/*! * \file include/Emitter.h * \brief Particle emitter class. * * \author Mongoose */ #ifndef _EMITTER_H_ #define _EMITTER_H_ #include /*! * \brief Particle emitter class. */ class Emitter { public: /*! * \brief Flags an Emitter can have */ typedef enum { fUseFrustumCulling = (1 << 0), //!< Use frustum culling fUseDepthSorting = (1 << 1) //!< Use depth sorting } EmitterFlags; /*! * \brief Constructs an object of Emitter * \param name valid C string * \param n greater than 0 */ Emitter(const char *name, int n); /*! * \brief Deconstructs an object of Emitter */ ~Emitter(); /*! * \brief Get the particles * \returns array of Particles */ Particle *Particles(); /*! * \brief Number of particles emitted * \returns Number of particles emitted */ int Count(); /*! * \brief Sets position of emitter in 3D space * \param x X coordinate * \param y Y coordinate * \param z Z coordinate */ void Pos(float x, float y, float z); /*! * \brief Returns position of emitter in 3D space * \param x Where X coordinate will be stored * \param y Where Y coordinate will be stored * \param z Where Z coordinate will be stored */ void Pos(float *x, float *y, float *z); /*! * \brief Sets orientation of emitter in 3D space * \param x X coordinate * \param y Y coordinate * \param z Z coordinate */ void Orientation(float x, float y, float z); /*! * \brief Returns orientation of emitter in 3D space * \param x Where X coordinate will be stored * \param y Where Y coordinate will be stored * \param z Where Z coordinate will be stored */ void Orientation(float *x, float *y, float *z); /*! * \brief Get the flags of this Emitter * \returns EmitterFlags */ unsigned int Flags(); /*! * \brief Set or Unset a flag * \param flag EmitterFlag to change * \param op new state (true - set) */ void Flags(unsigned int flag, bool op); /*! * \brief Allocates the particle array and sets the count. * If the array has been allocated previously it will be * deallocated and a new one made. * \param n new size, greater than 0 */ void ParticleArray(int n); /*! * \brief Renders the particles */ void Draw(); /*! * \brief Sets the emitters name * \param name is a valid C string */ void Name(const char *name); /*! * \brief Resets all particle texture ids * \param id new id * \sa Particle::TextureId() */ void SetTextureId(int id); /*! * \brief Set the texture id for a range of particles in the array * \param particle_start start of range * \param particle_end end of range * \param id new id * \sa Particle::TextureId() */ void TextureId(unsigned int particle_start, unsigned int particle_end, int id); /*! * \brief Set the color of a range of particles in the array * \param particle_start start of range * \param particle_end end of range * \param r new red part of color (0.0 to 1.0) * \param g new green part of color (0.0 to 1.0) * \param b new blue part of color (0.0 to 1.0) * \sa Particle::Color() */ void Color(unsigned int particle_start, unsigned int particle_end, float r, float g, float b); /*! * \brief Set the speed of a range of particles in the array. * Take note that the speed starts out at 2000, and lower means faster. * \param particle_start start of range * \param particle_end end of range * \param x X speed * \param y Y speed * \param z Z speed * \sa Particle::Speed */ void Speed(unsigned int particle_start, unsigned int particle_end, float x, float y, float z); /*! * \brief Let a force (eg. Gravity) act on a range of particles in the array * \param particle_start start of range * \param particle_end end of range * \param x X force * \param y Y force * \param z Z force * \sa Particle::Force() */ void Force(unsigned int particle_start, unsigned int particle_end, float x, float y, float z); static vec_t mFrustum[6][4]; //!< View Volume copy private: static int compareParticleDist(const void *voidA, const void *voidB); char *_name; //!< Emitter name unsigned int _flags; //!< Emitter flags vec3_t _pos; //!< Position in 3D space vec3_t _mangle; //!< Oreintation in 3D space Particle *_particle; //!< Array of particles unsigned int _count; //!< Particle count }; #endif