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engines/tetraedge/te/te_particle.h
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109
engines/tetraedge/te/te_particle.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TETRAEDGE_TE_TE_PARTICLE_H
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#define TETRAEDGE_TE_TE_PARTICLE_H
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#include "common/str.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_real_timer.h"
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#include "tetraedge/te/te_intrusive_ptr.h"
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#include "tetraedge/te/te_3d_texture.h"
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#include "tetraedge/te/te_scene.h"
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namespace Tetraedge {
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class TeParticle : public TeReferencesCounter {
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public:
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class TeElement : public TeModel {
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public:
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TeElement() : _elapsedTime(0), _yOffset(0) {}
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float _elapsedTime;
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float _yOffset;
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TeVector3f32 _direction;
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};
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TeParticle(TeScene *scene);
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~TeParticle();
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void setName(const Common::String &name) { _name = name; }
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bool loadTexture(const Common::String &name);
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void setPosition(const TeVector3f32 &pos) { _position = pos; }
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void setDirection(const TeVector3f32 &dir) { _direction = dir; }
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void setSize(float size) { _size = size; }
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void setVolumeSize(const TeVector3f32 &size) { _volumeSize = size; }
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void setStartColor(const TeColor &col) { _startColor = col; }
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void setEndColor(const TeColor &col) { _endColor = col; }
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void setColorTime(int time) { _colorTime = time; }
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void setTime(int time) { _time = time; }
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void setPeriod(int period) { _period = period; }
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void setParticlePerPeriod(int val) { _particlePerPeriod = val; }
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void setEnabled(bool enabled) { _enabled = enabled; }
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void setStartLoop(int startloop) { _startLoop = startloop; }
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void setGravity(float gravity) { _gravity = gravity; }
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void setRandomDir(bool val) { _randomDir = val; }
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void setOrientation(const TeVector3f32 &orientation);
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void setMatrix(const TeMatrix4x4 &mat) { _matrix = mat; }
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void update(int val);
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int startLoop() const { return _startLoop; }
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TeRealTimer realTimer() { return _realTimer; }
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static int getIndex(const Common::String &name);
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static TeParticle *getIndexedParticle(int idx);
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static void cleanup();
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static void deleteAll();
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static void updateAll(int val);
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private:
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Common::List<TeIntrusivePtr<TeElement>> _elements;
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Common::Array<TeIntrusivePtr<TeElement>> _elementsPending;
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TeScene *_scene;
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TeRealTimer _realTimer;
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Common::String _name;
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TeIntrusivePtr<Te3DTexture> _texture;
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TeVector3f32 _position;
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TeVector3f32 _direction;
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float _size;
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TeVector3f32 _volumeSize;
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TeColor _startColor;
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TeColor _endColor;
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int _colorTime;
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int _time;
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int _lastTime;
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int _period;
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int _particlePerPeriod;
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bool _enabled;
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int _startLoop;
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float _gravity;
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bool _randomDir;
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TeMatrix4x4 _matrix;
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TeMatrix4x4 _orientMatrix;
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static Common::Array<TeParticle *> *indexedParticles();
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static Common::Array<TeParticle *> *_indexedParticles;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_PARTICLE_H
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