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GDevelop/Extensions/ParticleSystem/ParticleEmitterObject.h
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/**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#ifndef PARTICLEEMITTEROBJECT_H
#define PARTICLEEMITTEROBJECT_H
#include "GDCpp/Runtime/Project/Object.h"
#include "GDCpp/Runtime/RuntimeObject.h"
class ParticleSystemWrapper;
class RuntimeScene;
namespace gd { class ImageManager; }
namespace gd { class InitialInstance; }
#if defined(GD_IDE_ONLY)
class wxBitmap;
namespace gd { class Project; }
class wxWindow;
namespace gd { class MainFrameWrapper; }
namespace gd {class ResourcesMergingHelper;}
#endif
/**
* \brief Base class containing the parameters of an emitter as well as the wrapper
* to this emitter if asked for.
*/
class GD_EXTENSION_API ParticleEmitterBase
{
public:
ParticleEmitterBase();
virtual ~ParticleEmitterBase();
ParticleEmitterBase(const ParticleEmitterBase & other) : particleSystem(NULL) { Init(other); };
ParticleEmitterBase & operator=(const ParticleEmitterBase & other) { if ( &other != this ) Init(other); return *this; }
virtual void UnserializeFrom(const gd::SerializerElement & element);
#if defined(GD_IDE_ONLY)
virtual void SerializeTo(gd::SerializerElement & element) const;
#endif
/** Change texture at runtime
*/
void SetTexture( RuntimeScene & scene, const gd::String & textureParticleName );
/** Change texture name without changing it effectively at runtime
*/
void SetParticleTexture(gd::String imageName) { textureParticleName = imageName; };
gd::String GetParticleTexture() const { return textureParticleName; };
/**
* \brief Initialize the particle system with the current objects settings.
*/
void CreateParticleSystem();
void UpdateRedParameters();
void UpdateGreenParameters();
void UpdateBlueParameters();
void UpdateAlphaParameters();
void UpdateSizeParameters();
void UpdateAngleParameters();
void UpdateLifeTime();
void RecreateParticleSystem();
const ParticleSystemWrapper * GetParticleSystem() const { return particleSystem; }
ParticleSystemWrapper * GetParticleSystem() { return particleSystem; }
//Getters/Setters
void SetRendererParam1(float newValue) { rendererParam1 = newValue; };
void SetRendererParam2(float newValue) { rendererParam2 = newValue; };
void SetTank(float newValue);
void SetFlow(float newValue);
void SetEmitterForceMin(float newValue);
void SetEmitterForceMax(float newValue);
void SetEmitterXDirection(float newValue);
void SetEmitterYDirection(float newValue);
void SetEmitterZDirection(float newValue);
void SetEmitterAngleA(float newValue);
void SetEmitterAngleB(float newValue);
void SetConeSprayAngle(float newValue) { SetEmitterAngleB(newValue/180.0f*3.14159f); };
void SetZoneRadius(float newValue);
void SetParticleGravityX(float newValue);
void SetParticleGravityY(float newValue);
void SetParticleGravityZ(float newValue);
void SetParticleGravityAngle( float newAngleInDegree );
void SetParticleGravityLength( float newLength );
void SetFriction(float newValue);
enum ParticleParameterType {Nothing, Enabled, Mutable, Random};
void SetRedParameterType(ParticleParameterType type) { redParam = type; };
void SetGreenParameterType(ParticleParameterType type) { greenParam = type; };
void SetBlueParameterType(ParticleParameterType type) { blueParam = type; };
void SetAlphaParameterType(ParticleParameterType type) { alphaParam = type; };
void SetSizeParameterType(ParticleParameterType type) { sizeParam = type; };
void SetAngleParameterType(ParticleParameterType type) { angleParam = type; };
void SetParticleColor1( const gd::String & color );
void SetParticleColor2( const gd::String & color );
void SetParticleRed1(float newValue) { particleRed1= newValue; UpdateRedParameters();};
void SetParticleRed2(float newValue) { particleRed2= newValue; UpdateRedParameters();};
void SetParticleGreen1(float newValue) { particleGreen1= newValue; UpdateGreenParameters();};
void SetParticleGreen2(float newValue) { particleGreen2= newValue; UpdateGreenParameters();};
void SetParticleBlue1(float newValue) { particleBlue1= newValue; UpdateBlueParameters();};
void SetParticleBlue2(float newValue) { particleBlue2= newValue; UpdateBlueParameters();};
void SetParticleAlpha1(float newValue) { particleAlpha1= newValue; UpdateAlphaParameters();};
void SetParticleAlpha2(float newValue) { particleAlpha2= newValue; UpdateAlphaParameters();};
void SetParticleSize1(float newValue) { particleSize1= newValue; UpdateSizeParameters();};
void SetParticleSize2(float newValue) { particleSize2= newValue; UpdateSizeParameters();};
void SetParticleAngle1(float newValue) { particleAngle1= newValue; UpdateAngleParameters();};
void SetParticleAngle2(float newValue) { particleAngle2= newValue; UpdateAngleParameters();};
void SetParticleAlphaRandomness1(float newValue) { particleAlphaRandomness1= newValue; UpdateAlphaParameters();};
void SetParticleAlphaRandomness2(float newValue) { particleAlphaRandomness2= newValue; UpdateAlphaParameters();};
void SetParticleSizeRandomness1(float newValue) { particleSizeRandomness1= newValue; UpdateSizeParameters();};
void SetParticleSizeRandomness2(float newValue) { particleSizeRandomness2= newValue; UpdateSizeParameters();};
void SetParticleAngleRandomness1(float newValue) { particleAngleRandomness1= newValue; UpdateAngleParameters();};
void SetParticleAngleRandomness2(float newValue) { particleAngleRandomness2= newValue; UpdateAngleParameters();};
void SetParticleLifeTimeMin(float newValue) { particleLifeTimeMin= newValue; UpdateLifeTime();};
void SetParticleLifeTimeMax(float newValue) { particleLifeTimeMax= newValue; UpdateLifeTime();};
void SetMaxParticleNb(std::size_t newValue) { maxParticleNb = newValue; };
void SetDestroyWhenNoParticles(bool enable = true) { destroyWhenNoParticles = enable; };
float GetRendererParam1() const { return rendererParam1; };
float GetRendererParam2() const { return rendererParam2; };
float GetTank() const { return tank; };
float GetFlow() const { return flow; };
float GetEmitterForceMin() const { return emitterForceMin; };
float GetEmitterForceMax() const { return emitterForceMax; };
float GetEmitterXDirection() const { return emitterXDirection; };
float GetEmitterYDirection() const { return emitterYDirection; };
float GetEmitterZDirection() const { return emitterZDirection; };
float GetEmitterAngleA() const { return emitterAngleA; };
float GetEmitterAngleB() const { return emitterAngleB; };
float GetConeSprayAngle() const { return GetEmitterAngleB()*180.0f/3.14159f; };
float GetZoneRadius() const { return zoneRadius; };
float GetParticleGravityX() const { return particleGravityX; };
float GetParticleGravityY() const { return particleGravityY; };
float GetParticleGravityZ() const { return particleGravityZ; };
float GetParticleGravityAngle() const;
float GetParticleGravityLength() const;
float GetFriction() const { return friction; };
float GetParticleLifeTimeMin() const { return particleLifeTimeMin; };
float GetParticleLifeTimeMax() const { return particleLifeTimeMax; };
std::size_t GetMaxParticleNb() const { return maxParticleNb; };
bool GetDestroyWhenNoParticles() const { return destroyWhenNoParticles; };
ParticleParameterType GetRedParameterType() const { return redParam; };
ParticleParameterType GetGreenParameterType() const { return greenParam; };
ParticleParameterType GetBlueParameterType() const { return blueParam; };
ParticleParameterType GetAlphaParameterType() const { return alphaParam; };
ParticleParameterType GetSizeParameterType() const { return sizeParam; };
ParticleParameterType GetAngleParameterType() const { return angleParam; };
float GetParticleRed1() const { return particleRed1; };
float GetParticleRed2() const { return particleRed2; };
float GetParticleGreen1() const { return particleGreen1; };
float GetParticleGreen2() const { return particleGreen2; };
float GetParticleBlue1() const { return particleBlue1; };
float GetParticleBlue2() const { return particleBlue2; };
float GetParticleAlpha1() const { return particleAlpha1; };
float GetParticleAlpha2() const { return particleAlpha2; };
float GetParticleSize1() const { return particleSize1; };
float GetParticleSize2() const { return particleSize2; };
float GetParticleAngle1() const { return particleAngle1; };
float GetParticleAngle2() const { return particleAngle2; };
float GetParticleAlphaRandomness1() const { return particleAlphaRandomness1; };
float GetParticleAlphaRandomness2() const { return particleAlphaRandomness2; };
float GetParticleSizeRandomness1() const { return particleSizeRandomness1; };
float GetParticleSizeRandomness2() const { return particleSizeRandomness2; };
float GetParticleAngleRandomness1() const { return particleAngleRandomness1; };
float GetParticleAngleRandomness2() const { return particleAngleRandomness2; };
enum RendererType {Point, Line, Quad};
void SetRendererType(RendererType type) { rendererType = type; };
RendererType GetRendererType() const { return rendererType; };
bool IsRenderingAdditive() { return additive; };
void SetRenderingAdditive() { additive = true;};
void SetRenderingAlpha() { additive = false;};
private:
void Init(const ParticleEmitterBase & other);
gd::String textureParticleName;
RendererType rendererType;
float rendererParam1;
float rendererParam2;
bool additive;
float tank;
float flow;
float emitterForceMin;
float emitterForceMax;
float emitterXDirection;
float emitterYDirection;
float emitterZDirection;
float emitterAngleA;
float emitterAngleB;
float zoneRadius;
float particleGravityX,particleGravityY,particleGravityZ;
float friction;
float particleLifeTimeMin, particleLifeTimeMax;
ParticleParameterType redParam, greenParam, blueParam, alphaParam, sizeParam, angleParam;
float particleRed1, particleRed2, particleGreen1, particleGreen2, particleBlue1, particleBlue2, particleAlpha1, particleAlpha2;
float particleSize1, particleSize2, particleAngle1, particleAngle2;
float particleAlphaRandomness1, particleAlphaRandomness2;
float particleSizeRandomness1, particleSizeRandomness2, particleAngleRandomness1, particleAngleRandomness2;
std::size_t maxParticleNb;
bool destroyWhenNoParticles; ///< If set to true, the object will removed itself from the scene when it has no more particles.
ParticleSystemWrapper * particleSystem; ///< Pointer to the class wrapping all the real particle engine related stuff. This pointer is managed by the object.
};
/**
* \brief Particle Emitter object used for storage and for the IDE.
*/
class GD_EXTENSION_API ParticleEmitterObject : public gd::Object, public ParticleEmitterBase
{
public :
ParticleEmitterObject(gd::String name_);
virtual ~ParticleEmitterObject() {};
virtual std::unique_ptr<gd::Object> Clone() const { return gd::make_unique<ParticleEmitterObject>(*this); }
#if defined(GD_IDE_ONLY)
virtual void DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout);
virtual sf::Vector2f GetInitialInstanceDefaultSize(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const {return sf::Vector2f(32,32);};
virtual sf::Vector2f GetInitialInstanceOrigin(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const {return sf::Vector2f(16,16);};
virtual void ExposeResources(gd::ArbitraryResourceWorker & worker);
virtual bool GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const;
virtual void EditObject( wxWindow* parent, gd::Project & game_, gd::MainFrameWrapper & mainFrameWrapper_ );
bool particleEditionSimpleMode; ///< User preference related to object's edition
bool emissionEditionSimpleMode; ///< User preference related to object's edition
bool gravityEditionSimpleMode; ///< User preference related to object's edition
#endif
private:
virtual void DoUnserializeFrom(gd::Project & project, const gd::SerializerElement & element);
#if defined(GD_IDE_ONLY)
virtual void DoSerializeTo(gd::SerializerElement & element) const;
#endif
};
/**
* \brief Particle Emitter object used by the game engine.
*/
class GD_EXTENSION_API RuntimeParticleEmitterObject : public RuntimeObject, public ParticleEmitterBase
{
public :
RuntimeParticleEmitterObject(RuntimeScene & scene, const ParticleEmitterObject & particleEmitterObject);
virtual ~RuntimeParticleEmitterObject() {};
virtual std::unique_ptr<RuntimeObject> Clone() const { return gd::make_unique<RuntimeParticleEmitterObject>(*this);}
virtual bool Draw(sf::RenderTarget & renderTarget);
virtual void OnPositionChanged();
virtual float GetWidth() const {return 32;};
virtual float GetHeight() const {return 32;};
virtual void Update(const RuntimeScene & scene);
bool NoMoreParticles() const {return !hasSomeParticles;};
/**
* Changing object angle is equivalent to changing emission X/Y direction
*/
virtual bool SetAngle(float newAngleInDegrees);
virtual float GetAngle() const;
#if defined(GD_IDE_ONLY)
virtual void GetPropertyForDebugger (std::size_t propertyNb, gd::String & name, gd::String & value) const;
virtual bool ChangeProperty(std::size_t propertyNb, gd::String newValue);
virtual std::size_t GetNumberOfProperties() const;
#endif
const ParticleSystemWrapper & GetAssociatedParticleSystemWrapper() const { return *GetParticleSystem(); };
ParticleSystemWrapper & GetAssociatedParticleSystemWrapper() { return *GetParticleSystem(); };
private:
bool hasSomeParticles;
};
#endif // PARTICLEEMITTEROBJECT_H