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

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* 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.
*/
#ifndef PARTICLEEMITTER_H
#define PARTICLEEMITTER_H
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#include "declarations.h"
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#include "painter.h"
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#include <framework/global.h>
#include <framework/graphics/texture.h>
#include <framework/otml/otml.h>
class ParticleEmitter {
public:
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ParticleEmitter(const ParticleSystemPtr& parent);
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bool load(const OTMLNodePtr& node);
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void update(float elapsedTime);
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bool hasFinished() { return m_finished; }
private:
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ParticleSystemWeakPtr m_parent;
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// self related
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Point m_position;
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float m_duration, m_delay;
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float m_elapsedTime;
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bool m_finished, m_active;
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float m_burstRate;
int m_currentBurst, m_burstCount;
// particles size
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Size m_pStartSize, m_pFinalSize;
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// particles initial position related to emitter position
float m_pMinPositionRadius, m_pMaxPositionRadius;
float m_pMinPositionAngle, m_pMaxPositionAngle;
// particles initial velocity
float m_pMinVelocity, m_pMaxVelocity;
float m_pMinVelocityAngle, m_pMaxVelocityAngle;
// particles initial acceleration
float m_pMinAcceleration, m_pMaxAcceleration;
float m_pMinAccelerationAngle, m_pMaxAccelerationAngle;
// particles duration
float m_pMinDuration, m_pMaxDuration, m_pIgnorePhysicsAfter;
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// visual ralated
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std::vector<Color> m_pColors;
std::vector<float> m_pColorsStops;
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TexturePtr m_pTexture;
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Painter::CompositionMode m_pCompositionMode;
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};
#endif