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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2019-11-23 20:27:39 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2022-07-16 10:43:05 +08:00
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#ifndef __AX_PU_PARTICLE_MESH_SURFACE_EMITTER_H__
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#define __AX_PU_PARTICLE_MESH_SURFACE_EMITTER_H__
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#include "extensions/Particle3D/PU/CCPUEmitter.h"
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NS_AX_BEGIN
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/** Definition of a Triangle
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*/
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class PUTriangle
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{
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public:
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/** The struct is used to return both the position and the normal
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*/
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struct PositionAndNormal
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{
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Vec3 position;
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Vec3 normal;
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};
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/** Public attributes **/
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float squareSurface;
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Vec3 surfaceNormal; // Normal of triangle v1-v2-v3
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Vec3 v1; // Vertex v1
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Vec3 v2; // Vertex v2
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Vec3 v3; // Vertex v3
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Vec3 vn1; // Normal of vertex v1
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Vec3 vn2; // Normal of vertex v2
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Vec3 vn3; // Normal of vertex v3
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Vec3 en1; // Normal of edge v1-v2
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Vec3 en2; // Normal of edge v2-v3
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Vec3 en3; // Normal of edge v3-v1
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/** Constructor **/
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PUTriangle(){};
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/** Calculate the (square) surface of the triangle **/
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void calculateSquareSurface();
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/** Calculate the surface normal of the triangle **/
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void calculateSurfaceNormal();
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/** Calculate the edge normals of the 3 edges **/
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void calculateEdgeNormals();
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/** Determine a random position on this triangle **/
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const Vec3 getRandomTrianglePosition();
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/** Determine a random position including its normal on a one of the edges **/
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const PositionAndNormal getRandomEdgePositionAndNormal();
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/** Determine a random vertex including its normal of this triangle **/
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const PositionAndNormal getRandomVertexAndNormal();
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};
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/** Comparer used for sorting vector in ascending order
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*/
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struct PUSortAscending
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{
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bool operator()(const PUTriangle& a, const PUTriangle& b) { return a.squareSurface < b.squareSurface; }
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};
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/** Comparer used for sorting vector in descending order
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*/
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struct PUSortDescending
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{
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bool operator()(const PUTriangle& a, const PUTriangle& b) { return a.squareSurface > b.squareSurface; }
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};
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/** Define a template class for a vector of triangles.
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*/
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typedef std::vector<PUTriangle> Triangles;
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/** Class that constructs mesh information of a given mesh name
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@remarks
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*/
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class MeshInfo
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{
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public:
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/** Defining several methods to emit particles on the mesh surface
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@remarks
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Sometimes the difference is not always visible, for example if the mesh contains triangles with more or
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less the same size. Only in case a mesh contains both small and large triangles the difference between
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the various distribution methods is more obvious.
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*/
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enum MeshSurfaceDistribution
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{
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MSD_HOMOGENEOUS, // Distribute particles homogeneous (random) on the mesh surface
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MSD_HETEROGENEOUS_1, // Distribute more particles on the smaller faces
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MSD_HETEROGENEOUS_2, // Same as above, but now more particles are emitting from the larger faces
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MSD_VERTEX, // Particles only emit from the vertices
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MSD_EDGE // Particles emit random on the edges
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};
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/** Constructor **/
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MeshInfo(std::string_view meshName,
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const MeshSurfaceDistribution distribution = MSD_HOMOGENEOUS,
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const Quaternion& orientation = Quaternion(),
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const Vec3& scale = Vec3::ZERO);
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/** Destructor **/
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~MeshInfo();
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/** Generate a random number. The high argument determines that numbers are
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returned between [0..high] **/
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float getGaussianRandom(float high, float cutoff = 4);
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///** Retrieve vertex info **/
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// void getMeshInformation(Ogre::MeshPtr mesh,
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// const Vec3& position = Vec3::ZERO,
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// const Quaternion& orient = Quaternion(),
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// const Vec3& scale = Vec3::ONE);
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/** Get a triangle based on the index. */
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const PUTriangle& getTriangle(size_t triangleIndex);
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/** Get a random triangle (index) from the mesh. */
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size_t getRandomTriangleIndex();
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/** Get triangle number */
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size_t getTriangleCount() const { return _triangles.size(); }
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/** Returns both a random point on a given triangle and its normal vector.
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How the random point and the normal are determined depends on the distribution type.
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**/
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const PUTriangle::PositionAndNormal getRandomPositionAndNormal(const size_t triangleIndex);
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protected:
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Triangles _triangles;
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MeshSurfaceDistribution mDistribution;
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};
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/** The MeshSurfaceEmitter is a ParticleEmitter that emits particles on the surface of a mesh.
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@remarks
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There are several ways of emitting it on the surface, from the vertices, edges and faces of a mesh.
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It is also possible to define whether more particles emit on larger faces.
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*/
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class AX_EX_DLL PUMeshSurfaceEmitter : public PUEmitter
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{
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public:
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// Constants
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static const Vec3 DEFAULT_SCALE;
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static const MeshInfo::MeshSurfaceDistribution DEFAULT_DISTRIBUTION;
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static PUMeshSurfaceEmitter* create();
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/** Returns the mesh name.
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*/
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std::string_view getMeshName() const;
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/** Sets the mesh name.
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*/
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void setMeshName(std::string_view meshName, bool doBuild = true);
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/** Returns true if normals are used for the particle direction.
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*/
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bool useNormals() const;
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/** Set indication whether normals are used for the particle direction.
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*/
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void setUseNormals(bool useNormals);
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/** Returns the type op distribution.
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@remarks
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There are several ways to emit particles on the surface of a mesh. This attribute indicates
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the type of distribution on the surface.
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*/
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MeshInfo::MeshSurfaceDistribution getDistribution() const;
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/** Set the type of particle distribution on the surface of a mesh.
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*/
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void setDistribution(MeshInfo::MeshSurfaceDistribution distribution);
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/** Returns the scale of the mesh.
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*/
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const Vec3& getScale() const;
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/** Set the scale of the mesh.
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@remarks
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This options makes it possible to scale the mesh independently from the particle system scale as a whole.
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*/
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void setScale(const Vec3& scale);
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/** Build all the data needed to generate the particles.
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*/
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void build();
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/** Build the data if the mesh name has been set.
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*/
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virtual void prepare() override;
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/** Reverse it.
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*/
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virtual void unPrepare() override;
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/** Determine a particle position on the mesh surface.
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*/
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virtual void initParticlePosition(PUParticle3D* particle) override;
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/** See ParticleEmitter.
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*/
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virtual unsigned short calculateRequestedParticles(float timeElapsed) override;
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/** Determine the particle direction.
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*/
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virtual void initParticleDirection(PUParticle3D* particle) override;
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virtual PUMeshSurfaceEmitter* clone() override;
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virtual void copyAttributesTo(PUEmitter* emitter) override;
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PUMeshSurfaceEmitter();
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virtual ~PUMeshSurfaceEmitter();
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protected:
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std::string _meshName;
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Quaternion _orientation;
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Vec3 _scale;
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MeshInfo::MeshSurfaceDistribution _distribution;
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MeshInfo* _meshInfo;
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size_t _triangleIndex;
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bool _directionSet;
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};
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NS_AX_END
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#endif
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