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https://github.com/Heretek-AI/GDevelop.git
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4f9eeb1ba8
Added related actions/conditions/expressions. Some corrections. git-svn-id: svn://localhost@281 8062f311-0dae-4547-b526-b8ab9ac864a5
689 lines
25 KiB
C++
689 lines
25 KiB
C++
/**
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Game Develop - Particle System Extension
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Copyright (c) 2010 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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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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#include "GDL/Object.h"
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#include "GDL/ImageManager.h"
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#include "GDL/tinyxml.h"
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#include "GDL/FontManager.h"
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#include "GDL/Position.h"
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#include "GDL/XmlMacros.h"
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#include "ParticleEmitterObject.h"
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#include "ParticleSystemWrapper.h"
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#include <SPK_GL.h>
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#ifdef GDE
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#include <wx/wx.h>
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#include "GDL/CommonTools.h"
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#include "GDL/ResourcesMergingHelper.h"
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#include "GDL/MainEditorCommand.h"
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#include "ParticleEmitterObjectEditor.h"
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#endif
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ParticleEmitterObject::ParticleEmitterObject(std::string name_) :
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Object(name_),
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rendererType(Point),
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rendererParam1(3.0f),
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rendererParam2(1.0f),
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additive(true),
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tank(-1),
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flow(300),
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emitterForceMin(25.0f),
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emitterForceMax(65.0f),
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emitterXDirection(0.0f),
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emitterYDirection(1.0f),
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emitterZDirection(0.0f),
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emitterAngleA(3.14159f/4.0f),
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emitterAngleB(3.14159f),
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zoneRadius(3.0f),
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particleGravityX(0.0f),
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particleGravityY(-100.0f),
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particleGravityZ(0.0f),
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friction(2.0f),
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particleLifeTimeMin(0.5f),
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particleLifeTimeMax(2.5f),
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redParam(Enabled),
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greenParam(Random),
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blueParam(Random),
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alphaParam(Mutable),
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sizeParam(Mutable),
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angleParam(Mutable),
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particleRed1(1.0f),
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particleRed2(1.0f),
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particleGreen1(0.2f),
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particleGreen2(0.8f),
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particleBlue1(0.2f),
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particleBlue2(0.0f),
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particleAlpha1(0.8f),
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particleAlpha2(0.0f),
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particleSize1(1.0f),
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particleSize2(1.0f),
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particleAngle1(0.0f),
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particleAngle2(0.0f),
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hasSomeParticles(true),
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opacity( 255 ),
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colorR( 255 ),
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colorG( 255 ),
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colorB( 255 ),
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angle(0)
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#if defined(GDE)
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,particleEditionSimpleMode(true),
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emissionEditionSimpleMode(true),
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gravityEditionSimpleMode(true)
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#endif
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{
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}
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void ParticleEmitterObject::LoadFromXml(const TiXmlElement * elem)
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{
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("tank", tank);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("flow", flow);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterForceMin", emitterForceMin);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterForceMax", emitterForceMax);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterXDirection", emitterXDirection);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterYDirection", emitterYDirection);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterZDirection", emitterZDirection);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterAngleA", emitterAngleA);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("emitterAngleB", emitterAngleB);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("zoneRadius", zoneRadius);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleGravityX", particleGravityX);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleGravityY", particleGravityY);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleGravityZ", particleGravityZ);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("friction", friction);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleLifeTimeMin", particleLifeTimeMin);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleLifeTimeMax", particleLifeTimeMax);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleRed1", particleRed1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleRed2", particleRed2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleGreen1", particleGreen1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleGreen2", particleGreen2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleBlue1", particleBlue1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleBlue2", particleBlue2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleAlpha1", particleAlpha1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleAlpha2", particleAlpha2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("rendererParam1", rendererParam1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("rendererParam2", rendererParam2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleSize1", particleSize1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleSize2", particleSize2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleAngle1", particleAngle1);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_FLOAT("particleAngle2", particleAngle2);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_BOOL("additive", additive);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("textureParticleName", textureParticleName);
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("rendererType", result);
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if ( result == "Line") rendererType = Line;
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else if ( result == "Quad") rendererType = Quad;
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else rendererType = Point;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("redParam", result);
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if ( result == "Mutable") redParam = Mutable;
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else if ( result == "Random") redParam = Random;
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else redParam = Enabled;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("greenParam", result);
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if ( result == "Mutable") greenParam = Mutable;
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else if ( result == "Random") greenParam = Random;
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else greenParam = Enabled;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("blueParam", result);
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if ( result == "Mutable") blueParam = Mutable;
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else if ( result == "Random") blueParam = Random;
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else blueParam = Enabled;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("alphaParam", result);
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if ( result == "Mutable") alphaParam = Mutable;
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else if ( result == "Random") alphaParam = Random;
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else alphaParam = Enabled;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("sizeParam", result);
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if ( result == "Mutable") sizeParam = Mutable;
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else if ( result == "Random") sizeParam = Random;
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else sizeParam = Nothing;
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}
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{
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std::string result;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("angleParam", result);
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if ( result == "Mutable") angleParam = Mutable;
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else if ( result == "Random") angleParam = Random;
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else angleParam = Nothing;
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}
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int r,g,b;
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_INT("colorR", r);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_INT("colorG", g);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_INT("colorB", b);
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colorR = r; colorG = g; colorB = b;
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#if defined(GDE)
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_BOOL("particleEditionSimpleMode", particleEditionSimpleMode);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_BOOL("emissionEditionSimpleMode", emissionEditionSimpleMode);
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GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_BOOL("gravityEditionSimpleMode", gravityEditionSimpleMode);
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#endif
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}
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#if defined(GDE)
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void ParticleEmitterObject::SaveToXml(TiXmlElement * elem)
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{
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("tank", tank);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("flow", flow);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterForceMin", emitterForceMin);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterForceMax", emitterForceMax);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterXDirection", emitterXDirection);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterYDirection", emitterYDirection);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterZDirection", emitterZDirection);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterAngleA", emitterAngleA);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("emitterAngleB", emitterAngleB);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("zoneRadius", zoneRadius);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleGravityX", particleGravityX);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleGravityY", particleGravityY);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleGravityZ", particleGravityZ);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("friction", friction);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleLifeTimeMin", particleLifeTimeMin);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleLifeTimeMax", particleLifeTimeMax);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleRed1", particleRed1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleRed2", particleRed2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleGreen1", particleGreen1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleGreen2", particleGreen2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleBlue1", particleBlue1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleBlue2", particleBlue2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleAlpha1", particleAlpha1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleAlpha2", particleAlpha2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleSize1", particleSize1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleSize2", particleSize2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleAngle1", particleAngle1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("particleAngle2", particleAngle2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("rendererParam1", rendererParam1);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_FLOAT("rendererParam2", rendererParam2);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_BOOL("additive", additive);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("textureParticleName", textureParticleName);
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std::string rendererTypeStr = "Point";
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if ( rendererType == Line ) rendererTypeStr = "Line";
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else if ( rendererType == Quad ) rendererTypeStr = "Quad";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("rendererType", rendererTypeStr);
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std::string redParamStr = "Enabled";
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if ( redParam == Mutable ) redParamStr = "Mutable";
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else if ( redParam == Random ) redParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("redParam", redParamStr);
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std::string greenParamStr = "Enabled";
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if ( greenParam == Mutable ) greenParamStr = "Mutable";
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else if ( greenParam == Random ) greenParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("greenParam", greenParamStr);
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std::string blueParamStr = "Enabled";
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if ( blueParam == Mutable ) blueParamStr = "Mutable";
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else if ( blueParam == Random ) blueParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("blueParam", blueParamStr);
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std::string alphaParamStr = "Enabled";
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if ( alphaParam == Mutable ) alphaParamStr = "Mutable";
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else if ( alphaParam == Random ) alphaParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("alphaParam", alphaParamStr);
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std::string sizeParamStr = "Nothing";
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if ( sizeParam == Mutable ) sizeParamStr = "Mutable";
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else if ( sizeParam == Random ) sizeParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("sizeParam", sizeParamStr);
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std::string angleParamStr = "Nothing";
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if ( angleParam == Mutable ) angleParamStr = "Mutable";
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else if ( angleParam == Random ) angleParamStr = "Random";
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("angleParam", angleParamStr);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE("colorR", colorR);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE("colorG", colorG);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE("colorB", colorB);
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#if defined(GDE)
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_BOOL("particleEditionSimpleMode", particleEditionSimpleMode);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_BOOL("emissionEditionSimpleMode", emissionEditionSimpleMode);
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GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_BOOL("gravityEditionSimpleMode", gravityEditionSimpleMode);
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#endif
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}
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#endif
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/**
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* Create particle system from parameters
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*/
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void ParticleEmitterObject::CreateParticleSystem()
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{
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int enabledFlag = 0;
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int mutableFlag = 0;
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int randomFlag = 0;
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if ( redParam == Enabled ) enabledFlag |= SPK::FLAG_RED;
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else if ( redParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_RED; mutableFlag |= SPK::FLAG_RED;
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}
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else if ( redParam == Random )
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{
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enabledFlag |= SPK::FLAG_RED; randomFlag |= SPK::FLAG_RED;
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}
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if ( greenParam == Enabled ) enabledFlag |= SPK::FLAG_RED;
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else if ( greenParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_GREEN; mutableFlag |= SPK::FLAG_GREEN;
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}
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else if ( greenParam == Random )
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{
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enabledFlag |= SPK::FLAG_GREEN; randomFlag |= SPK::FLAG_GREEN;
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}
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if ( blueParam == Enabled ) enabledFlag |= SPK::FLAG_BLUE;
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else if ( blueParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_BLUE; mutableFlag |= SPK::FLAG_BLUE;
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}
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else if ( blueParam == Random )
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{
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enabledFlag |= SPK::FLAG_BLUE; randomFlag |= SPK::FLAG_BLUE;
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}
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if ( alphaParam == Enabled ) enabledFlag |= SPK::FLAG_ALPHA;
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else if ( alphaParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_ALPHA; mutableFlag |= SPK::FLAG_ALPHA;
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}
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else if ( alphaParam == Random )
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{
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enabledFlag |= SPK::FLAG_ALPHA; randomFlag |= SPK::FLAG_ALPHA;
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}
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if ( sizeParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_SIZE; mutableFlag |= SPK::FLAG_SIZE;
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}
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else if ( sizeParam == Random )
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{
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enabledFlag |= SPK::FLAG_SIZE; randomFlag |= SPK::FLAG_SIZE;
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}
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if ( angleParam == Mutable )
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{
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enabledFlag |= SPK::FLAG_ANGLE; mutableFlag |= SPK::FLAG_ANGLE;
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}
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else if ( angleParam == Random )
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{
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enabledFlag |= SPK::FLAG_ANGLE; randomFlag |= SPK::FLAG_ANGLE;
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}
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if ( rendererType == Quad) enabledFlag |= SPK::PARAM_TEXTURE_INDEX;
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// Create the model
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particleSystem.particleModel = SPK::Model::create( enabledFlag, mutableFlag, randomFlag );
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if ( redParam == Mutable || redParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_RED, particleRed1,particleRed2);
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else particleSystem.particleModel->setParam(SPK::PARAM_RED, particleRed1);
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if ( greenParam == Mutable || greenParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_GREEN, particleGreen1,particleGreen2);
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else particleSystem.particleModel->setParam(SPK::PARAM_GREEN, particleGreen1);
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if ( blueParam == Mutable || blueParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_BLUE, particleBlue1,particleBlue2);
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else particleSystem.particleModel->setParam(SPK::PARAM_BLUE, particleBlue1);
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if ( alphaParam == Mutable || alphaParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_ALPHA, particleAlpha1,particleAlpha2);
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else particleSystem.particleModel->setParam(SPK::PARAM_ALPHA, particleAlpha1);
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if ( sizeParam == Mutable || sizeParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_SIZE, particleSize1,particleSize2);
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else particleSystem.particleModel->setParam(SPK::PARAM_SIZE, particleSize1);
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if ( angleParam == Mutable || angleParam == Random ) particleSystem.particleModel->setParam(SPK::PARAM_ANGLE, particleAngle1,particleAngle2);
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else particleSystem.particleModel->setParam(SPK::PARAM_ANGLE, particleAngle1);
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particleSystem.particleModel->setLifeTime(particleLifeTimeMin,particleLifeTimeMax);
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// Create the renderer
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SPK::GL::GLRenderer* renderer = NULL;
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if ( rendererType == Line )
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renderer = SPK::GL::GLLineRenderer::create(rendererParam1,rendererParam2);
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else if ( rendererType == Quad)
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{
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SPK::GL::GLQuadRenderer * quadRenderer = new SPK::GL::GLQuadRenderer(rendererParam1,rendererParam2);
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if ( particleSystem.openGLTextureParticle->GetOpenGLTexture() != 0 )
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{
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quadRenderer->setTexturingMode(SPK::TEXTURE_2D);
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quadRenderer->setTexture(particleSystem.openGLTextureParticle->GetOpenGLTexture());
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}
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renderer = quadRenderer;
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}
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else
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{
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SPK::GL::GLPointRenderer* pointRenderer = SPK::GL::GLPointRenderer::create();
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pointRenderer->setType(SPK::POINT_CIRCLE);
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pointRenderer->setSize(rendererParam1);
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renderer = pointRenderer;
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}
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renderer->enableBlending(true);
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if ( additive ) renderer->setBlendingFunctions(GL_SRC_ALPHA,GL_ONE);
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else renderer->setBlendingFunctions(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer->setTextureBlending(GL_MODULATE); //Texture color modulated with particle color
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renderer->enableRenderingHint(SPK::DEPTH_TEST,false); //No depth test for performance
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// Create the zone
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particleSystem.zone = SPK::Sphere::create(SPK::Vector3D(GetX()*0.25f, -GetY()*0.25f, 0.0f), zoneRadius);
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// Create the emitter
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particleSystem.emitter = SPK::SphericEmitter::create(SPK::Vector3D(emitterXDirection,-emitterYDirection,emitterZDirection), emitterAngleA, emitterAngleB); //TODO : Personalize this
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particleSystem.emitter->setForce(emitterForceMin,emitterForceMax);
|
|
particleSystem.emitter->setZone(particleSystem.zone);
|
|
particleSystem.emitter->setTank(tank);
|
|
particleSystem.emitter->setFlow(flow);
|
|
|
|
// Create the Group
|
|
particleSystem.group = SPK::Group::create(particleSystem.particleModel);
|
|
particleSystem.group->addEmitter(particleSystem.emitter);
|
|
particleSystem.group->setGravity(SPK::Vector3D(particleGravityX,-particleGravityY,particleGravityZ));
|
|
particleSystem.group->setFriction(friction);
|
|
particleSystem.group->setRenderer(renderer);
|
|
|
|
// Create the System
|
|
particleSystem.particleSystem = SPK::System::create();
|
|
particleSystem.particleSystem->addGroup(particleSystem.group);
|
|
}
|
|
|
|
bool ParticleEmitterObject::LoadRuntimeResources(const ImageManager & imageMgr )
|
|
{
|
|
//Get the texture if necessary
|
|
if ( rendererType == Quad ) particleSystem.openGLTextureParticle = imageMgr.GetOpenGLTexture(textureParticleName);
|
|
|
|
CreateParticleSystem();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ParticleEmitterObject::LoadResources(const ImageManager & imageMgr)
|
|
{
|
|
#if defined(GDE)
|
|
edittimeIconImage.LoadFromFile("Extensions/particleSystemSceneIcon.png");
|
|
edittimeIconImage.SetSmooth(false);
|
|
edittimeIcon.SetImage(edittimeIconImage);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
ParticleEmitterObject::~ParticleEmitterObject()
|
|
{
|
|
}
|
|
|
|
void ParticleEmitterObject::RecreateParticleSystem()
|
|
{
|
|
particleSystem = ParticleSystemWrapper(); //Automatically destroy particle system
|
|
CreateParticleSystem();
|
|
}
|
|
|
|
/**
|
|
* Update animation and direction from the inital position
|
|
*/
|
|
bool ParticleEmitterObject::InitializeFromInitialPosition(const InitialPosition & position)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Render object at runtime
|
|
*/
|
|
bool ParticleEmitterObject::Draw( sf::RenderWindow& window )
|
|
{
|
|
//Don't draw anything if hidden
|
|
if ( hidden ) return true;
|
|
|
|
window.RestoreGLStates();
|
|
|
|
float xView = window.GetView().GetCenter().x*0.25f;
|
|
float yView = -window.GetView().GetCenter().y*0.25f;
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glRotatef(window.GetView().GetRotation(), 0, 0, 1);
|
|
glTranslatef(-xView, -yView, -75.0f*(window.GetView().GetSize().y/600.0f));
|
|
|
|
SPK::GL::GLRenderer::saveGLStates();
|
|
particleSystem.particleSystem->render();
|
|
SPK::GL::GLRenderer::restoreGLStates();
|
|
|
|
window.SaveGLStates();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ParticleEmitterObject::OnPositionChanged()
|
|
{
|
|
if ( particleSystem.zone )
|
|
particleSystem.zone->setPosition(SPK::Vector3D(GetX()*0.25f, -GetY()*0.25f, 0));
|
|
}
|
|
|
|
#ifdef GDE
|
|
/**
|
|
* Render object at edittime
|
|
*/
|
|
bool ParticleEmitterObject::DrawEdittime(sf::RenderWindow& renderWindow)
|
|
{
|
|
edittimeIcon.SetPosition(GetX(), GetY());
|
|
renderWindow.Draw(edittimeIcon);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ParticleEmitterObject::PrepareResourcesForMerging(ResourcesMergingHelper & resourcesMergingHelper)
|
|
{
|
|
}
|
|
|
|
bool ParticleEmitterObject::GenerateThumbnail(const Game & game, wxBitmap & thumbnail)
|
|
{
|
|
thumbnail = wxBitmap("Extensions/particleSystemicon24.png", wxBITMAP_TYPE_ANY);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ParticleEmitterObject::EditObject( wxWindow* parent, Game & game, MainEditorCommand & mainEditorCommand )
|
|
{
|
|
ParticleEmitterObjectEditor dialog(parent, game, *this, mainEditorCommand);
|
|
dialog.ShowModal();
|
|
}
|
|
|
|
wxPanel * ParticleEmitterObject::CreateInitialPositionPanel( wxWindow* parent, const Game & game_, const Scene & scene_, const InitialPosition & position )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
void ParticleEmitterObject::UpdateInitialPositionFromPanel(wxPanel * panel, InitialPosition & position)
|
|
{
|
|
}
|
|
|
|
void ParticleEmitterObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const
|
|
{
|
|
if ( !particleSystem.particleSystem ) return;
|
|
|
|
if ( propertyNb == 0 ) {name = _("Nombre de particules"); value = ToString(particleSystem.particleSystem->getNbParticles());}
|
|
}
|
|
|
|
bool ParticleEmitterObject::ChangeProperty(unsigned int propertyNb, string newValue)
|
|
{
|
|
if ( propertyNb == 0 ) { return false; }
|
|
|
|
return true;
|
|
}
|
|
|
|
unsigned int ParticleEmitterObject::GetNumberOfProperties() const
|
|
{
|
|
return 1;
|
|
}
|
|
#endif
|
|
|
|
void ParticleEmitterObject::SetTank(float newValue)
|
|
{
|
|
tank = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setFlow(tank);
|
|
}
|
|
void ParticleEmitterObject::SetFlow(float newValue)
|
|
{
|
|
flow = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setFlow(flow);
|
|
}
|
|
void ParticleEmitterObject::SetEmitterForceMin(float newValue)
|
|
{
|
|
emitterForceMin = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setForce(emitterForceMin, emitterForceMax);
|
|
}
|
|
void ParticleEmitterObject::SetEmitterForceMax(float newValue)
|
|
{
|
|
emitterForceMax = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setForce(emitterForceMin, emitterForceMax);
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityX(float newValue)
|
|
{
|
|
particleGravityX = newValue;
|
|
if ( particleSystem.group ) particleSystem.group->setGravity(SPK::Vector3D(particleGravityX,-particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityY(float newValue)
|
|
{
|
|
particleGravityY = newValue;
|
|
if ( particleSystem.group ) particleSystem.group->setGravity(SPK::Vector3D(particleGravityX,-particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityZ(float newValue)
|
|
{
|
|
particleGravityZ = newValue;
|
|
if ( particleSystem.group ) particleSystem.group->setGravity(SPK::Vector3D(particleGravityX,-particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetFriction(float newValue)
|
|
{
|
|
friction = newValue;
|
|
if ( particleSystem.group ) particleSystem.group->setFriction(friction);
|
|
}
|
|
void ParticleEmitterObject::SetEmitterXDirection(float newValue)
|
|
{
|
|
emitterXDirection = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setDirection(SPK::Vector3D(emitterXDirection, -emitterYDirection, emitterZDirection));
|
|
}
|
|
void ParticleEmitterObject::SetEmitterYDirection(float newValue)
|
|
{
|
|
emitterYDirection = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setDirection(SPK::Vector3D(emitterXDirection, -emitterYDirection, emitterZDirection));
|
|
}
|
|
void ParticleEmitterObject::SetEmitterZDirection(float newValue)
|
|
{
|
|
emitterZDirection = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setDirection(SPK::Vector3D(emitterXDirection, -emitterYDirection, emitterZDirection));
|
|
}
|
|
void ParticleEmitterObject::SetEmitterAngleA(float newValue)
|
|
{
|
|
emitterAngleA = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setAngles(emitterAngleA, emitterAngleB);
|
|
}
|
|
void ParticleEmitterObject::SetEmitterAngleB(float newValue)
|
|
{
|
|
emitterAngleB = newValue;
|
|
if ( particleSystem.emitter ) particleSystem.emitter->setAngles(emitterAngleA, emitterAngleB);
|
|
}
|
|
void ParticleEmitterObject::SetZoneRadius(float newValue)
|
|
{
|
|
zoneRadius = newValue;
|
|
if ( particleSystem.zone ) particleSystem.zone->setRadius(zoneRadius);
|
|
}
|
|
|
|
void ParticleEmitterObject::UpdateTime(float deltaTime)
|
|
{
|
|
hasSomeParticles = particleSystem.particleSystem->update (deltaTime);
|
|
}
|
|
|
|
/**
|
|
* Get the real X position of the object
|
|
*/
|
|
float ParticleEmitterObject::GetDrawableX() const
|
|
{
|
|
return GetX();
|
|
}
|
|
|
|
/**
|
|
* Get the real Y position of the object
|
|
*/
|
|
float ParticleEmitterObject::GetDrawableY() const
|
|
{
|
|
return GetY();
|
|
}
|
|
|
|
float ParticleEmitterObject::GetWidth() const
|
|
{
|
|
return 32;
|
|
}
|
|
|
|
float ParticleEmitterObject::GetHeight() const
|
|
{
|
|
return 32;
|
|
}
|
|
|
|
float ParticleEmitterObject::GetCenterX() const
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
float ParticleEmitterObject::GetCenterY() const
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
/**
|
|
* Function destroying an extension Object.
|
|
* Game Develop does not delete directly extension object
|
|
* to avoid overloaded new/delete conflicts.
|
|
*/
|
|
void DestroyParticleEmitterObject(Object * object)
|
|
{
|
|
delete object;
|
|
}
|
|
|
|
/**
|
|
* Function creating an extension Object.
|
|
* Game Develop can not directly create an extension object
|
|
*/
|
|
Object * CreateParticleEmitterObject(std::string name)
|
|
{
|
|
return new ParticleEmitterObject(name);
|
|
}
|
|
|