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310 lines
14 KiB
C++
310 lines
14 KiB
C++
/**
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Game Develop - Particle System Extension
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Copyright (c) 2010-2012 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#ifndef PARTICLEEMITTEROBJECT_H
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#define PARTICLEEMITTEROBJECT_H
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#include "GDL/Object.h"
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class ParticleSystemWrapper;
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namespace sf
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{
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class Texture;
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class Sprite;
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};
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class ImageManager;
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class RuntimeScene;
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class Object;
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class ImageManager;
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class InitialPosition;
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#if defined(GD_IDE_ONLY)
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class wxBitmap;
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class Game;
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class wxWindow;
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namespace gd { class MainFrameWrapper; }
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namespace gd {class ResourcesMergingHelper;}
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#endif
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/**
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* \brief Particle Emitter Object
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*/
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class GD_EXTENSION_API ParticleEmitterObject : public Object
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{
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public :
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ParticleEmitterObject(std::string name_);
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virtual ~ParticleEmitterObject();
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virtual Object * Clone() const { return new ParticleEmitterObject(*this);}
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ParticleEmitterObject(const ParticleEmitterObject & other) : Object(other), particleSystem(NULL) { Init(other); };
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ParticleEmitterObject & operator=(const ParticleEmitterObject & other) { if ( &other != this ) Init(other); return *this; }
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virtual bool LoadRuntimeResources(const RuntimeScene & scene, const ImageManager & imageMgr );
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virtual bool LoadResources(const RuntimeScene & scene, const ImageManager & imageMgr );
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virtual bool InitializeFromInitialPosition(const InitialPosition & position);
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virtual bool Draw(sf::RenderTarget & renderTarget);
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#if defined(GD_IDE_ONLY)
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virtual bool DrawEdittime(sf::RenderTarget & renderTarget);
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virtual void ExposeResources(gd::ArbitraryResourceWorker & worker);
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virtual bool GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail);
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virtual void EditObject( wxWindow* parent, Game & game_, gd::MainFrameWrapper & mainFrameWrapper_ );
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virtual wxPanel * CreateInitialPositionPanel( wxWindow* parent, const Game & game_, const Scene & scene_, const InitialPosition & position );
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virtual void UpdateInitialPositionFromPanel(wxPanel * panel, InitialPosition & position);
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virtual void GetPropertyForDebugger (unsigned int propertyNb, std::string & name, std::string & value) const;
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virtual bool ChangeProperty(unsigned int propertyNb, std::string newValue);
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virtual unsigned int GetNumberOfProperties() const;
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#endif
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virtual void LoadFromXml(const TiXmlElement * elemScene);
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#if defined(GD_IDE_ONLY)
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virtual void SaveToXml(TiXmlElement * elemScene);
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#endif
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virtual void UpdateTime(float timeElapsed);
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virtual void OnPositionChanged();
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virtual float GetWidth() const;
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virtual float GetHeight() const;
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virtual void SetWidth(float ) {};
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virtual void SetHeight(float ) {};
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virtual float GetDrawableX() const;
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virtual float GetDrawableY() const;
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virtual float GetCenterX() const;
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virtual float GetCenterY() const;
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/**
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* Changing object angle is equivalent to changing emission X/Y direction
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*/
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virtual bool SetAngle(float newAngleInDegrees);
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virtual float GetAngle() const;
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void UpdateRedParameters();
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void UpdateGreenParameters();
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void UpdateBlueParameters();
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void UpdateAlphaParameters();
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void UpdateSizeParameters();
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void UpdateAngleParameters();
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void UpdateLifeTime();
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void RecreateParticleSystem();
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//Getters/Setters
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void SetRendererParam1(float newValue) { rendererParam1 = newValue; };
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void SetRendererParam2(float newValue) { rendererParam2 = newValue; };
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void SetTank(float newValue);
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void SetFlow(float newValue);
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void SetEmitterForceMin(float newValue);
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void SetEmitterForceMax(float newValue);
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void SetEmitterXDirection(float newValue);
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void SetEmitterYDirection(float newValue);
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void SetEmitterZDirection(float newValue);
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void SetEmitterAngleA(float newValue);
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void SetEmitterAngleB(float newValue);
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void SetConeSprayAngle(float newValue) { SetEmitterAngleB(newValue/180.0f*3.14159f); };
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void SetZoneRadius(float newValue);
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void SetParticleGravityX(float newValue);
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void SetParticleGravityY(float newValue);
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void SetParticleGravityZ(float newValue);
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void SetParticleGravityAngle( float newAngleInDegree );
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void SetParticleGravityLength( float newLength );
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void SetFriction(float newValue);
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enum ParticleParameterType {Nothing, Enabled, Mutable, Random};
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void SetRedParameterType(ParticleParameterType type) { redParam = type; };
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void SetGreenParameterType(ParticleParameterType type) { greenParam = type; };
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void SetBlueParameterType(ParticleParameterType type) { blueParam = type; };
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void SetAlphaParameterType(ParticleParameterType type) { alphaParam = type; };
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void SetSizeParameterType(ParticleParameterType type) { sizeParam = type; };
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void SetAngleParameterType(ParticleParameterType type) { angleParam = type; };
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void SetParticleColor1( const std::string & color );
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void SetParticleColor2( const std::string & color );
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void SetParticleRed1(float newValue) { particleRed1= newValue; UpdateRedParameters();};
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void SetParticleRed2(float newValue) { particleRed2= newValue; UpdateRedParameters();};
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void SetParticleGreen1(float newValue) { particleGreen1= newValue; UpdateGreenParameters();};
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void SetParticleGreen2(float newValue) { particleGreen2= newValue; UpdateGreenParameters();};
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void SetParticleBlue1(float newValue) { particleBlue1= newValue; UpdateBlueParameters();};
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void SetParticleBlue2(float newValue) { particleBlue2= newValue; UpdateBlueParameters();};
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void SetParticleAlpha1(float newValue) { particleAlpha1= newValue; UpdateAlphaParameters();};
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void SetParticleAlpha2(float newValue) { particleAlpha2= newValue; UpdateAlphaParameters();};
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void SetParticleSize1(float newValue) { particleSize1= newValue; UpdateSizeParameters();};
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void SetParticleSize2(float newValue) { particleSize2= newValue; UpdateSizeParameters();};
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void SetParticleAngle1(float newValue) { particleAngle1= newValue; UpdateAngleParameters();};
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void SetParticleAngle2(float newValue) { particleAngle2= newValue; UpdateAngleParameters();};
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void SetParticleAlphaRandomness1(float newValue) { particleAlphaRandomness1= newValue; UpdateAlphaParameters();};
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void SetParticleAlphaRandomness2(float newValue) { particleAlphaRandomness2= newValue; UpdateAlphaParameters();};
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void SetParticleSizeRandomness1(float newValue) { particleSizeRandomness1= newValue; UpdateSizeParameters();};
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void SetParticleSizeRandomness2(float newValue) { particleSizeRandomness2= newValue; UpdateSizeParameters();};
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void SetParticleAngleRandomness1(float newValue) { particleAngleRandomness1= newValue; UpdateAngleParameters();};
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void SetParticleAngleRandomness2(float newValue) { particleAngleRandomness2= newValue; UpdateAngleParameters();};
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void SetParticleLifeTimeMin(float newValue) { particleLifeTimeMin= newValue; UpdateLifeTime();};
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void SetParticleLifeTimeMax(float newValue) { particleLifeTimeMax= newValue; UpdateLifeTime();};
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void SetMaxParticleNb(unsigned int newValue) { maxParticleNb = newValue; };
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float GetRendererParam1() const { return rendererParam1; };
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float GetRendererParam2() const { return rendererParam2; };
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float GetTank() const { return tank; };
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float GetFlow() const { return flow; };
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float GetEmitterForceMin() const { return emitterForceMin; };
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float GetEmitterForceMax() const { return emitterForceMax; };
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float GetEmitterXDirection() const { return emitterXDirection; };
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float GetEmitterYDirection() const { return emitterYDirection; };
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float GetEmitterZDirection() const { return emitterZDirection; };
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float GetEmitterAngleA() const { return emitterAngleA; };
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float GetEmitterAngleB() const { return emitterAngleB; };
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float GetConeSprayAngle() const { return GetEmitterAngleB()*180.0f/3.14159f; };
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float GetZoneRadius() const { return zoneRadius; };
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float GetParticleGravityX() const { return particleGravityX; };
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float GetParticleGravityY() const { return particleGravityY; };
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float GetParticleGravityZ() const { return particleGravityZ; };
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float GetParticleGravityAngle() const;
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float GetParticleGravityLength() const;
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float GetFriction() const { return friction; };
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float GetParticleLifeTimeMin() const { return particleLifeTimeMin; };
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float GetParticleLifeTimeMax() const { return particleLifeTimeMax; };
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unsigned int GetMaxParticleNb() const { return maxParticleNb; };
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ParticleParameterType GetRedParameterType() const { return redParam; };
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ParticleParameterType GetGreenParameterType() const { return greenParam; };
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ParticleParameterType GetBlueParameterType() const { return blueParam; };
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ParticleParameterType GetAlphaParameterType() const { return alphaParam; };
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ParticleParameterType GetSizeParameterType() const { return sizeParam; };
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ParticleParameterType GetAngleParameterType() const { return angleParam; };
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float GetParticleRed1() const { return particleRed1; };
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float GetParticleRed2() const { return particleRed2; };
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float GetParticleGreen1() const { return particleGreen1; };
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float GetParticleGreen2() const { return particleGreen2; };
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float GetParticleBlue1() const { return particleBlue1; };
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float GetParticleBlue2() const { return particleBlue2; };
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float GetParticleAlpha1() const { return particleAlpha1; };
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float GetParticleAlpha2() const { return particleAlpha2; };
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float GetParticleSize1() const { return particleSize1; };
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float GetParticleSize2() const { return particleSize2; };
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float GetParticleAngle1() const { return particleAngle1; };
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float GetParticleAngle2() const { return particleAngle2; };
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float GetParticleAlphaRandomness1() const { return particleAlphaRandomness1; };
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float GetParticleAlphaRandomness2() const { return particleAlphaRandomness2; };
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float GetParticleSizeRandomness1() const { return particleSizeRandomness1; };
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float GetParticleSizeRandomness2() const { return particleSizeRandomness2; };
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float GetParticleAngleRandomness1() const { return particleAngleRandomness1; };
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float GetParticleAngleRandomness2() const { return particleAngleRandomness2; };
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enum RendererType {Point, Line, Quad};
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void SetRendererType(RendererType type) { rendererType = type; };
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RendererType GetRendererType() const { return rendererType; };
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bool IsRenderingAdditive() { return additive; };
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void SetRenderingAdditive() { additive = true;};
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void SetRenderingAlpha() { additive = false;};
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/** Change texture at runtime
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*/
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void SetTexture( RuntimeScene & scene, const std::string & textureParticleName );
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/** Change texture name without changing it effectively at runtime
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*/
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void SetParticleTexture(std::string imageName) { textureParticleName = imageName; };
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std::string GetParticleTexture() const { return textureParticleName; };
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bool NoMoreParticles() const {return !hasSomeParticles;};
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#if defined(GD_IDE_ONLY)
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bool particleEditionSimpleMode; ///< User preference related to object's edition
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bool emissionEditionSimpleMode; ///< User preference related to object's edition
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bool gravityEditionSimpleMode; ///< User preference related to object's edition
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#endif
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const ParticleSystemWrapper & GetAssociatedParticleSystemWrapper() const { return *particleSystem; };
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ParticleSystemWrapper & GetAssociatedParticleSystemWrapper() { return *particleSystem; };
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private:
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/**
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* Initialize the particle system with the current objects settings.
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*/
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void CreateParticleSystem();
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/**
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* Used by copy constructor and assignment operator.
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* \warning Do not forget to update me if members were changed!
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*/
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void Init(const ParticleEmitterObject & other);
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ParticleSystemWrapper * particleSystem; ///< Pointer to the class wrapping all the real particle engine related stuff. This pointer is managed by the object.
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std::string textureParticleName;
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RendererType rendererType;
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float rendererParam1;
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float rendererParam2;
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bool additive;
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float tank;
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float flow;
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float emitterForceMin;
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float emitterForceMax;
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float emitterXDirection;
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float emitterYDirection;
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float emitterZDirection;
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float emitterAngleA;
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float emitterAngleB;
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float zoneRadius;
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float particleGravityX,particleGravityY,particleGravityZ;
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float friction;
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float particleLifeTimeMin, particleLifeTimeMax;
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ParticleParameterType redParam, greenParam, blueParam, alphaParam, sizeParam, angleParam;
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float particleRed1, particleRed2, particleGreen1, particleGreen2, particleBlue1, particleBlue2, particleAlpha1, particleAlpha2;
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float particleSize1, particleSize2, particleAngle1, particleAngle2;
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float particleAlphaRandomness1, particleAlphaRandomness2;
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float particleSizeRandomness1, particleSizeRandomness2, particleAngleRandomness1, particleAngleRandomness2;
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unsigned int maxParticleNb;
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bool hasSomeParticles;
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//Opacity
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float opacity;
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//Color
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unsigned int colorR;
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unsigned int colorG;
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unsigned int colorB;
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#if defined(GD_IDE_ONLY)
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static sf::Texture edittimeIconImage;
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static sf::Sprite edittimeIcon;
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#endif
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};
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void DestroyParticleEmitterObject(Object * object);
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Object * CreateParticleEmitterObject(std::string name);
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#endif // PARTICLEEMITTEROBJECT_H
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