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Torque/SDK/engine/game/fx/particleEngine.h
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229
Torque/SDK/engine/game/fx/particleEngine.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _PARTICLEEMITTER_H_
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#define _PARTICLEEMITTER_H_
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#ifndef _GAMEBASE_H_
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#include "game/gameBase.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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//-------------------------------------- Engine initialization...
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//
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namespace ParticleEngine {
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enum ParticleConsts
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{
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PC_COLOR_KEYS = 4,
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PC_SIZE_KEYS = 4,
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};
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/// Initalize the particle engine
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void init();
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/// Destroy the particle engine
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void destroy();
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extern Point3F windVelocity; ///< Global wind velocity for all particles
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/// Sets the wind velocity for all particles
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/// @param vel Velocity
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inline void setWindVelocity(const Point3F & vel) { windVelocity = vel; }
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/// Returns the wind velocity
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inline Point3F getWindVelocity() { return windVelocity; }
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}
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//--------------------------------------------------------------------------
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//-------------------------------------- The data and the Emitter class
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// are all that the game should deal
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// with (other than initializing the
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// global engine pointer of course)
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//
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struct Particle;
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class ParticleData;
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//--------------------------------------
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class ParticleEmitterData : public GameBaseData
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{
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typedef GameBaseData Parent;
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public:
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ParticleEmitterData();
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DECLARE_CONOBJECT(ParticleEmitterData);
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static void initPersistFields();
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void packData(BitStream* stream);
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void unpackData(BitStream* stream);
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bool preload(bool server, char errorBuffer[256]);
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bool onAdd();
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bool loadParameters();
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bool reload();
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public:
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S32 ejectionPeriodMS; ///< Time, in Miliseconds, between particle ejection
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S32 periodVarianceMS; ///< Varience in ejection peroid between 0 and n
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F32 ejectionVelocity; ///< Ejection velocity
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F32 velocityVariance; ///< Variance for velocity between 0 and n
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F32 ejectionOffset; ///< Z offset from emitter point to eject from
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F32 thetaMin; ///< Minimum angle, from the horizontal plane, to eject from
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F32 thetaMax; ///< Maximum angle, from the horizontal plane, to eject from
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F32 phiReferenceVel; ///< Reference angle, from the verticle plane, to eject from
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F32 phiVariance; ///< Varience from the reference angle, from 0 to n
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U32 lifetimeMS; ///< Lifetime of particles
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U32 lifetimeVarianceMS; ///< Varience in lifetime from 0 to n
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bool overrideAdvance; ///<
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bool orientParticles; ///< Particles always face the screen
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bool orientOnVelocity; ///< Particles face the screen at the start
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bool useEmitterSizes; ///< Use emitter specified sizes instead of datablock sizes
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bool useEmitterColors; ///< Use emitter specified colors instead of datablock colors
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StringTableEntry particleString; ///< Used to load particle data directly from a string
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Vector<ParticleData*> particleDataBlocks; ///< Datablocks for particle emissions
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Vector<U32> dataBlockIds; ///< Datablock IDs which corospond to the particleDataBlocks
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};
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DECLARE_CONSOLETYPE(ParticleEmitterData)
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//--------------------------------------
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class ParticleEmitter : public GameBase
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{
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typedef GameBase Parent;
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friend class PEngine;
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public:
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ParticleEmitter();
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~ParticleEmitter();
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/// Sets sizes of particles based on sizelist provided
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/// @param sizeList List of sizes
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void setSizes( F32 *sizeList );
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/// Sets colors for particles based on color list provided
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/// @param colorList List of colors
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void setColors( ColorF *colorList );
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ParticleEmitterData *getDataBlock(){ return mDataBlock; }
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bool onNewDataBlock(GameBaseData* dptr);
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/// By default, a particle renderer will wait for it's owner to delete it. When this
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/// is turned on, it will delete itself as soon as it's particle count drops to zero.
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void deleteWhenEmpty();
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/// @name Particle Emission
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/// Main interface for creating particles. The emitter does _not_ track changes
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/// in axis or velocity over the course of a single update, so this should be called
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/// at a fairly fine grain. The emitter will potentially track the last particle
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/// to be created into the next call to this function in order to create a uniformly
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/// random time distribution of the particles. If the object to which the emitter is
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/// attached is in motion, it should try to ensure that for call (n+1) to this
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/// function, start is equal to the end from call (n). This will ensure a uniform
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/// spatial distribution.
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/// @{
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void emitParticles(const Point3F& start,
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const Point3F& end,
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const Point3F& axis,
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const Point3F& velocity,
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const U32 numMilliseconds);
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void emitParticles(const Point3F& point,
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const bool useLastPosition,
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const Point3F& axis,
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const Point3F& velocity,
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const U32 numMilliseconds);
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void emitParticles(const Point3F& rCenter,
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const Point3F& rNormal,
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const F32 radius,
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const Point3F& velocity,
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S32 count);
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/// @}
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virtual void setTransform(const MatrixF & mat);
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protected:
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/// @name Internal interface
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/// @{
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/// Adds a particle
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/// @param pos Initial position of particle
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/// @param axis
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/// @param vel Initial velocity
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/// @param axisx
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void addParticle(const Point3F &pos, const Point3F &axis, const Point3F &vel, const Point3F &axisx);
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/// Renders a particle facing the camera with a spin factor
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/// @param part Particle
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/// @param basePnts Base points for the quad the particle is rendered on
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/// @param camView Camera view matrix
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/// @param spinFactor 0.0-1.0 modifyer for
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void renderBillboardParticle( Particle &part, Point3F *basePnts, MatrixF &camView, F32 spinFactor );
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/// Renders a particle which will face the camera but spin itself to look
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/// like it is facing a particular velocity.
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/// @param part Particle
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/// @param camPos Camera position
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void renderOrientedParticle( Particle &part, const Point3F &camPos );
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/// Updates the bounding box for the particle system
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bool updateBBox(const Point3F &position);
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/// @}
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protected:
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bool onAdd();
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void onRemove();
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void processTick(const Move *move);
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void advanceTime(F32 dt);
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// Rendering
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protected:
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bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
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void renderObject(SceneState *state, SceneRenderImage *image);
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// PEngine interface
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private:
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/// Removes the provided particle from the system and lets the caller of the
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/// function assume control of it
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/// @param part Particle
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void stealParticle(Particle *part);
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private:
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ParticleEmitterData* mDataBlock;
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/// This is used so we only update our transform/bounding box
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/// on ticks, to minimize calls to setTransform.
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bool mNeedTransformUpdate;
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Particle* mParticleListHead;
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U32 mInternalClock;
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U32 mNextParticleTime;
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Point3F mLastPosition;
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bool mHasLastPosition;
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bool mDeleteWhenEmpty;
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bool mDeleteOnTick;
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S32 mLifetimeMS;
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S32 mElapsedTimeMS;
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F32 sizes[ParticleEngine::PC_SIZE_KEYS];
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ColorF colors[ParticleEngine::PC_COLOR_KEYS];
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};
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#endif // _H_PARTICLEEMITTER
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