/** Game Develop - Particle System Extension Copyright (c) 2010-2012 Florian Rival (Florian.Rival@gmail.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "ParticleSystemWrapper.h" #include #include #include bool ParticleSystemWrapper::SPKinitialized = false; ParticleSystemWrapper::ParticleSystemWrapper() : particleSystem(NULL), particleModel(NULL), emitter(NULL), zone(NULL), group(NULL), renderer(NULL) { if ( !SPKinitialized ) { SPK::randomSeed = static_cast(time(NULL)); SPK::System::setClampStep(true,0.1f); // clamp the step to 100 ms SPK::System::useAdaptiveStep(0.001f,0.01f); // use an adaptive step from 1ms to 10ms (1000fps to 100fps) SPKinitialized = true; } } ParticleSystemWrapper::~ParticleSystemWrapper() { if ( particleSystem ) delete particleSystem; if ( particleModel ) delete particleModel; if ( emitter ) delete emitter; if ( zone ) delete zone; if ( group ) delete group; if ( renderer ) delete renderer; } void ParticleSystemWrapper::Init(const ParticleSystemWrapper & other) { if ( particleSystem ) delete particleSystem; if ( particleModel ) delete particleModel; if ( emitter ) delete emitter; if ( zone ) delete zone; if ( group ) delete group; if ( renderer ) delete renderer; //Don't initialize members if the other object's member are NULL. if ( other.particleModel == NULL ) return; particleModel = new SPK::Model(*other.particleModel); zone = new SPK::Sphere(*other.zone); emitter = new SPK::SphericEmitter(*other.emitter); emitter->setZone(zone); group = new SPK::Group(*other.group); group->setModel(particleModel); group->removeEmitter(other.emitter); group->addEmitter(emitter); particleSystem = new SPK::System(*other.particleSystem); particleSystem->removeGroup(other.group); particleSystem->addGroup(group); }