Torque3D/Engine/source/T3D/fx/particle.h

161 lines
5.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#pragma once
#ifndef _PARTICLE_H_
#define _PARTICLE_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#include "T3D/assets/ImageAsset.h"
#define MaxParticleSize 50.0
struct Particle;
//*****************************************************************************
// Particle Data
//*****************************************************************************
class ParticleData : public SimDataBlock
{
typedef SimDataBlock Parent;
public:
enum PDConst
{
// This increase the keyframes from 4 to 8. Especially useful for premult-alpha blended particles
// for which 4 keyframes is often not enough.
PDC_NUM_KEYS = 8,
};
F32 dragCoefficient;
F32 windCoefficient;
F32 gravityCoefficient;
F32 inheritedVelFactor;
F32 constantAcceleration;
S32 lifetimeMS;
S32 lifetimeVarianceMS;
F32 spinSpeed; // degrees per second
F32 spinRandomMin;
F32 spinRandomMax;
bool useInvAlpha;
bool animateTexture;
U32 numFrames;
U32 framesPerSec;
LinearColorF colors[ PDC_NUM_KEYS ];
F32 sizes[ PDC_NUM_KEYS ];
F32 times[ PDC_NUM_KEYS ];
Point2F* animTexUVs;
Point2F texCoords[4]; // default: {{0.0,0.0}, {0.0,1.0}, {1.0,1.0}, {1.0,0.0}}
Point2I animTexTiling;
StringTableEntry animTexFramesString;
Vector<U8> animTexFrames;
DECLARE_IMAGEASSET(ParticleData, Texture, GFXStaticTextureSRGBProfile)
static bool protectedSetSizes(void* object, const char* index, const char* data);
static bool protectedSetTimes(void* object, const char* index, const char* data);
public:
ParticleData();
~ParticleData();
// move this procedure to Particle
void initializeParticle(Particle*, const Point3F&);
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
bool onAdd() override;
bool preload(bool server, String &errorStr) override;
DECLARE_CONOBJECT(ParticleData);
static void initPersistFields();
bool reload(char errorBuffer[256]);
public:
/*C*/ ParticleData(const ParticleData&, bool = false);
void onPerformSubstitutions() override;
bool allowSubstitutions() const override { return true; }
protected:
F32 spinBias;
bool randomizeSpinDir;
public:
DECLARE_IMAGEASSET(ParticleData, TextureExt,GFXStaticTextureSRGBProfile)
bool constrain_pos;
F32 start_angle;
F32 angle_variance;
F32 sizeBias;
public:
bool loadParameters();
bool reload(String &errorStr);
};
//*****************************************************************************
// Particle
//
// This structure should be as small as possible.
//*****************************************************************************
struct Particle
{
Point3F pos; // current instantaneous position
Point3F vel; // " " velocity
Point3F acc; // Constant acceleration
Point3F orientDir; // direction particle should go if using oriented particles
U32 totalLifetime; // Total ms that this instance should be "live"
ParticleData* dataBlock; // datablock that contains global parameters for
// this instance
U32 currentAge;
// are these necessary to store here? - they are interpolated in real time
LinearColorF color;
F32 size;
F32 spinSpeed;
Particle * next;
Point3F pos_local;
F32 t_last;
Point3F radial_v; // radial vector for concentric effects
// note -- for non-oriented particles, we use orientDir.x to store the billboard start angle.
};
#endif // _PARTICLE_H_