 2000);
|
|
~UnitParticleSystem();
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_UnitParticleSystem;}
|
|
|
|
ParticleSystemTypeInterface * getParticleType() const {
|
|
return particleSystemType;
|
|
}
|
|
void setParticleType(ParticleSystemTypeInterface *type) {
|
|
particleSystemType = type;
|
|
}
|
|
|
|
//virtual
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual void updateParticle(Particle *p);
|
|
virtual void update();
|
|
virtual bool getVisible() const;
|
|
virtual void fade();
|
|
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
|
|
|
virtual void setStartTime(float startTime) { this->startTime = startTime; }
|
|
virtual float getStartTime() const { return this->startTime; }
|
|
virtual void setEndTime(float endTime) { this->endTime = endTime; }
|
|
virtual float getEndTime() const { return this->endTime; }
|
|
|
|
//set params
|
|
void setRadius(float radius) {this->radius= radius;}
|
|
void setMinRadius(float minRadius) {this->minRadius= minRadius;}
|
|
void setEmissionRateFade(float emissionRateFade) {this->emissionRateFade= emissionRateFade;}
|
|
|
|
void setWind(float windAngle, float windSpeed);
|
|
|
|
void setDirection(Vec3f direction) {this->direction= direction;}
|
|
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
|
|
void setGravity(float gravity) {this->gravity= gravity;}
|
|
void setRotation(float rotation);
|
|
void setMeshPos(Vec3f meshPos) {this->meshPos=meshPos;}
|
|
string getMeshName() {return meshName;}
|
|
void setMeshName(string meshName) {this->meshName= meshName;}
|
|
void setRelative(bool relative) {this->relative= relative;}
|
|
void setRelativeDirection(bool relativeDirection) {this->relativeDirection= relativeDirection;}
|
|
void setFixed(bool fixed) {this->fixed= fixed;}
|
|
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
|
|
void setStaticParticleCount(int staticParticleCount){this->staticParticleCount= staticParticleCount;}
|
|
void setIsVisibleAtNight(bool value) {this->isVisibleAtNight= value;}
|
|
void setIsDaylightAffected(bool value) {this->isDaylightAffected= value;}
|
|
void setIsVisibleAtDay(bool value) {this->isVisibleAtDay= value;}
|
|
void setRadiusBasedStartenergy(bool value) {this->radiusBasedStartenergy= value;}
|
|
void setShape(Shape shape) {this->shape= shape;}
|
|
void setAngle(float angle) {this->angle= angle;}
|
|
void setDelay(int delay) {this->delay= delay;}
|
|
void setLifetime(int lifetime) {this->lifetime= lifetime;}
|
|
void setParent(GameParticleSystem* parent) {this->parent= parent;}
|
|
GameParticleSystem* getParent() const {return parent;}
|
|
void setParentDirection(Vec3f parentDirection);
|
|
|
|
static Shape strToShape(const string& str);
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class RainParticleSystem
|
|
// =====================================================
|
|
|
|
class RainParticleSystem: public ParticleSystem{
|
|
private:
|
|
Vec3f windSpeed;
|
|
float radius;
|
|
|
|
public:
|
|
RainParticleSystem(int particleCount= 4000);
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_RainParticleSystem;}
|
|
|
|
virtual void render(ParticleRenderer *pr, ModelRenderer *mr);
|
|
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual bool deathTest(Particle *p);
|
|
|
|
void setRadius(float radius);
|
|
void setWind(float windAngle, float windSpeed);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class SnowParticleSystem
|
|
// =====================================================
|
|
|
|
class SnowParticleSystem: public ParticleSystem{
|
|
private:
|
|
Vec3f windSpeed;
|
|
float radius;
|
|
|
|
public:
|
|
SnowParticleSystem(int particleCount= 4000);
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_SnowParticleSystem;}
|
|
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual bool deathTest(Particle *p);
|
|
|
|
void setRadius(float radius);
|
|
void setWind(float windAngle, float windSpeed);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// ===========================================================================
|
|
// AttackParticleSystem
|
|
//
|
|
/// Base class for Projectiles and Splashes
|
|
// ===========================================================================
|
|
|
|
class AttackParticleSystem: public GameParticleSystem {
|
|
|
|
protected:
|
|
float sizeNoEnergy;
|
|
float gravity;
|
|
public:
|
|
AttackParticleSystem(int particleCount);
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_ProjectileParticleSystem;}
|
|
|
|
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
|
|
void setGravity(float gravity) {this->gravity= gravity;}
|
|
|
|
virtual void initParticleSystem() {} // opportunity to do any initialization when the system has been created and all settings set
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class ProjectileParticleSystem
|
|
// =====================================================
|
|
|
|
class ProjectileParticleSystem: public AttackParticleSystem{
|
|
public:
|
|
friend class SplashParticleSystem;
|
|
|
|
enum Trajectory{
|
|
tLinear,
|
|
tParabolic,
|
|
tSpiral
|
|
};
|
|
|
|
private:
|
|
SplashParticleSystem *nextParticleSystem;
|
|
|
|
Vec3f lastPos;
|
|
Vec3f startPos;
|
|
Vec3f endPos;
|
|
Vec3f flatPos;
|
|
|
|
Vec3f xVector;
|
|
Vec3f yVector;
|
|
Vec3f zVector;
|
|
|
|
Trajectory trajectory;
|
|
float trajectorySpeed;
|
|
|
|
//parabolic
|
|
float trajectoryScale;
|
|
float trajectoryFrequency;
|
|
|
|
float arriveDestinationDistance;
|
|
void rotateChildren();
|
|
|
|
public:
|
|
ProjectileParticleSystem(int particleCount= 1000);
|
|
virtual ~ProjectileParticleSystem();
|
|
|
|
virtual ParticleSystemType getParticleSystemType() const { return pst_SplashParticleSystem;}
|
|
|
|
void link(SplashParticleSystem *particleSystem);
|
|
|
|
virtual void update();
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual void updateParticle(Particle *p);
|
|
|
|
void setTrajectory(Trajectory trajectory) {this->trajectory= trajectory;}
|
|
void setTrajectorySpeed(float trajectorySpeed) {this->trajectorySpeed= trajectorySpeed;}
|
|
void setTrajectoryScale(float trajectoryScale) {this->trajectoryScale= trajectoryScale;}
|
|
void setTrajectoryFrequency(float trajectoryFrequency) {this->trajectoryFrequency= trajectoryFrequency;}
|
|
|
|
void setPath(Vec3f startPos, Vec3f endPos);
|
|
|
|
static Trajectory strToTrajectory(const string &str);
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class SplashParticleSystem
|
|
// =====================================================
|
|
|
|
class SplashParticleSystem: public AttackParticleSystem{
|
|
public:
|
|
friend class ProjectileParticleSystem;
|
|
|
|
private:
|
|
ProjectileParticleSystem *prevParticleSystem;
|
|
|
|
float emissionRateFade;
|
|
float verticalSpreadA;
|
|
float verticalSpreadB;
|
|
float horizontalSpreadA;
|
|
float horizontalSpreadB;
|
|
|
|
float startEmissionRate;
|
|
|
|
public:
|
|
SplashParticleSystem(int particleCount= 1000);
|
|
virtual ~SplashParticleSystem();
|
|
|
|
virtual void update();
|
|
virtual void initParticle(Particle *p, int particleIndex);
|
|
virtual void updateParticle(Particle *p);
|
|
|
|
virtual void initParticleSystem();
|
|
|
|
void setEmissionRateFade(float emissionRateFade) {this->emissionRateFade= emissionRateFade;}
|
|
void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}
|
|
void setVerticalSpreadB(float verticalSpreadB) {this->verticalSpreadB= verticalSpreadB;}
|
|
void setHorizontalSpreadA(float horizontalSpreadA) {this->horizontalSpreadA= horizontalSpreadA;}
|
|
void setHorizontalSpreadB(float horizontalSpreadB) {this->horizontalSpreadB= horizontalSpreadB;}
|
|
|
|
virtual void saveGame(XmlNode *rootNode);
|
|
virtual void loadGame(const XmlNode *rootNode);
|
|
|
|
virtual string toString() const;
|
|
|
|
virtual Checksum getCRC();
|
|
};
|
|
|
|
// =====================================================
|
|
// class ParticleManager
|
|
// =====================================================
|
|
|
|
class ParticleManager {
|
|
private:
|
|
vector<ParticleSystem *> particleSystems;
|
|
|
|
public:
|
|
ParticleManager();
|
|
~ParticleManager();
|
|
void update(int renderFps=-1);
|
|
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;
|
|
};
|
|
|
|
}}//end namespace
|
|
|
|
#endif
|