open_toontown_panda3d/panda/src/particlesystem/spriteParticleRenderer.cxx

776 lines
26 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file spriteParticleRenderer.cxx
* @author charles
* @date 2000-07-13
*/
#include "spriteParticleRenderer.h"
#include "boundingSphere.h"
#include "geomNode.h"
#include "sequenceNode.h"
#include "nodePath.h"
#include "dcast.h"
#include "geom.h"
#include "geomVertexReader.h"
#include "geomVertexWriter.h"
#include "renderModeAttrib.h"
#include "texMatrixAttrib.h"
#include "texGenAttrib.h"
#include "textureAttrib.h"
#include "textureCollection.h"
#include "nodePathCollection.h"
#include "indent.h"
#include "config_particlesystem.h"
#include "pStatTimer.h"
PStatCollector SpriteParticleRenderer::_render_collector("App:Particles:Sprite:Render");
/**
* constructor
*/
SpriteParticleRenderer::
SpriteParticleRenderer(Texture *tex) :
BaseParticleRenderer(PR_ALPHA_NONE),
_color(LColor(1.0f, 1.0f, 1.0f, 1.0f)),
_height(1.0f),
_width(1.0f),
_initial_x_scale(1.0f),
_final_x_scale(1.0f),
_initial_y_scale(1.0f),
_final_y_scale(1.0f),
_theta(0.0f),
_base_y_scale(1.0f),
_aspect_ratio(1.0f),
_animate_frames_rate(0.0f),
_animate_frames_index(0),
_animate_x_ratio(false),
_animate_y_ratio(false),
_animate_theta(false),
_alpha_disable(false),
_animate_frames(false),
_animation_removed(true),
_blend_method(PP_BLEND_LINEAR),
_color_interpolation_manager(new ColorInterpolationManager(_color)),
_pool_size(0) {
set_texture(tex);
init_geoms();
}
/**
* copy constructor
*/
SpriteParticleRenderer::
SpriteParticleRenderer(const SpriteParticleRenderer& copy) :
BaseParticleRenderer(copy),
_anims(copy._anims),
_color(copy._color),
_height(copy._height),
_width(copy._width),
_initial_x_scale(copy._initial_x_scale),
_final_x_scale(copy._final_x_scale),
_initial_y_scale(copy._initial_y_scale),
_final_y_scale(copy._final_y_scale),
_theta(copy._theta),
_base_y_scale(copy._base_y_scale),
_aspect_ratio(copy._aspect_ratio),
_animate_frames_rate(copy._animate_frames_rate),
_animate_frames_index(copy._animate_frames_index),
_animate_x_ratio(copy._animate_x_ratio),
_animate_y_ratio(copy._animate_y_ratio),
_animate_theta(copy._animate_theta),
_alpha_disable(copy._alpha_disable),
_animate_frames(copy._animate_frames),
_animation_removed(true),
_blend_method(copy._blend_method),
_color_interpolation_manager(copy._color_interpolation_manager),
_pool_size(0),
_birth_list(copy._birth_list) {
init_geoms();
}
/**
* destructor
*/
SpriteParticleRenderer::
~SpriteParticleRenderer() {
get_render_node()->remove_all_geoms();
}
/**
* child dynamic copy
*/
BaseParticleRenderer *SpriteParticleRenderer::
make_copy() {
return new SpriteParticleRenderer(*this);
}
/**
* Pull either a set of textures from a SequenceNode or a single texture from
* a GeomNode. This function is called in both set_from_node() and
* add_from_node(). Notice the second parameter. This nodepath will
* reference the GeomNode holding the first texture in the returned
* TextureCollection.
*/
int SpriteParticleRenderer::
extract_textures_from_node(const NodePath &node_path, NodePathCollection &np_col, TextureCollection &tex_col) {
NodePath tex_node_path = node_path;
NodePath geom_node_path;
// Look for a sequence node first, in case they want animated texture
// sprites
if (!tex_node_path.is_empty() && tex_node_path.node()->get_type() != SequenceNode::get_class_type()) {
tex_node_path = node_path.find("**/+SequenceNode");
}
// Nodepath contains a sequence node, attempt to read its textures.
if (!tex_node_path.is_empty()) {
int frame_count = tex_node_path.get_num_children();
// We do it this way in order to preserve the order of the textures in the
// sequence. If we use a find_all_textures() that order is lost.
for (int i = 0; i < frame_count; ++i) {
geom_node_path = tex_node_path.get_child(i);
if (!geom_node_path.is_empty()) {
// Since this is a SequenceNode, there will be only one texture on
// this geom_node_path.
tex_col.add_textures_from(geom_node_path.find_all_textures());
np_col.add_path(geom_node_path);
}
}
// If unsuccessful, try again as if the node were a normal GeomNode.
if (tex_col.get_num_textures() == 0) {
geom_node_path = NodePath();
tex_col.clear();
np_col.clear();
}
}
// If a sequence node is not found, we just want to look for a regular geom
// node.
if (geom_node_path.is_empty()) {
// Find the first GeomNode.
if (!node_path.is_empty() && node_path.node()->get_type() != GeomNode::get_class_type()) {
geom_node_path = node_path.find("**/+GeomNode");
if (geom_node_path.is_empty()) {
particlesystem_cat.error();
return 0;
}
} else {
geom_node_path = node_path;
}
// Grab the first texture.
tex_col.add_texture(geom_node_path.find_texture("*"));
if (tex_col.get_num_textures() < 1) {
particlesystem_cat.error()
<< geom_node_path << " does not contain a texture.\n";
return 0;
} else {
np_col.add_path(geom_node_path);
}
}
return 1;
}
/**
* If the source type is important, use this one.
*
* model and node should lead to node_path like this: node_path =
* loader.loadModel(model).find(node)
*
* This will remove all previously add textures and resize the renderer to
* match the new geometry.
*/
void SpriteParticleRenderer::
set_from_node(const NodePath &node_path, const string &model, const string &node, bool size_from_texels) {
// Clear all texture information
_anims.clear();
add_from_node(node_path,model,node,size_from_texels,true);
}
/**
* Sets the properties on this renderer from the geometry referenced by the
* indicated NodePath. This should be a reference to a GeomNode or a
* SequenceNode; it extracts out the texture and UV range from the node.
*
* This will remove all previously added textures and animations. It will
* also resize the renderer to match this new geometry.
*
* If node_path refers to a GeomNode(or has one beneath it) the texture, its
* size, and UV data will be extracted from that.
*
* If node_path references a SequenceNode(or has one beneath it) with multiple
* GeomNodes beneath it, the size data will correspond only to the first
* GeomNode found with a valid texture, while the texture and UV information
* will be stored for each individual node.
*
* If size_from_texels is true, the particle size is based on the number of
* texels in the source image; otherwise, it is based on the size of the first
* polygon found in the node.
*
* model and node are the two items used to construct node_path. If the
* source type is important, use set_from_node(NodePath,string,string,bool)
* instead.
*/
void SpriteParticleRenderer::
set_from_node(const NodePath &node_path, bool size_from_texels) {
nassertv(!node_path.is_empty());
// Clear all texture information
_anims.clear();
add_from_node(node_path,size_from_texels,true);
}
/**
* This will allow the renderer to randomly choose from more than one texture
* or sequence at particle birth.
*
* If the source type is important, use this one.
*
* model and node should lead to node_path like this: node_path =
* loader.loadModel(model).find(node)
*
* If resize is true, or if there are no textures currently on the renderer,
* it will force the renderer to use the size information from this node from
* now on. (Default is false)
*/
void SpriteParticleRenderer::
add_from_node(const NodePath &node_path, const string &model, const string &node, bool size_from_texels, bool resize) {
int anim_count = _anims.size();
if (anim_count == 0)
resize = true;
add_from_node(node_path,size_from_texels,resize);
if (anim_count < (int)_anims.size()) {
get_last_anim()->set_source_info(model,node);
}
}
/**
* This will allow the renderer to randomly choose from more than one texture
* or sequence at particle birth.
*
* If resize is true, or if there are no textures currently on the renderer,
* it will force the renderer to use the size information from this node from
* now on. (Default is false)
*/
void SpriteParticleRenderer::
add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
nassertv(!node_path.is_empty());
NodePathCollection np_col;
TextureCollection tex_col;
if (_anims.empty())
resize = true;
// Load the found textures into the renderer.
if (extract_textures_from_node(node_path,np_col,tex_col)) {
pvector< LTexCoord > ll,ur;
GeomNode *gnode = NULL;
const Geom *geom;
const GeomPrimitive *primitive;
for (int i = 0; i < np_col.get_num_paths(); ++i) {
// Get the node from which we'll extract the geometry information.
gnode = DCAST(GeomNode, np_col[i].node());
// Now examine the UV's of the first Geom within the GeomNode.
nassertv(gnode->get_num_geoms() > 0);
geom = gnode->get_geom(0);
bool got_texcoord = false;
LTexCoord min_uv(0.0f, 0.0f);
LTexCoord max_uv(0.0f, 0.0f);
GeomVertexReader texcoord(geom->get_vertex_data(),
InternalName::get_texcoord());
if (texcoord.has_column()) {
for (int pi = 0; pi < geom->get_num_primitives(); ++pi) {
primitive = geom->get_primitive(pi);
for (int vi = 0; vi < primitive->get_num_vertices(); ++vi) {
int vert = primitive->get_vertex(vi);
texcoord.set_row_unsafe(vert);
if (!got_texcoord) {
min_uv = max_uv = texcoord.get_data2();
got_texcoord = true;
} else {
const LVecBase2 &uv = texcoord.get_data2();
min_uv[0] = min(min_uv[0], uv[0]);
max_uv[0] = max(max_uv[0], uv[0]);
min_uv[1] = min(min_uv[1], uv[1]);
max_uv[1] = max(max_uv[1], uv[1]);
}
}
}
}
if (got_texcoord) {
// We don't really pay attention to orientation of UV's here; a minor
// flaw. We assume the minimum is in the lower-left, and the maximum
// is in the upper-right.
ll.push_back(min_uv);
ur.push_back(max_uv);
}
}
_anims.push_back(new SpriteAnim(tex_col,ll,ur));
if (resize) {
gnode = DCAST(GeomNode, np_col[0].node());
geom = gnode->get_geom(0);
bool got_vertex = false;
LVertex min_xyz(0.0f, 0.0f, 0.0f);
LVertex max_xyz(0.0f, 0.0f, 0.0f);
GeomVertexReader vertex(geom->get_vertex_data(),
InternalName::get_vertex());
if (vertex.has_column()) {
for (int pi = 0; pi < geom->get_num_primitives(); ++pi) {
primitive = geom->get_primitive(pi);
for (int vi = 0; vi < primitive->get_num_vertices(); ++vi) {
int vert = primitive->get_vertex(vi);
vertex.set_row_unsafe(vert);
if (!got_vertex) {
min_xyz = max_xyz = vertex.get_data3();
got_vertex = true;
} else {
const LVecBase3 &xyz = vertex.get_data3();
min_xyz[0] = min(min_xyz[0], xyz[0]);
max_xyz[0] = max(max_xyz[0], xyz[0]);
min_xyz[1] = min(min_xyz[1], xyz[1]);
max_xyz[1] = max(max_xyz[1], xyz[1]);
min_xyz[2] = min(min_xyz[2], xyz[2]);
max_xyz[2] = max(max_xyz[2], xyz[2]);
}
}
}
}
if (got_vertex) {
PN_stdfloat width = max_xyz[0] - min_xyz[0];
PN_stdfloat height = max(max_xyz[1] - min_xyz[1],
max_xyz[2] - min_xyz[2]);
if (size_from_texels) {
// If size_from_texels is true, we get the particle size from the
// number of texels in the source image.
PN_stdfloat y_texels = _anims[0]->get_frame(0)->get_y_size() * fabs(_anims[0]->get_ur(0)[1] - _anims[0]->get_ll(0)[1]);
set_size(y_texels * width / height, y_texels);
} else {
// If size_from_texels is false, we get the particle size from the
// size of the polygon.
set_size(width, height);
}
} else {
// With no vertices, just punt.
set_size(1.0f, 1.0f);
}
}
init_geoms();
}
}
/**
* reallocate the vertex pool.
*/
void SpriteParticleRenderer::
resize_pool(int new_size) {
if (new_size != _pool_size) {
_pool_size = new_size;
init_geoms();
}
}
/**
* initializes everything, called on traumatic events such as construction and
* serious particlesystem modifications
*/
void SpriteParticleRenderer::
init_geoms() {
CPT(RenderState) state = _render_state;
SpriteAnim *anim;
int anim_count = _anims.size();
int i,j;
// Setup format
PT(GeomVertexArrayFormat) array_format = new GeomVertexArrayFormat
(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point,
InternalName::get_color(), 1, Geom::NT_packed_dabc, Geom::C_color);
if (_animate_theta || _theta != 0.0f) {
array_format->add_column
(InternalName::get_rotate(), 1, Geom::NT_stdfloat, Geom::C_other);
}
_base_y_scale = _initial_y_scale;
_aspect_ratio = _width / _height;
PN_stdfloat final_x_scale = _animate_x_ratio ? _final_x_scale : _initial_x_scale;
PN_stdfloat final_y_scale = _animate_y_ratio ? _final_y_scale : _initial_y_scale;
if (_animate_y_ratio) {
_base_y_scale = max(_initial_y_scale, _final_y_scale);
array_format->add_column
(InternalName::get_size(), 1, Geom::NT_stdfloat, Geom::C_other);
}
if (_aspect_ratio * _initial_x_scale != _initial_y_scale ||
_aspect_ratio * final_x_scale != final_y_scale) {
array_format->add_column
(InternalName::get_aspect_ratio(), 1, Geom::NT_stdfloat,
Geom::C_other);
}
CPT(GeomVertexFormat) format = GeomVertexFormat::register_format
(new GeomVertexFormat(array_format));
// Reset render() data structures
for (i = 0; i < (int)_ttl_count.size(); ++i) {
PANDA_FREE_ARRAY(_ttl_count[i]);
}
_anim_size.resize(anim_count);
_ttl_count.clear();
_ttl_count.resize(anim_count);
// Reset sprite primitive data in order to prepare for next pass.
_sprite_primitive.clear();
_sprites.clear();
_vdata.clear();
_sprite_writer.clear();
GeomNode *render_node = get_render_node();
render_node->remove_all_geoms();
// For each animation...
for (i = 0; i < anim_count; ++i) {
anim = _anims[i];
_anim_size[i] = anim->get_num_frames();
_sprite_primitive.push_back(pvector<PT(Geom)>());
_sprites.push_back(pvector<PT(GeomPoints)>());
_vdata.push_back(pvector<PT(GeomVertexData)>());
_sprite_writer.push_back(pvector<SpriteWriter>());
// For each frame of the animation...
for (j = 0; j < _anim_size[i]; ++j) {
_ttl_count[i] = (int *)PANDA_MALLOC_ARRAY(_anim_size[i] * sizeof(int));
_vdata[i].push_back(new GeomVertexData("sprite_particles", format, Geom::UH_stream));
PT(Geom) geom = new Geom(_vdata[i][j]);
_sprite_primitive[i].push_back((Geom*)geom);
_sprites[i].push_back(new GeomPoints(Geom::UH_stream));
geom->add_primitive(_sprites[i][j]);
// This will be overwritten in render(), but we had to have some initial
// value
_sprite_writer[i].push_back(SpriteWriter());
state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_unchanged, _base_y_scale * _height, true));
if (anim->get_frame(j) != (Texture *)NULL) {
state = state->add_attrib(TextureAttrib::make(anim->get_frame(j)));
state = state->add_attrib(TexGenAttrib::make(TextureStage::get_default(), TexGenAttrib::M_point_sprite));
// Build a transform to convert the texture coordinates to the ll, ur
// space.
LPoint2 ul(anim->get_ll(j)[0], anim->get_ur(j)[1]);
LPoint2 lr(anim->get_ur(j)[0], anim->get_ll(j)[1]);
LVector2 sc = lr - ul;
CPT(TransformState) ts = TransformState::make_pos_rotate_scale2d(ul, 0.0f, sc);
state = state->add_attrib(TexMatrixAttrib::make(TextureStage::get_default(), ts));
}
render_node->add_geom(_sprite_primitive[i][j], state);
}
}
nassertv(render_node->check_valid());
}
/**
* child birth, one of those 'there-if-we-want-it' things. not really too
* useful here, so it turns out we don't really want it.
*/
void SpriteParticleRenderer::
birth_particle(int index) {
_birth_list.push_back(index);
}
/**
* child death
*/
void SpriteParticleRenderer::
kill_particle(int) {
}
/**
* big child render. populates the geom node.
*/
void SpriteParticleRenderer::
render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
PStatTimer t1(_render_collector);
// There is no texture data available, exit.
if (_anims.empty()) {
return;
}
BaseParticle *cur_particle;
int remaining_particles = ttl_particles;
int i,j; // loop counters
int anim_count = _anims.size(); // number of animations
int frame; // frame index, used in indicating which frame to use when not animated
// First, since this is the only time we have access to the actual
// particles, do some delayed initialization.
if (_animate_frames || anim_count) {
if (!_birth_list.empty()) {
for (vector_int::iterator vIter = _birth_list.begin(); vIter != _birth_list.end(); ++vIter) {
cur_particle = (BaseParticle*)po_vector[*vIter].p();
i = int(NORMALIZED_RAND()*anim_count);
// If there are multiple animations to choose from, choose one at
// random for this new particle
cur_particle->set_index(i < anim_count?i:i-1);
// This is an experimental age offset so that the animations don't
// appear synchronized. If we are using animations, try to vary the
// frame flipping a bit for particles in the same litter. A similar
// effect might be a achieved by using a small lifespan spread value
// on the factory.
// Perhaps we should look into other methods. The age offset doesn't
// seem to be cutting it.
if (_animate_frames) {
cur_particle->set_age(cur_particle->get_age()+i/10.0*cur_particle->get_lifespan());
}
}
}
}
_birth_list.clear();
// Create vertex writers for each of the possible geoms. Could possibly be
// changed to only create writers for geoms that would be used according to
// the animation configuration.
for (i = 0; i < anim_count; ++i) {
for (j = 0; j < _anim_size[i]; ++j) {
// Set the particle per frame counts to 0.
memset(_ttl_count[i], 0, _anim_size[i]*sizeof(int));
_sprite_writer[i][j].vertex = GeomVertexWriter(_vdata[i][j], InternalName::get_vertex());
_sprite_writer[i][j].color = GeomVertexWriter(_vdata[i][j], InternalName::get_color());
_sprite_writer[i][j].rotate = GeomVertexWriter(_vdata[i][j], InternalName::get_rotate());
_sprite_writer[i][j].size = GeomVertexWriter(_vdata[i][j], InternalName::get_size());
_sprite_writer[i][j].aspect_ratio = GeomVertexWriter(_vdata[i][j], InternalName::get_aspect_ratio());
}
}
// init the aabb
_aabb_min.set(99999.0f, 99999.0f, 99999.0f);
_aabb_max.set(-99999.0f, -99999.0f, -99999.0f);
// run through every filled slot
for (i = 0; i < (int)po_vector.size(); i++) {
cur_particle = (BaseParticle *) po_vector[i].p();
if (!cur_particle->get_alive()) {
continue;
}
LPoint3 position = cur_particle->get_position();
// x aabb adjust
if (position[0] > _aabb_max[0])
_aabb_max[0] = position[0];
else if (position[0] < _aabb_min[0])
_aabb_min[0] = position[0];
// y aabb adjust
if (position[1] > _aabb_max[1])
_aabb_max[1] = position[1];
else if (position[1] < _aabb_min[1])
_aabb_min[1] = position[1];
// z aabb adjust
if (position[2] > _aabb_max[2])
_aabb_max[2] = position[2];
else if (position[2] < _aabb_min[2])
_aabb_min[2] = position[2];
PN_stdfloat t = cur_particle->get_parameterized_age();
int anim_index = cur_particle->get_index();
// If an animation has been removed, we need to reassign those particles
// assigned to the removed animation.
if(_animation_removed && (anim_index >= anim_count)) {
anim_index = int(NORMALIZED_RAND()*anim_count);
anim_index = anim_index<anim_count?anim_index:anim_index-1;
cur_particle->set_index(anim_index);
}
// Find the frame
if (_animate_frames) {
if (_animate_frames_rate == 0.0f) {
frame = (int)(t*_anim_size[anim_index]);
} else {
frame = (int)fmod(cur_particle->get_age()*_animate_frames_rate+1,_anim_size[anim_index]);
}
} else {
frame = _animate_frames_index;
}
// Quick check make sure our math above didn't result in an invalid frame.
frame = (frame < _anim_size[anim_index]) ? frame : (_anim_size[anim_index]-1);
++_ttl_count[anim_index][frame];
// Calculate the color This is where we'll want to give the renderer the
// new color
LColor c = _color_interpolation_manager->generateColor(t);
int alphamode=get_alpha_mode();
if (alphamode != PR_ALPHA_NONE) {
if (alphamode == PR_ALPHA_OUT)
c[3] *= (1.0f - t) * get_user_alpha();
else if (alphamode == PR_ALPHA_IN)
c[3] *= t * get_user_alpha();
else if (alphamode == PR_ALPHA_IN_OUT) {
c[3] *= 2.0f * min(t, 1.0f - t) * get_user_alpha();
}
else {
assert(alphamode == PR_ALPHA_USER);
c[3] *= get_user_alpha();
}
}
// Send the data on its way...
_sprite_writer[anim_index][frame].vertex.add_data3(position);
_sprite_writer[anim_index][frame].color.add_data4(c);
PN_stdfloat current_x_scale = _initial_x_scale;
PN_stdfloat current_y_scale = _initial_y_scale;
if (_animate_x_ratio || _animate_y_ratio) {
if (_blend_method == PP_BLEND_CUBIC) {
t = CUBIC_T(t);
}
if (_animate_x_ratio) {
current_x_scale = (_initial_x_scale +
(t * (_final_x_scale - _initial_x_scale)));
}
if (_animate_y_ratio) {
current_y_scale = (_initial_y_scale +
(t * (_final_y_scale - _initial_y_scale)));
}
}
if (_sprite_writer[anim_index][frame].size.has_column()) {
_sprite_writer[anim_index][frame].size.add_data1f(current_y_scale * _height);
}
if (_sprite_writer[anim_index][frame].aspect_ratio.has_column()) {
_sprite_writer[anim_index][frame].aspect_ratio.add_data1f(_aspect_ratio * current_x_scale / current_y_scale);
}
if (_animate_theta) {
_sprite_writer[anim_index][frame].rotate.add_data1f(cur_particle->get_theta());
} else if (_sprite_writer[anim_index][frame].rotate.has_column()) {
_sprite_writer[anim_index][frame].rotate.add_data1f(_theta);
}
// maybe jump out early?
remaining_particles--;
if (remaining_particles == 0) {
break;
}
}
int n = 0;
GeomNode *render_node = get_render_node();
for (i = 0; i < anim_count; ++i) {
for (j = 0; j < _anim_size[i]; ++j) {
_sprites[i][j]->clear_vertices();
_sprite_writer[i][j].clear();
// We have to reassign the GeomVertexData and GeomPrimitive to the Geom,
// and the Geom to the GeomNode, in case it got flattened away.
_sprite_primitive[i][j]->set_primitive(0, _sprites[i][j]);
_sprite_primitive[i][j]->set_vertex_data(_vdata[i][j]);
render_node->set_geom(n, _sprite_primitive[i][j]);
++n;
}
}
if (_animate_frames) {
for (i = 0; i < anim_count; ++i) {
for (j = 0; j < _anim_size[i]; ++j) {
_sprites[i][j]->add_next_vertices(_ttl_count[i][j]);
}
}
} else {
for (i = 0; i < anim_count; ++i) {
_sprites[i][_animate_frames_index]->add_next_vertices(_ttl_count[i][_animate_frames_index]);
}
}
// done filling geompoint node, now do the bb stuff
LPoint3 aabb_center = _aabb_min + ((_aabb_max - _aabb_min) * 0.5f);
PN_stdfloat radius = (aabb_center - _aabb_min).length();
for (i = 0; i < anim_count; ++i) {
for (j = 0; j < _anim_size[i]; ++j) {
nassertv(_sprite_primitive[i][j]->check_valid());
BoundingSphere sphere(aabb_center, radius);
_sprite_primitive[i][j]->set_bounds(&sphere);
}
}
get_render_node()->mark_internal_bounds_stale();
nassertv(render_node->check_valid());
_animation_removed = false;
}
/**
* Write a string representation of this instance to <out>.
*/
void SpriteParticleRenderer::
output(ostream &out) const {
#ifndef NDEBUG //[
out<<"SpriteParticleRenderer";
#endif //] NDEBUG
}
/**
* Write a string representation of this instance to <out>.
*/
void SpriteParticleRenderer::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << "SpriteParticleRenderer:\n";
// indent(out, indent_level + 2) << "_sprite_primitive
// "<<_sprite_primitive<<"\n";
indent(out, indent_level + 2) << "_color "<<_color<<"\n";
indent(out, indent_level + 2) << "_initial_x_scale "<<_initial_x_scale<<"\n";
indent(out, indent_level + 2) << "_final_x_scale "<<_final_x_scale<<"\n";
indent(out, indent_level + 2) << "_initial_y_scale "<<_initial_y_scale<<"\n";
indent(out, indent_level + 2) << "_final_y_scale "<<_final_y_scale<<"\n";
indent(out, indent_level + 2) << "_theta "<<_theta<<"\n";
indent(out, indent_level + 2) << "_animate_x_ratio "<<_animate_x_ratio<<"\n";
indent(out, indent_level + 2) << "_animate_y_ratio "<<_animate_y_ratio<<"\n";
indent(out, indent_level + 2) << "_animate_theta "<<_animate_theta<<"\n";
indent(out, indent_level + 2) << "_blend_method "<<_blend_method<<"\n";
indent(out, indent_level + 2) << "_aabb_min "<<_aabb_min<<"\n";
indent(out, indent_level + 2) << "_aabb_max "<<_aabb_max<<"\n";
indent(out, indent_level + 2) << "_pool_size "<<_pool_size<<"\n";
BaseParticleRenderer::write(out, indent_level + 2);
}