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scummvm-cursorfix/engines/hpl1/engine/graphics/ParticleEmitter3D.cpp
2026-02-02 04:50:13 +01:00

630 lines
20 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/graphics/ParticleEmitter3D.h"
#include "hpl1/engine/graphics/Graphics.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/resources/Resources.h"
#include "hpl1/engine/scene/Camera3D.h"
#include "hpl1/engine/system/low_level_system.h"
#include "hpl1/engine/game/Game.h"
#include "hpl1/engine/scene/Scene.h"
#include "hpl1/engine/scene/World3D.h"
#include "hpl1/engine/graphics/ParticleSystem3D.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iParticleEmitter3D::iParticleEmitter3D(tString asName, tMaterialVec *avMaterials,
unsigned int alMaxParticles, cVector3f avSize,
cGraphics *apGraphics, cResources *apResources)
: iRenderable(asName), iParticleEmitter(avMaterials, alMaxParticles, avSize, apGraphics, apResources) {
mpVtxBuffer = apGraphics->GetLowLevel()->CreateVertexBuffer(
eVertexFlag_Position | eVertexFlag_Color0 | eVertexFlag_Texture0,
eVertexBufferDrawType_Tri, eVertexBufferUsageType_Stream,
alMaxParticles * 4, alMaxParticles * 6);
// Fill the indices with quads
for (int i = 0; i < (int)alMaxParticles; i++) {
int lStart = i * 4;
for (int j = 0; j < 3; j++)
mpVtxBuffer->AddIndex(lStart + j);
for (int j = 2; j < 5; j++)
mpVtxBuffer->AddIndex(lStart + (j == 4 ? 0 : j));
}
// Fill with tetxure coords (will do for most particle systems)
for (int i = 0; i < (int)alMaxParticles; i++) {
mpVtxBuffer->AddVertex(eVertexFlag_Texture0, cVector3f(1, 1, 0));
mpVtxBuffer->AddVertex(eVertexFlag_Texture0, cVector3f(0, 1, 0));
mpVtxBuffer->AddVertex(eVertexFlag_Texture0, cVector3f(0, 0, 0));
mpVtxBuffer->AddVertex(eVertexFlag_Texture0, cVector3f(1, 0, 0));
}
// Set default values for pos and col
for (int i = 0; i < (int)alMaxParticles * 4; i++) {
mpVtxBuffer->AddVertex(eVertexFlag_Position, 0);
mpVtxBuffer->AddColor(eVertexFlag_Color0, cColor(1, 1));
}
mpVtxBuffer->Compile(0);
// Setup vars
mlDirectionUpdateCount = -1;
mvDirection = cVector3f(0, 0, 0);
mvMaxDrawSize = 0;
mlAxisDrawUpdateCount = -1;
mbApplyTransformToBV = false;
mlUpdateCount = 0;
mfTimeStepAccum = 0;
// If Direction should be udpdated
mbUsesDirection = false;
mDrawType = eParticleEmitter3DType_FixedPoint;
mCoordSystem = eParticleEmitter3DCoordSystem_World;
}
//-----------------------------------------------------------------------
iParticleEmitter3D::~iParticleEmitter3D() {
hplDelete(mpVtxBuffer);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void iParticleEmitter3D::SetSubDivUV(const cVector2l &avSubDiv) {
// Check so that there is any subdivision and that no sub division axis is
// equal or below zero
if ((avSubDiv.x > 1 || avSubDiv.y > 1) && (avSubDiv.x > 0 && avSubDiv.y > 0)) {
int lSubDivNum = avSubDiv.x * avSubDiv.y;
mvSubDivUV.resize(lSubDivNum);
float fInvW = 1.0f / (float)avSubDiv.x;
float fInvH = 1.0f / (float)avSubDiv.y;
for (int x = 0; x < avSubDiv.x; ++x)
for (int y = 0; y < avSubDiv.y; ++y) {
int lIdx = y * avSubDiv.x + x;
float fX = (float)x;
float fY = (float)y;
cPESubDivision *pSubDiv = &mvSubDivUV[lIdx];
pSubDiv->mvUV[0] = cVector3f((fX + 1) * fInvW, (fY + 1) * fInvH, 0); // 1,1
pSubDiv->mvUV[1] = cVector3f(fX * fInvW, (fY + 1) * fInvH, 0); // 0,1
pSubDiv->mvUV[2] = cVector3f(fX * fInvW, fY * fInvH, 0); // 0,0
pSubDiv->mvUV[3] = cVector3f((fX + 1) * fInvW, fY * fInvH, 0); // 1,0
}
}
}
//-----------------------------------------------------------------------
void iParticleEmitter3D::UpdateLogic(float afTimeStep) {
if (IsActive() == false)
return;
// Skip as it has never been sued before right?
/*if(mbUsesDirection)
{
if(mlDirectionUpdateCount != GetMatrixUpdateCount())
{
mlDirectionUpdateCount = GetMatrixUpdateCount();
cMatrixf mtxInv = cMath::MatrixInverse(GetWorldMatrix());
mvDirection = mtxInv.GetUp();
}
}*/
Update(afTimeStep);
}
//-----------------------------------------------------------------------
iMaterial *iParticleEmitter3D::GetMaterial() {
return (*mvMaterials)[(int)mfFrame];
}
//-----------------------------------------------------------------------
static inline void SetCol(float *apCol, const cColor &aCol) {
apCol[0] = aCol.r;
apCol[1] = aCol.g;
apCol[2] = aCol.b;
apCol[3] = aCol.a;
}
static inline void SetPos(float *apPos, const cVector3f &aPos) {
apPos[0] = aPos.x;
apPos[1] = aPos.y;
apPos[2] = aPos.z;
}
static inline void SetTex(float *apTex, const cVector3f &aPos) {
apTex[0] = aPos.x;
apTex[1] = aPos.y;
apTex[2] = aPos.z;
}
void iParticleEmitter3D::UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) {
if (apCamera == NULL)
return;
if (mbUpdateGfx) {
float *pPosArray = mpVtxBuffer->GetArray(eVertexFlag_Position);
float *pColArray = mpVtxBuffer->GetArray(eVertexFlag_Color0);
// NEW
if (mPEType == ePEType_Beam) {
// for (int i=0; i<(int)mlNumOfParticles; i++)
// {
// cParticle *pParticle = mvParticles[i];
// for (int j = 0; j < (int) pParticle->mvBeamPoints->size(); j++)
// {
// }
// }
} else {
//////////////////////////////////////////////////
// SUB DIVISION SET UP
if (mvSubDivUV.size() > 1) {
float *pTexArray = mpVtxBuffer->GetArray(eVertexFlag_Texture0);
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
cPESubDivision &subDiv = mvSubDivUV[pParticle->mlSubDivNum];
SetTex(&pTexArray[i * 12 + 0 * 3], subDiv.mvUV[0]);
SetTex(&pTexArray[i * 12 + 1 * 3], subDiv.mvUV[1]);
SetTex(&pTexArray[i * 12 + 2 * 3], subDiv.mvUV[2]);
SetTex(&pTexArray[i * 12 + 3 * 3], subDiv.mvUV[3]);
/*SetTex(&pTexArray[i*12 + 0*3], cVector3f(1,1,0));
SetTex(&pTexArray[i*12 + 1*3], cVector3f(0,1,0));
SetTex(&pTexArray[i*12 + 2*3], cVector3f(0,0,0));
SetTex(&pTexArray[i*12 + 3*3], cVector3f(1,0,0));*/
}
}
//////////////////////////////////////////////////
// FIXED POINT
if (mDrawType == eParticleEmitter3DType_FixedPoint) {
cVector3f vAdd[4] = {
cVector3f(mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, mvDrawSize.y, 0),
cVector3f(mvDrawSize.x, mvDrawSize.y, 0)};
// NEW
// ---
int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
int lVtxQuadSize = lVtxStride * 4;
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
// This is not the fastest thing possible...
cVector3f vParticlePos = pParticle->mvPos;
if (mCoordSystem == eParticleEmitter3DCoordSystem_Local) {
vParticlePos = cMath::MatrixMul(mpParentSystem->GetWorldMatrix(), vParticlePos);
}
cVector3f vPos = cMath::MatrixMul(apCamera->GetViewMatrix(), vParticlePos);
SetPos(&pPosArray[i * lVtxQuadSize + 0 * lVtxStride], vPos + vAdd[0]);
SetCol(&pColArray[i * 16 + 0 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 1 * lVtxStride], vPos + vAdd[1]);
SetCol(&pColArray[i * 16 + 1 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 2 * lVtxStride], vPos + vAdd[2]);
SetCol(&pColArray[i * 16 + 2 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 3 * lVtxStride], vPos + vAdd[3]);
SetCol(&pColArray[i * 16 + 3 * 4], pParticle->mColor);
}
}
//////////////////////////////////////////////////
// DYNAMIC POINT
else if (mDrawType == eParticleEmitter3DType_DynamicPoint) {
cVector3f vAdd[4] = {
cVector3f(mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, mvDrawSize.y, 0),
cVector3f(mvDrawSize.x, mvDrawSize.y, 0)};
int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
int lVtxQuadSize = lVtxStride * 4;
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
// This is not the fastest thing possible
cVector3f vParticlePos = pParticle->mvPos;
if (mCoordSystem == eParticleEmitter3DCoordSystem_Local) {
vParticlePos = cMath::MatrixMul(mpParentSystem->GetWorldMatrix(), vParticlePos);
}
cVector3f vPos = cMath::MatrixMul(apCamera->GetViewMatrix(), vParticlePos);
// NEW
cVector3f vParticleSize = pParticle->mvSize;
cColor &colParticleColor = pParticle->mColor;
if (mbUsePartSpin) {
cMatrixf mtxRotationMatrix = cMath::MatrixRotateZ(pParticle->mfSpin);
SetPos(&pPosArray[i * lVtxQuadSize + 0 * lVtxStride], vPos + cMath::MatrixMul(mtxRotationMatrix, vAdd[0] * vParticleSize));
SetCol(&pColArray[i * 16 + 0 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 1 * lVtxStride], vPos + cMath::MatrixMul(mtxRotationMatrix, vAdd[1] * vParticleSize));
SetCol(&pColArray[i * 16 + 1 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 2 * lVtxStride], vPos + cMath::MatrixMul(mtxRotationMatrix, vAdd[2] * vParticleSize));
SetCol(&pColArray[i * 16 + 2 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 3 * lVtxStride], vPos + cMath::MatrixMul(mtxRotationMatrix, vAdd[3] * vParticleSize));
SetCol(&pColArray[i * 16 + 3 * 4], colParticleColor);
} else {
//--
SetPos(&pPosArray[i * lVtxQuadSize + 0 * lVtxStride], vPos + vAdd[0] * vParticleSize);
SetCol(&pColArray[i * 16 + 0 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 1 * lVtxStride], vPos + vAdd[1] * vParticleSize);
SetCol(&pColArray[i * 16 + 1 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 2 * lVtxStride], vPos + vAdd[2] * vParticleSize);
SetCol(&pColArray[i * 16 + 2 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 3 * lVtxStride], vPos + vAdd[3] * vParticleSize);
SetCol(&pColArray[i * 16 + 3 * 4], colParticleColor);
}
}
}
//////////////////////////////////////////////////
// LINE
else if (mDrawType == eParticleEmitter3DType_Line) {
/*cVector3f vAdd[4] = {
cVector3f(mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, -mvDrawSize.y, 0),
cVector3f(-mvDrawSize.x, mvDrawSize.y, 0),
cVector3f(mvDrawSize.x, mvDrawSize.y, 0)};*/
int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
int lVtxQuadSize = lVtxStride * 4;
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
// This is not the fastest thing possible...
cVector3f vParticlePos1 = pParticle->mvPos;
cVector3f vParticlePos2 = pParticle->mvLastPos;
if (mCoordSystem == eParticleEmitter3DCoordSystem_Local) {
vParticlePos1 = cMath::MatrixMul(mpParentSystem->GetWorldMatrix(), vParticlePos1);
vParticlePos2 = cMath::MatrixMul(mpParentSystem->GetWorldMatrix(), vParticlePos2);
}
cVector3f vPos1 = cMath::MatrixMul(apCamera->GetViewMatrix(), vParticlePos1);
cVector3f vPos2 = cMath::MatrixMul(apCamera->GetViewMatrix(), vParticlePos2);
cVector3f vDirY;
cVector2f vDirX;
if (vPos1 == vPos2) {
vDirY = cVector3f(0, 1, 0);
vDirX = cVector2f(1, 0);
} else {
vDirY = vPos1 - vPos2;
vDirY.Normalise();
vDirX = cVector2f(vDirY.y, -vDirY.x);
vDirX.Normalise();
}
vDirX = vDirX * mvDrawSize.x * pParticle->mvSize.x;
vDirY = vDirY * mvDrawSize.y * pParticle->mvSize.y;
SetPos(&pPosArray[i * lVtxQuadSize + 0 * lVtxStride], vPos2 + vDirY * -1 + vDirX);
SetCol(&pColArray[i * 16 + 0 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 1 * lVtxStride], vPos2 + vDirY * -1 + vDirX * -1);
SetCol(&pColArray[i * 16 + 1 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 2 * lVtxStride], vPos1 + vDirY + vDirX * -1);
SetCol(&pColArray[i * 16 + 2 * 4], pParticle->mColor);
SetPos(&pPosArray[i * lVtxQuadSize + 3 * lVtxStride], vPos1 + vDirY + vDirX);
SetCol(&pColArray[i * 16 + 3 * 4], pParticle->mColor);
}
}
//////////////////////////////////////////////////
// AXIS
else if (mDrawType == eParticleEmitter3DType_Axis) {
if (mlAxisDrawUpdateCount != GetMatrixUpdateCount()) {
mlAxisDrawUpdateCount = GetMatrixUpdateCount();
cMatrixf mtxInv = cMath::MatrixInverse(GetWorldMatrix());
mvRight = mtxInv.GetRight();
mvForward = mtxInv.GetForward();
}
cVector3f vAdd[4];
/*=
{
mvRight + mvForward * 1,
mvRight * -1 + mvForward * 1,
mvRight * -1 + mvForward * -1,
mvRight + mvForward * -1
};*/
int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
int lVtxQuadSize = lVtxStride * 4;
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
// This is not the fastest thing possible
cVector3f vParticlePos = pParticle->mvPos;
if (mCoordSystem == eParticleEmitter3DCoordSystem_Local) {
vParticlePos = cMath::MatrixMul(mpParentSystem->GetWorldMatrix(), vParticlePos);
}
cVector3f vPos = vParticlePos; // cMath::MatrixMul(apCamera->GetViewMatrix(), vParticlePos);
cVector2f &vSize = pParticle->mvSize;
vAdd[0] = mvRight * vSize.x + mvForward * vSize.y;
vAdd[1] = mvRight * -vSize.x + mvForward * vSize.y;
vAdd[2] = mvRight * -vSize.x + mvForward * -vSize.y;
vAdd[3] = mvRight * vSize.x + mvForward * -vSize.y;
cColor &colParticleColor = pParticle->mColor;
SetPos(&pPosArray[i * lVtxQuadSize + 0 * lVtxStride], vPos + vAdd[0]);
SetCol(&pColArray[i * 16 + 0 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 1 * lVtxStride], vPos + vAdd[1]);
SetCol(&pColArray[i * 16 + 1 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 2 * lVtxStride], vPos + vAdd[2]);
SetCol(&pColArray[i * 16 + 2 * 4], colParticleColor);
SetPos(&pPosArray[i * lVtxQuadSize + 3 * lVtxStride], vPos + vAdd[3]);
SetCol(&pColArray[i * 16 + 3 * 4], colParticleColor);
}
}
mpVtxBuffer->SetElementNum(mlNumOfParticles * 6);
mbUpdateGfx = false;
// Update the vertex buffer data
if (mvSubDivUV.size() > 1)
mpVtxBuffer->UpdateData(eVertexFlag_Position | eVertexFlag_Color0 | eVertexFlag_Texture0, false);
else
mpVtxBuffer->UpdateData(eVertexFlag_Position | eVertexFlag_Color0, false);
}
}
}
//-----------------------------------------------------------------------
iVertexBuffer *iParticleEmitter3D::GetVertexBuffer() {
return mpVtxBuffer;
}
//-----------------------------------------------------------------------
bool iParticleEmitter3D::IsVisible() {
if (IsActive() == false)
return false;
return IsRendered();
}
//-----------------------------------------------------------------------
cBoundingVolume *iParticleEmitter3D::GetBoundingVolume() {
if (mbUpdateBV) {
cVector3f vMin(100000, 100000, 100000);
cVector3f vMax(-100000, -100000, -100000);
for (int i = 0; i < (int)mlNumOfParticles; i++) {
cParticle *pParticle = mvParticles[i];
// X
if (pParticle->mvPos.x < vMin.x)
vMin.x = pParticle->mvPos.x;
else if (pParticle->mvPos.x > vMax.x)
vMax.x = pParticle->mvPos.x;
// Y
if (pParticle->mvPos.y < vMin.y)
vMin.y = pParticle->mvPos.y;
else if (pParticle->mvPos.y > vMax.y)
vMax.y = pParticle->mvPos.y;
// Z
if (pParticle->mvPos.z < vMin.z)
vMin.z = pParticle->mvPos.z;
else if (pParticle->mvPos.z > vMax.z)
vMax.z = pParticle->mvPos.z;
}
vMax += cVector3f(mvMaxDrawSize.x, mvMaxDrawSize.y, mvMaxDrawSize.x);
vMin -= cVector3f(mvMaxDrawSize.x, mvMaxDrawSize.y, mvMaxDrawSize.x);
mBoundingVolume.SetLocalMinMax(vMin, vMax);
// Log("Min: (%f, %f, %f) Max: (%f, %f, %f)\n", vMin.x, vMin.y, vMin.z, vMax.x,vMax.y,vMax.z);
if (mCoordSystem == eParticleEmitter3DCoordSystem_Local) {
mBoundingVolume.SetTransform(mpParentSystem->GetWorldMatrix());
}
mbUpdateBV = false;
}
return &mBoundingVolume;
}
//-----------------------------------------------------------------------
cMatrixf *iParticleEmitter3D::GetModelMatrix(cCamera3D *apCamera) {
if (apCamera) {
if (mDrawType == eParticleEmitter3DType_Axis) {
m_mtxTemp = cMatrixf::Identity;
}
// This is really not good...
else if (mCoordSystem == eParticleEmitter3DCoordSystem_World) {
m_mtxTemp = cMath::MatrixInverse(apCamera->GetViewMatrix());
} else {
m_mtxTemp = cMath::MatrixInverse(apCamera->GetViewMatrix());
// m_mtxTemp = cMath::MatrixMul(cMath::MatrixInverse(apCamera->GetViewMatrix()),
// GetWorldMatrix());
}
// m_mtxTemp.SetTranslation(cVector3f(0,0,0));//GetWorldMatrix().GetTranslation());
// m_mtxTemp = cMatrixf::Identity;
// cMatrixf mtxCam = apCamera->GetViewMatrix();
// Log("MATRIX: %s\n",mtxCam.ToString().c_str());
return &m_mtxTemp;
} else {
return &GetWorldMatrix();
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PROTECTED METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
kBeginSerialize(cSaveData_iParticleEmitter3D, cSaveData_iRenderable)
/*kSerializeVar(msDataName, eSerializeType_String)
kSerializeVar(mvDataSize, eSerializeType_Vector3f)
kSerializeVar(mlTime, eSerializeType_Int32)
kSerializeVar(mbDying, eSerializeType_Bool)
kSerializeVar(mfFrame, eSerializeType_Float32)*/
kEndSerialize()
//-----------------------------------------------------------------------
iSaveObject *cSaveData_iParticleEmitter3D::CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
/*cWorld3D *pWorld = apGame->GetScene()->GetWorld3D();
return pWorld->CreateParticleSystem(msName,msDataName,mvDataSize);*/
return NULL;
}
//-----------------------------------------------------------------------
int cSaveData_iParticleEmitter3D::GetSaveCreatePrio() {
return 3;
}
//-----------------------------------------------------------------------
iSaveData *iParticleEmitter3D::CreateSaveData() {
// return hplNew( cSaveData_iParticleEmitter3D, () );
return NULL;
}
//-----------------------------------------------------------------------
void iParticleEmitter3D::SaveToSaveData(iSaveData *apSaveData) {
/*kSaveData_SaveToBegin(iParticleEmitter3D);
kSaveData_SaveTo(msDataName);
kSaveData_SaveTo(mvDataSize);
kSaveData_SaveTo(mlTime);
kSaveData_SaveTo(mbDying);
kSaveData_SaveTo(mfFrame);*/
}
//-----------------------------------------------------------------------
void iParticleEmitter3D::LoadFromSaveData(iSaveData *apSaveData) {
/*kSaveData_LoadFromBegin(iParticleEmitter3D);
kSaveData_LoadFrom(mlTime);
kSaveData_LoadFrom(mbDying);
kSaveData_LoadFrom(mfFrame);*/
}
//-----------------------------------------------------------------------
void iParticleEmitter3D::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) {
// kSaveData_SetupBegin(iParticleEmitter3D);
}
//-----------------------------------------------------------------------
} // namespace hpl