open_toontown_panda3d/panda/src/particlesystem/spriteParticleRenderer.h

93 lines
3.0 KiB
C++

// Filename: spriteParticleRenderer.h
// Created by: charles (13Jul00)
//
////////////////////////////////////////////////////////////////////
#ifndef SPRITEPARTICLERENDERER_H
#define SPRITEPARTICLERENDERER_H
#include <pandabase.h>
#include <texture.h>
#include <pointerTo.h>
#include <pointerToArray.h>
#include <pta_float.h>
#include <geom.h>
#include <geomSprite.h>
#include "baseParticleRenderer.h"
#include "baseParticle.h"
////////////////////////////////////////////////////////////////////
// Class : SpriteParticleRenderer
// Description : Renders a particle system with high-speed nasty
// trick sprites.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS SpriteParticleRenderer : public BaseParticleRenderer {
private:
PT(GeomSprite) _sprite_primitive;
PTA_Vertexf _vertex_array;
PTA_Colorf _color_array;
PTA_float _x_texel_array;
PTA_float _y_texel_array;
PTA_float _theta_array;
Colorf _color;
float _initial_x_texel_ratio, _final_x_texel_ratio;
float _initial_y_texel_ratio, _final_y_texel_ratio;
float _theta;
bool _animate_x_ratio, _animate_y_ratio;
bool _animate_theta;
ParticleRendererBlendMethod _blend_method;
Vertexf _aabb_min, _aabb_max;
int _pool_size;
virtual void birth_particle(int index);
virtual void kill_particle(int index);
virtual void init_geoms(void);
virtual void render(vector< PT(PhysicsObject) > &po_vector,
int ttl_particles);
virtual void resize_pool(int new_size);
public:
SpriteParticleRenderer(Texture *tex = (Texture *) NULL);
SpriteParticleRenderer(const SpriteParticleRenderer &copy);
virtual ~SpriteParticleRenderer(void);
virtual BaseParticleRenderer *make_copy(void);
INLINE void set_texture(Texture *tex);
INLINE void set_color(const Colorf &color);
INLINE void set_x_scale_flag(bool animate_x_ratio);
INLINE void set_y_scale_flag(bool animate_y_ratio);
INLINE void set_anim_angle_flag(bool animate_theta);
INLINE void set_initial_x_scale(float initial_x_scale);
INLINE void set_final_x_scale(float final_x_scale);
INLINE void set_initial_y_scale(float initial_y_scale);
INLINE void set_final_y_scale(float final_y_scale);
INLINE void set_nonanimated_theta(float theta);
INLINE void set_alpha_blend_method(ParticleRendererBlendMethod bm);
INLINE void set_alpha_disable(bool ad);
INLINE Texture *get_texture(void) const;
INLINE Colorf get_color(void) const;
INLINE bool get_x_scale_flag(void) const;
INLINE bool get_y_scale_flag(void) const;
INLINE bool get_anim_angle_flag(void) const;
INLINE float get_initial_x_scale(void) const;
INLINE float get_final_x_scale(void) const;
INLINE float get_initial_y_scale(void) const;
INLINE float get_final_y_scale(void) const;
INLINE float get_nonanimated_theta(void) const;
INLINE ParticleRendererBlendMethod get_alpha_blend_method(void) const;
INLINE bool get_alpha_disable(void) const;
};
#include "spriteParticleRenderer.I"
#endif // SPRITEPARTICLERENDERER_H