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ff109c71d8
git-svn-id: svn://localhost@273 8062f311-0dae-4547-b526-b8ab9ac864a5
575 lines
19 KiB
C++
575 lines
19 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 "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 <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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bool ParticleEmitterObject::SPKinitialized = false;
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ParticleEmitterObject::ParticleEmitterObject(std::string name_) :
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Object(name_),
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baseParticleSystemID(SPK::NO_ID),
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particleSystem(NULL),
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particleModel(NULL),
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emitter(NULL),
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group(NULL),
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rendererType(Point),
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rendererParam1(1.0f),
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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(70.0f),
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emitterForceMax(170.0f),
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particleGravityX(0.0f),
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particleGravityY(0.0f),
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particleGravityZ(100.0f),
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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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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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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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{
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if ( !SPKinitialized )
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{
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SPK::randomSeed = static_cast<unsigned int>(time(NULL));
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SPK::System::setClampStep(true,0.1f); // clamp the step to 100 ms
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SPK::System::useAdaptiveStep(0.001f,0.01f); // use an adaptive step from 1ms to 10ms (1000fps to 100fps)
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SPK::SFML::SFMLRenderer::setZFactor(1.0f);
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SPK::SFML::setCameraPosition(SPK::SFML::CAMERA_CENTER,SPK::SFML::CAMERA_BOTTOM,static_cast<float>(800),0.0f);
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SPKinitialized = true;
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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("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_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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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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}
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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("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_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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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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}
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#endif
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// creates and register the base system
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SPK::SPK_ID ParticleEmitterObject::CreateBaseParticleSystem()
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{
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// Creates the model
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particleModel = SPK::Model::create(SPK::FLAG_RED | SPK::FLAG_GREEN | SPK::FLAG_BLUE | SPK::FLAG_ALPHA,
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SPK::FLAG_ALPHA,
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SPK::FLAG_RED | SPK::FLAG_GREEN | SPK::FLAG_BLUE);
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particleModel->setParam(SPK::PARAM_ALPHA,1.0f,0.0f); // This makes the particles fade out over time
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particleModel->setParam(SPK::PARAM_BLUE,1.0f,0.0f); // NOTE : Modified
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particleModel->setParam(SPK::PARAM_RED,0.0f,1.0f); // NOTE : Modified
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particleModel->setLifeTime(1.0f,2.0f);
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// Create the renderer
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SPK::GL::GLRenderer* renderer = NULL;
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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->enableWorldSize(true);
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SPK::GL::GLPointRenderer::setPixelPerUnit(45.0f * 3.14159f / 180.f,600.0f); //!!NOTE : HARDCODED SIZE //Note : Fovy and screenheight
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pointRenderer->setSize(1.0f);
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//pointRenderer->setTexture(textureIndex); //!!NOTE : COMMENTED LINE
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renderer = pointRenderer;
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renderer->enableBlending(true);
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renderer->setBlendingFunctions(GL_SRC_ALPHA,GL_ONE); // additive blending
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renderer->setTextureBlending(GL_MODULATE); // the texture is modulated with the particle's color
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renderer->enableRenderingHint(SPK::DEPTH_TEST,false); // the depth test is disabled
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// Creates the zone
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SPK::Point* source = SPK::Point::create();
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// Creates the emitter
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emitter = SPK::SphericEmitter::create(SPK::Vector3D(0.0f,1.0f,0.0f),3.14159f / 4.0f,3.0f * 3.14159f / 4.0f);
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//emitter = SPK::RandomEmitter::create();
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emitter->setForce(100,320);
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emitter->setZone(source);
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emitter->setTank(-1); // NOTE : Modified
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emitter->setFlow(500); // Creates all the particles in the tank at the first frame // NOTE : Modified
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// Creates the Group
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group = SPK::Group::create(particleModel,500); // 500 particles is the maximum capacity of the group
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group->addEmitter(emitter);
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group->setGravity(SPK::Vector3D(0.0f,-100.0f,0.0f));
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group->setFriction(2.0f);
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group->setRenderer(renderer);
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// Creates the System
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SPK::System* system = SPK::System::create();
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system->addGroup(group);
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// Defines which objects will be shared by all systems
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particleModel->setShared(true);
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renderer->setShared(true);
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// Creates the base and gets a pointer to the base
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return system->getSPKID();
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}
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bool ParticleEmitterObject::LoadRuntimeResources(const ImageManager & imageMgr )
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{
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// Loads particle texture
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textureParticle = imageMgr.GetImage(textureParticleName);
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baseParticleSystemID = CreateBaseParticleSystem();
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particleSystem = SPK_Copy(SPK::System, baseParticleSystemID);
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return true;
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}
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bool ParticleEmitterObject::LoadResources(const ImageManager & imageMgr)
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{
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#if defined(GDE)
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edittimeIconImage.LoadFromFile("Extensions/particleSystemicon.png");
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edittimeIcon.SetImage(edittimeIconImage);
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#endif
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return true;
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}
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ParticleEmitterObject::~ParticleEmitterObject()
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{
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if ( particleSystem ) SPK_Destroy(particleSystem);
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}
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/**
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* Update animation and direction from the inital position
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*/
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bool ParticleEmitterObject::InitializeFromInitialPosition(const InitialPosition & position)
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{
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return true;
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}
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/**
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* Render object at runtime
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*/
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bool ParticleEmitterObject::Draw( sf::RenderWindow& window )
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{
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//Don't draw anything if hidden
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if ( hidden ) return true;
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window.RestoreGLStates();
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float windowRatio = static_cast<float>(window.GetView().GetSize().x)/static_cast<float>(window.GetView().GetSize().y);
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float sizeRatio = 0.3330 //To make base have the same size as a rectangle drawn by SFML
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*1/window.GetView().GetSize().y*600.f; //To make size window's size independant
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//Get the position of the box
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float x = ( (GetX()-window.GetView().GetCenter().x+window.GetView().GetSize().x/2) * 200.f / window.GetView().GetSize().x - 100.f)*windowRatio;
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float y = -(GetY()-window.GetView().GetCenter().y+window.GetView().GetSize().y/2) * 200.f / window.GetView().GetSize().y + 100.f;
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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cout << "x:" << x << "y:" << y <<endl;
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glRotatef(window.GetView().GetRotation(), 0, 0, 1);
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glTranslatef(x, y, -100); //5 : Arbitrary
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particleSystem->render();
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window.SaveGLStates();
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return true;
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}
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#ifdef GDE
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/**
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* Render object at edittime
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*/
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bool ParticleEmitterObject::DrawEdittime(sf::RenderWindow& renderWindow)
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{
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edittimeIcon.SetPosition(GetX(), GetY());
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renderWindow.Draw(edittimeIcon);
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return true;
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}
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void ParticleEmitterObject::PrepareResourcesForMerging(ResourcesMergingHelper & resourcesMergingHelper)
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{
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}
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bool ParticleEmitterObject::GenerateThumbnail(const Game & game, wxBitmap & thumbnail)
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{
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thumbnail = wxBitmap("Extensions/particleSystemicon24.png", wxBITMAP_TYPE_ANY);
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return true;
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}
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void ParticleEmitterObject::EditObject( wxWindow* parent, Game & game, MainEditorCommand & mainEditorCommand )
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{
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ParticleEmitterObjectEditor dialog(parent, game, *this, mainEditorCommand);
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dialog.ShowModal();
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}
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wxPanel * ParticleEmitterObject::CreateInitialPositionPanel( wxWindow* parent, const Game & game_, const Scene & scene_, const InitialPosition & position )
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{
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return NULL;
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}
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void ParticleEmitterObject::UpdateInitialPositionFromPanel(wxPanel * panel, InitialPosition & position)
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{
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}
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void ParticleEmitterObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const
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{
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if ( !particleSystem ) return;
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if ( propertyNb == 0 ) {name = _("Nombre de particules"); value = ToString(particleSystem->getNbParticles());}
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else if ( propertyNb == 1 ) {name = _("Couleur"); value = ToString(GetColorR())+";"+ToString(GetColorG())+";"+ToString(GetColorB());}
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else if ( propertyNb == 2 ) {name = _("Opacité"); value = ToString(GetOpacity());}
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}
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bool ParticleEmitterObject::ChangeProperty(unsigned int propertyNb, string newValue)
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{
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if ( propertyNb == 0 ) { return false; }
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else if ( propertyNb == 1 )
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{
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string r, gb, g, b;
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{
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size_t separationPos = newValue.find(";");
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if ( separationPos > newValue.length())
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return false;
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r = newValue.substr(0, separationPos);
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gb = newValue.substr(separationPos+1, newValue.length());
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}
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{
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size_t separationPos = gb.find(";");
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if ( separationPos > gb.length())
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return false;
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g = gb.substr(0, separationPos);
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b = gb.substr(separationPos+1, gb.length());
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}
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SetColor(ToInt(r), ToInt(g), ToInt(b));
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}
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else if ( propertyNb == 2 ) { SetOpacity(ToFloat(newValue)); }
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return true;
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}
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unsigned int ParticleEmitterObject::GetNumberOfProperties() const
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{
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return 3;
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}
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#endif
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void ParticleEmitterObject::SetTank(float newValue)
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{
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tank = newValue;
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if ( emitter ) emitter->setFlow(tank);
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}
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void ParticleEmitterObject::SetFlow(float newValue)
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{
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flow = newValue;
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if ( emitter ) emitter->setFlow(flow);
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}
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void ParticleEmitterObject::SetEmitterForceMin(float newValue)
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{
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emitterForceMin = newValue;
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if ( emitter ) emitter->setForce(emitterForceMin, emitterForceMax);
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}
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void ParticleEmitterObject::SetEmitterForceMax(float newValue)
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{
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emitterForceMax = newValue;
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if ( emitter ) emitter->setForce(emitterForceMin, emitterForceMax);
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityX(float newValue)
|
|
{
|
|
particleGravityX = newValue;
|
|
if ( group ) group->setGravity(SPK::Vector3D(particleGravityX,particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityY(float newValue)
|
|
{
|
|
particleGravityY = newValue;
|
|
if ( group ) group->setGravity(SPK::Vector3D(particleGravityX,particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetParticleGravityZ(float newValue)
|
|
{
|
|
particleGravityZ = newValue;
|
|
if ( group ) group->setGravity(SPK::Vector3D(particleGravityX,particleGravityY,particleGravityZ));
|
|
}
|
|
void ParticleEmitterObject::SetFriction(float newValue)
|
|
{
|
|
friction = newValue;
|
|
if ( group ) group->setFriction(friction);
|
|
}
|
|
|
|
void ParticleEmitterObject::OnPositionChanged()
|
|
{
|
|
/*if ( particleSystem )
|
|
particleSystem->SetPosition(GetX(), GetY());*/
|
|
}
|
|
|
|
/**
|
|
* Get the real X position of the sprite
|
|
*/
|
|
float ParticleEmitterObject::GetDrawableX() const
|
|
{
|
|
return GetX();
|
|
}
|
|
|
|
/**
|
|
* Get the real Y position of the text
|
|
*/
|
|
float ParticleEmitterObject::GetDrawableY() const
|
|
{
|
|
return GetY();
|
|
}
|
|
|
|
/**
|
|
* Width is the width of the current sprite.
|
|
*/
|
|
float ParticleEmitterObject::GetWidth() const
|
|
{
|
|
return 32;
|
|
}
|
|
|
|
/**
|
|
* Height is the height of the current sprite.
|
|
*/
|
|
float ParticleEmitterObject::GetHeight() const
|
|
{
|
|
return 32;
|
|
}
|
|
|
|
/**
|
|
* X center is computed with text rectangle
|
|
*/
|
|
float ParticleEmitterObject::GetCenterX() const
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
/**
|
|
* Y center is computed with text rectangle
|
|
*/
|
|
float ParticleEmitterObject::GetCenterY() const
|
|
{
|
|
return 16;
|
|
}
|
|
|
|
/**
|
|
* Nothing to do when updating time
|
|
*/
|
|
void ParticleEmitterObject::UpdateTime(float deltaTime)
|
|
{
|
|
particleSystem->update (deltaTime);
|
|
}
|
|
|
|
/**
|
|
* Change the color filter of the sprite object
|
|
*/
|
|
void ParticleEmitterObject::SetColor( unsigned int r, unsigned int g, unsigned int b )
|
|
{
|
|
colorR = r;
|
|
colorG = g;
|
|
colorB = b;
|
|
//if ( particleSystem ) particleSystem->SetColor(sf::Color(colorR, colorG, colorB, opacity));
|
|
}
|
|
|
|
void ParticleEmitterObject::SetOpacity(float val)
|
|
{
|
|
if ( val > 255 )
|
|
val = 255;
|
|
else if ( val < 0 )
|
|
val = 0;
|
|
|
|
opacity = val;
|
|
//if ( particleSystem ) particleSystem->SetColor(sf::Color(colorR, colorG, colorB, opacity));
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|