/* * Copyright (c) 2010-2011 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. */ #ifndef PARTICLEEMITTER_H #define PARTICLEEMITTER_H #include "declarations.h" #include #include #include class ParticleEmitter { public: ParticleEmitter(const ParticleSystemPtr& parent); bool load(const OTMLNodePtr& node); void update(); bool hasFinished() { return m_finished; } private: ParticleSystemWeakPtr m_parent; // self related Point m_position; int m_duration; double m_startTime; bool m_finished; float m_burstRate; int m_currentBurst, m_burstCount; // particles size Size m_pMinSize, m_pMaxSize; // 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; // visual ralated Color m_pColor; TexturePtr m_pTexture; }; #endif