81 lines
2.4 KiB
C++
81 lines
2.4 KiB
C++
/* 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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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/*#ifndef HPL_PARTICLE_SYSTEM_2D_H
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#define HPL_PARTICLE_SYSTEM_2D_H
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#include "hpl1/engine/graphics/ParticleSystem.h"
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#include "hpl1/engine/graphics/RenderObject2D.h"
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#include "hpl1/engine/scene/Entity2D.h"
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namespace hpl {
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class cResourceImage;
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//////////////////////////////////////////////////////
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/////////////// PARTICLE SYSTEM //////////////////////
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//////////////////////////////////////////////////////
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class cGraphics;
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class iParticleSystem2D : public iParticleSystem,public iEntity2D, public iRenderObject2DRenderer
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{
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public:
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iParticleSystem2D(tString asName,tMaterialVec* avMaterials,unsigned int alMaxParticles,
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cVector3f avSize, cGraphics* apGraphics);
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virtual ~iParticleSystem2D();
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void UpdateLogic(float afTimeStep);
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void Render();
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eParticleSystemType GetType(){return eParticleSystemType_2D;}
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const cRect2f& GetBoundingBox();
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virtual bool UpdateBoundingBox();
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tString GetEntityType(){ return "ParticleSystem"; }
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virtual bool IsDead(){ return mlNumOfParticles==0 && mbDying;}
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virtual void Kill(){ mbDying = true;}
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protected:
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cVector2f mvBBSize;
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cVertex* mpVtx;
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cVector2f mvDrawSize;
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void RenderToBatch(eMaterialRenderType aRenderType, unsigned int &aIdxAdd);
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virtual void RenderParticles(eMaterialRenderType aRenderType, unsigned int &aIdxAdd);
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};
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typedef std::list<iParticleSystem2D*> tParticleSystem2DList;
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typedef tParticleSystem2DList::iterator tParticleSystem2DListIt;
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};
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#endif // HPL_PARTICLE_SYSTEM_2D_H*/
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