tibia-client/src/framework/graphics/particlessystem.h

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#include <framework/global.h>
#include <framework/graphics/texture.h>
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class Particle {
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public:
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Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, const Color& color = Color(255, 255, 255), TexturePtr texture = nullptr);
~Particle();
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void render();
void update();
bool hasFinished() { return m_finished; }
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private:
Rect m_rect;
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Color m_color;
TexturePtr m_texture;
int m_ix, m_iy;
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PointF m_s0, m_v, m_a;
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float m_vx, m_vy;
float m_ax, m_ay;
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float m_duration;
ticks_t m_startTicks;
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bool m_finished;
};
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typedef std::shared_ptr<Particle> ParticlePtr;
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class ParticleEmitter {
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public:
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ParticleEmitter(const Point& position, float duration, int particlesPerSecond);
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void render();
void update();
bool hasFinished() { return m_finished; }
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private:
// self related
Point m_position;
int m_duration;
ticks_t m_startTicks;
bool m_finished;
int m_particlesPerSecond, m_createdParticles;
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std::list<ParticlePtr> m_particles;
// particles size
Size m_pMinSize, m_pMaxSize;
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// particles initial position related to emitter position
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float m_pPositionMinRadius, m_pPositionMaxRadius;
float m_pPositionMinAngle, m_pPositionMaxAngle;
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// particles initial velocity
float minVelocity, maxVelocity;
float minVelocityAngle, maxVelocityAngle;
// particles initial acceleration
float minAcceleration, maxAcceleration;
float minAccelerationAngle, maxAccelerationAngle;
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// particles duration
float m_pMinDuration, m_pMaxDuration;
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// color ralated
Color color;
// texture related
};
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typedef std::shared_ptr<ParticleEmitter> ParticleEmitterPtr;
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class Affector {
public:
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virtual void update() {}
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};
class Gravity270Affector : public Affector {
public:
void update() {
}
};
class ParticlesSystem {
public:
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void add(const ParticleEmitterPtr& emitter);
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void render();
void update();
private:
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std::list<ParticleEmitterPtr> m_emitters;
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std::list<Affector> m_affectors;
};