/* * Copyright (c) 2010-2012 OTClient * * 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. */ #include "particleeffect.h" ParticleEffectType::ParticleEffectType() { } bool ParticleEffectType::load(const OTMLNodePtr& node) { m_node = node; for(const OTMLNodePtr& childNode : node->children()) { if(childNode->tag() == "name") { setName(childNode->value()); } else if(childNode->tag() == "description") { setDescription(childNode->value()); } } return !m_name.empty(); } bool ParticleEffect::load(const ParticleEffectTypePtr& effectType) { if(!effectType) return false; for(const OTMLNodePtr& childNode : effectType->getNode()->children()) { if(childNode->tag() == "System") { ParticleSystemPtr system = ParticleSystemPtr(new ParticleSystem); if(system->load(childNode)) { m_systems.push_back(system); } } } return true; } void ParticleEffect::render() { for(auto it = m_systems.begin(), end = m_systems.end(); it != end; ++it) (*it)->render(); } void ParticleEffect::update() { for(auto it = m_systems.begin(), end = m_systems.end(); it != end;) { const ParticleSystemPtr& system = *it; if(system->hasFinished()) { it = m_systems.erase(it); continue; } system->update(); ++it; } }