open_toontown_panda3d/panda/src/particlesystem/particleSystem.h

162 lines
4.5 KiB
C++

// Filename: particleSystem.h
// Created by: charles (14Jun00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef NDEBUG
//#define PSDEBUG
#endif
//#define PSSANITYCHECK
#ifndef PARTICLESYSTEM_H
#define PARTICLESYSTEM_H
#include <pandabase.h>
#include <pointerTo.h>
#include <physical.h>
#include <node.h>
#include <referenceCount.h>
#include <renderRelation.h>
#include <deque>
#include "baseParticle.h"
#include "baseParticleRenderer.h"
#include "baseParticleEmitter.h"
#include "baseParticleFactory.h"
class ParticleSystemManager;
////////////////////////////////////////////////////////////////////
// Class : ParticleSystem
// Description : Contains and manages a particle system.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAPHYSICS ParticleSystem : public Physical {
private:
#ifdef PSSANITYCHECK
int sanity_check();
#endif
bool birth_particle(void);
void kill_particle(int pool_index);
void birth_litter(void);
void resize_pool(int size);
deque< int > _free_particle_fifo;
int _particle_pool_size;
int _living_particles;
float _birth_rate;
float _tics_since_birth;
int _litter_size;
int _litter_spread;
float _system_age;
float _system_lifespan;
PT(BaseParticleFactory) _factory;
PT(BaseParticleEmitter) _emitter;
PT(BaseParticleRenderer) _renderer;
ParticleSystemManager *_manager;
bool _template_system_flag;
// _render_parent is the ALREADY ALLOC'D node under which this
// system will render its particles.
PT(Node) _render_parent;
PT(RenderRelation) _render_arc;
bool _active_system_flag;
bool _local_velocity_flag;
bool _system_grows_older_flag;
// information for systems that will spawn
bool _spawn_on_death_flag;
PT(Node) _spawn_render_node;
vector< PT(ParticleSystem) > _spawn_templates;
void spawn_child_system(BaseParticle *bp);
// information for spawned systems
bool _i_was_spawned_flag;
PT(RenderRelation) _physical_node_arc;
PUBLISHED:
// constructor/destructor
ParticleSystem(int pool_size = 0);
ParticleSystem(const ParticleSystem& copy);
~ParticleSystem(void);
// access/queries
INLINE void set_pool_size(int size);
INLINE void set_birth_rate(float new_br);
INLINE void set_litter_size(int new_ls);
INLINE void set_litter_spread(int new_ls);
INLINE void set_local_velocity_flag(bool lv);
INLINE void set_system_grows_older_flag(bool sgo);
INLINE void set_system_lifespan(float sl);
INLINE void set_system_age(float age);
INLINE void set_active_system_flag(bool a);
INLINE void set_spawn_on_death_flag(bool sod);
INLINE void set_spawn_render_node(Node *node);
INLINE void set_template_system_flag(bool tsf);
INLINE void set_render_parent(Node *node);
INLINE void set_renderer(BaseParticleRenderer *r);
INLINE void set_emitter(BaseParticleEmitter *e);
INLINE void set_factory(BaseParticleFactory *f);
INLINE int get_pool_size(void) const;
INLINE float get_birth_rate(void) const;
INLINE int get_litter_size(void) const;
INLINE int get_litter_spread(void) const;
INLINE bool get_local_velocity_flag(void) const;
INLINE bool get_system_grows_older_flag(void) const;
INLINE float get_system_lifespan(void) const;
INLINE float get_system_age(void) const;
INLINE bool get_active_system_flag(void) const;
INLINE bool get_spawn_on_death_flag(void) const;
INLINE Node *get_spawn_render_node(void) const;
INLINE bool get_i_was_spawned_flag(void) const;
INLINE int get_living_particles(void) const;
INLINE Node *get_render_parent(void) const;
INLINE BaseParticleRenderer *get_renderer(void) const;
INLINE BaseParticleEmitter *get_emitter(void) const;
INLINE BaseParticleFactory *get_factory(void) const;
// particle template vector
INLINE void add_spawn_template(ParticleSystem *ps);
INLINE void clear_spawn_templates(void);
// methods
INLINE void render(void);
void update(float dt);
public:
friend class ParticleSystemManager;
};
#include "particleSystem.I"
#endif // PARTICLESYSTEM_H