mirror of https://github.com/axmolengine/axmol.git
566 lines
19 KiB
C++
566 lines
19 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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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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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#ifndef __CC_PU_PARTICLE_3D_EMITTER_H__
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#define __CC_PU_PARTICLE_3D_EMITTER_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "extensions/Particle3D/CCParticle3DEmitter.h"
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticle3DDynamicAttribute.h"
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#include <vector>
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#include <string>
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NS_CC_BEGIN
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struct PUParticle3D;
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class PUParticleSystem3D;
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/**
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* 3d particle emitter
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*/
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class CC_DLL PUParticle3DEmitter : public Particle3DEmitter
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{
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friend class PUParticleSystem3D;
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public:
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// Default values
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static const bool DEFAULT_ENABLED;
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static const Vec3 DEFAULT_POSITION;
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static const bool DEFAULT_KEEP_LOCAL;
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static const Vec3 DEFAULT_DIRECTION;
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static const Quaternion DEFAULT_ORIENTATION;
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static const Quaternion DEFAULT_ORIENTATION_RANGE_START;
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static const Quaternion DEFAULT_ORIENTATION_RANGE_END;
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//static const Particle::ParticleType DEFAULT_EMITS;
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static const unsigned short DEFAULT_START_TEXTURE_COORDS;
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static const unsigned short DEFAULT_END_TEXTURE_COORDS;
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static const unsigned short DEFAULT_TEXTURE_COORDS;
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static const Vec4 DEFAULT_START_COLOUR_RANGE;
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static const Vec4 DEFAULT_END_COLOUR_RANGE;
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static const Vec4 DEFAULT_COLOUR;
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static const bool DEFAULT_AUTO_DIRECTION;
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static const bool DEFAULT_FORCE_EMISSION;
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static const float DEFAULT_EMISSION_RATE;
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static const float DEFAULT_TIME_TO_LIVE;
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static const float DEFAULT_MASS;
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static const float DEFAULT_VELOCITY;
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static const float DEFAULT_DURATION;
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static const float DEFAULT_REPEAT_DELAY;
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static const float DEFAULT_ANGLE;
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static const float DEFAULT_DIMENSIONS;
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static const float DEFAULT_WIDTH;
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static const float DEFAULT_HEIGHT;
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static const float DEFAULT_DEPTH;
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PUParticle3DEmitter();
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virtual ~PUParticle3DEmitter();
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virtual void notifyStart();
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virtual void notifyStop();
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virtual void notifyPause();
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virtual void notifyResume();
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virtual void notifyRescaled(const Vec3& scale);
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virtual void prepare();
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virtual void unPrepare();
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virtual void preUpdateEmitter(float deltaTime);
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virtual void updateEmitter(Particle3D *particle, float deltaTime) override;
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virtual void postUpdateEmitter(float deltaTime);
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virtual unsigned short calculateRequestedParticles(float timeElapsed);
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virtual void emit(int count) override;
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void setLocalPosition(const Vec3 &pos) { _position = pos; };
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const Vec3 getLocalPosition() const { return _position; };
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/** Calculate the derived position of the affector.
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@remarks
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Note, that in script, the position is set as localspace, while if the affector is
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emitted, its position is automatically transformed. This function always returns
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the derived position.
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*/
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const Vec3& getDerivedPosition();
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/** Enables or disables the emitter.
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*/
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void setEnabled (bool enabled);
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bool isEnabled(void) const;
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bool isEmitterDone() const;
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/** Todo
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*/
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inline const std::string& getEmitterType(void) const {return _emitterType;};
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void setEmitterType(const std::string& emitterType) {_emitterType = emitterType;};
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/** Todo
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*/
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inline const std::string& getName(void) const {return _name;};
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void setName(const std::string& name) {_name = name;};
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/** Todo
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*/
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inline PUDynamicAttribute* getDynAngle(void) const {return _dynAngle;};
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void setDynAngle(PUDynamicAttribute* dynAngle);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynEmissionRate(void) const {return _dynEmissionRate;};
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void setDynEmissionRate(PUDynamicAttribute* dynEmissionRate);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynTotalTimeToLive(void) const {return _dynTotalTimeToLive;};
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void setDynTotalTimeToLive(PUDynamicAttribute* dynTotalTimeToLive);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynParticleMass(void) const {return _dynParticleMass;};
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void setDynParticleMass(PUDynamicAttribute* dynParticleMass);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynVelocity(void) const {return _dynVelocity;};
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void setDynVelocity(PUDynamicAttribute* dynVelocity);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynDuration(void) const {return _dynDuration;};
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void setDynDuration(PUDynamicAttribute* dynDuration);
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void setDynDurationSet(bool durationSet);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynRepeatDelay(void) const {return _dynRepeatDelay;};
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void setDynRepeatDelay(PUDynamicAttribute* dynRepeatDelay);
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void setDynRepeatDelaySet(bool repeatDelaySet);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynParticleAllDimensions(void) const {return _dynParticleAllDimensions;};
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void setDynParticleAllDimensions(PUDynamicAttribute* dynParticleAllDimensions);
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void setDynParticleAllDimensionsSet(bool particleAllDimensionsSet);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynParticleWidth(void) const {return _dynParticleWidth;};
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void setDynParticleWidth(PUDynamicAttribute* dynParticleWidth);
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void setDynParticleWidthSet(bool particleWidthSet);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynParticleHeight(void) const {return _dynParticleHeight;};
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void setDynParticleHeight(PUDynamicAttribute* dynParticleHeight);
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void setDynParticleHeightSet(bool particleHeightSet);
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/** Todo
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*/
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inline PUDynamicAttribute* getDynParticleDepth(void) const {return _dynParticleDepth;};
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void setDynParticleDepth(PUDynamicAttribute* dynParticleDepth);
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void setDynParticleDepthSet(bool particleDepthSet);
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///** Todo
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//*/
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//inline ParticleType getEmitsType(void) const {return mEmitsType;};
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//void setEmitsType(ParticleType emitsType) {mEmitsType = emitsType;};
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/** Todo
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*/
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inline const std::string& getEmitsName(void) const {return _emitsName;};
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void setEmitsName(const std::string& emitsName);
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/** Returns the base direction of the particle that is going to be emitted.
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*/
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const Vec3& getParticleDirection(void);
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/** Returns the originally set particle direction. This value is not affected by affectors, angle, etc.
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*/
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const Vec3& getOriginalParticleDirection(void) const;
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/** Returns the base orientation of the particle that is going to be emitted.
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*/
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const Quaternion& getParticleOrientation(void) const;
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/** Set the orientation of the particle.
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*/
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void setParticleOrientation(const Quaternion& orientation);
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/** Returns the start orientation of the particle that is going to be emitted.
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@remarks
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The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
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*/
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const Quaternion& getParticleOrientationRangeStart(void) const;
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/** Set start orientation of the particle that is going to be emitted.
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@remarks
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The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
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*/
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void setParticleOrientationRangeStart(const Quaternion& orientationRangeStart);
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/** Returns the end orientation of the particle that is going to be emitted.
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@remarks
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The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
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*/
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const Quaternion& getParticleOrientationRangeEnd(void) const;
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/** Set end orientation of the particle that is going to be emitted.
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@remarks
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The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
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*/
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void setParticleOrientationRangeEnd(const Quaternion& orientationRangeEnd);
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/** Sets the direction of the particle that the emitter is emitting.
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@remarks
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Don't confuse this with the emitters own direction.
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@param dir The base direction of emitted particles.
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*/
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void setParticleDirection(const Vec3& direction);
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/** Todo
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*/
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bool isAutoDirection(void) const;
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/** Todo
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*/
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void setAutoDirection(bool autoDirection);
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/** Todo
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*/
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bool isForceEmission(void) const;
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/** Todo
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*/
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void setForceEmission(bool forceEmission);
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/** Get the colour of a particle that will be emitted.
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*/
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const Vec4& getParticleColor(void) const;
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/** Set the colour of an emitted particle.
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*/
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void setParticleColor(const Vec4& particleColour);
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/** Get the colour range start of an emitted particle.
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*/
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const Vec4& getParticleColorRangeStart(void) const;
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/** Set the colour range start of an emitted particle. This is the lower value used to generate a random colour.
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*/
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void setParticleColorRangeStart(const Vec4& particleColourRangeStart);
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/** Get the colour range end of an emitted particle.
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*/
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const Vec4& getParticleColorRangeEnd(void) const;
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/** Set the colour range end of an emitted particle. This is the upper value used to generate a random colour.
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*/
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void setParticleColorRangeEnd(const Vec4& particleColourRangeEnd);
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/** Get the texture coords of an emitted particle.
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*/
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const unsigned short& getParticleTextureCoords(void) const;
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/** Set the texture coords of an emitted particle.
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*/
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void setParticleTextureCoords(const unsigned short& particleTextureCoords);
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/** Get the texture coords range start of an emitted particle.
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*/
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const unsigned short& getParticleTextureCoordsRangeStart(void) const;
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/** Set the texture coords range start of an emitted particle. This is the lower value used to set a random texture coords.
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*/
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void setParticleTextureCoordsRangeStart(const unsigned short& particleTextureCoordsRangeStart);
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/** Get the texture coords range end of an emitted particle.
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*/
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const unsigned short& getParticleTextureCoordsRangeEnd(void) const;
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/** Set the texture coords range end of an emitted particle. This is the upper value used to set a random texture coords.
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*/
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void setParticleTextureCoordsRangeEnd(const unsigned short& particleTextureCoordsRangeEnd);
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/** Todo
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*/
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bool isKeepLocal(void) const;
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/** If this attribute is set to 'true', the particles are emitted relative to the emitter
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*/
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void setKeepLocal(bool keepLocal);
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/** Transforms the particle position in a local position relative to the emitter
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*/
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bool makeParticleLocal(PUParticle3D* particle);
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protected:
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/** Todo
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*/
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virtual void initParticlePosition(PUParticle3D* particle);
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/** Internal method for generating the particle direction.
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*/
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virtual void initParticleDirection(PUParticle3D* particle);
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/** Internal method for generating the particle orientation.
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*/
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virtual void initParticleOrientation(PUParticle3D* particle);
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virtual void initParticleVelocity(PUParticle3D* particle);
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virtual void initParticleMass(PUParticle3D* particle);
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virtual void initParticleColor(PUParticle3D* particle);
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virtual void initParticleTextureCoords(PUParticle3D* particle);
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virtual float initParticleTimeToLive();
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virtual void initParticleDimensions(PUParticle3D* particle);
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virtual void initParticleForEmission(PUParticle3D* particle);
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/** Initialise some attributes that are time-based.
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*/
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inline void initTimeBased(void);
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/** Internal method for generating the angle.
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*/
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void generateAngle(float &angle);
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protected:
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Vec3 _position;
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Vec3 _latestPosition;
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Vec3 _derivedPosition;
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/** Although the scale is on a Particle System level, the emitter can also be scaled.
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*/
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Vec3 _emitterScale;
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// Type of the emitter
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std::string _emitterType;
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// Name of the emitter (optional)
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std::string _name;
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/** Direction (and speed) of the emitted particle
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@remarks
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Don't confuse the particle direction with the direction of the emitter itself.
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The particleDirection is the direction of an emitted particle.
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*/
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Vec3 _particleDirection;
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/** The original direction of the emitted particle
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@remarks
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Don't confuse this with the particles' originalDirection.
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*/
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Vec3 _originalParticleDirection;
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/** Orientation of the particle as soon as it is emitted.
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@remarks
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This is only visible if a renderer is used that renders 3D particles.
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*/
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Quaternion _particleOrientation;
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/** If set, the range generates a random orientation between start and end.
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*/
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Quaternion _particleOrientationRangeStart;
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Quaternion _particleOrientationRangeEnd;
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bool _particleOrientationRangeSet;
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// Angle around direction which particles may be emitted
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PUDynamicAttribute* _dynAngle;
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// Rate of particle emission.
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PUDynamicAttribute* _dynEmissionRate;
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//// Identifies the type of particle this emitter emits (default is visual particle).
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//ParticleType mEmitsType;
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// Identifies the name of particle this emitter emits (default is visual particle, so there is no name)
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std::string _emitsName;
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/** Dynamic attribute used to generate the total time to live.
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*/
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PUDynamicAttribute* _dynTotalTimeToLive;
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/** Dynamic attribute used to generate the mass of a particle.
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*/
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PUDynamicAttribute* _dynParticleMass;
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/** Dynamic attribute used to generate the velocity of a particle.
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*/
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PUDynamicAttribute* _dynVelocity;
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/** Dynamic attribute used to define the duration of the emitter.
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*/
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PUDynamicAttribute* _dynDuration;
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/** Dynamic attribute used to define the repeat/delay of the emitter.
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*/
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PUDynamicAttribute* _dynRepeatDelay;
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/** Dynamic attribute used to define the (own) dimensions of a particle.
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@remarks
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In the Particle Technique it is possible to set the default dimensions for all particles, but it
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is also possible to set the dimensions per particle. Note, that this only applies to visual particles,
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of course. This attribute is used to x, y and z dimensions with the value.
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*/
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PUDynamicAttribute* _dynParticleAllDimensions;
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bool _dynParticleAllDimensionsSet;
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/** Dynamic attribute used to define the (own) width of a particle.
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@remarks
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In the Particle Technique it is possible to set the default width for all particles, but it
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is also possible to set the width per particle. Note, that this only applies to visual particles,
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of course.
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*/
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PUDynamicAttribute* _dynParticleWidth;
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bool _dynParticleWidthSet;
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/** Dynamic attribute used to define the (own) height of a particle.
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@remarks
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In the Particle Technique it is possible to set the default height for all particles, but it
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is also possible to set the height per particle. Note, that this only applies to visual particles,
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of course.
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*/
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PUDynamicAttribute* _dynParticleHeight;
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bool _dynParticleHeightSet;
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/** Dynamic attribute used to define the (own) depth of a particle.
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@remarks
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In the Particle Technique it is possible to set the default depth for all particles, but it
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is also possible to set the depth per particle. Note, that this only applies to visual particles,
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of course.
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*/
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PUDynamicAttribute* _dynParticleDepth;
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bool _dynParticleDepthSet;
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/** Notional up vector, just used to speed up generation of variant directions.
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*/
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Vec3 _upVector;
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/** Particles that are left to be emitted from the previous time.
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*/
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float _remainder;
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///** Helper factory
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//*/
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//DynamicAttributeFactory mDynamicAttributeFactory;
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/** Helper class
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*/
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PUDynamicAttributeHelper _dynamicAttributeHelper;
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/** Duration remainder.
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*/
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float _durationRemain;
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/** Indication to determine whether duration is set.
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*/
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bool _dynDurationSet;
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/** Repeat/delay remainder.
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*/
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float _repeatDelayRemain;
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/** Indication to determine whether repeat/delay is set.
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*/
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bool _dynRepeatDelaySet;
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/** Auto direction means that the direction of a particle is not determined by the
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direction vector that has been set, but the direction vector is generated based on
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the shape of the emitter. In most cases this means that the particle direction is
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perpendicular on the shape of the emitter.
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@remarks
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This attribute has only a meaning for certain emitters.
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*/
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bool _autoDirection;
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/** In normal cases, emission is regulated by time. This prevents that too much particles are
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emitted at once, which causes a drop in the framerate. In some cases you just want to emit
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all particles immediately without any delay. Setting the 'mForceEmission' to true enables this.
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In that case, the emission rate defines the number of particles that are emitted immediately.
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If the emission rate is 100, the emitter emits 100 particles at once and then disables.
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*/
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bool _forceEmission;
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/** Original value, used to set it back.
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*/
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bool _originalForceEmission;
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/** If mForceEmission has been set to true and if all particles are emitted, the mForceEmissionExecuted
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is also set to true, preventing any further 'forced emission'.
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*/
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bool _forceEmissionExecuted;
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/** Original value, used to set it back.
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*/
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bool _originalForceEmissionExecuted;
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/** Colour that is assigned to an emitted particle.
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*/
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Vec4 _particleColor;
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/** Used to randomize the colour of an emitted particle.
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*/
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Vec4 _particleColorRangeStart;
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/** Used to randomize the colour of an emitted particle.
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*/
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Vec4 _particleColorRangeEnd;
|
|
|
|
/** Used to determine whether the colour range has been set.
|
|
*/
|
|
bool _particleColorRangeSet;
|
|
|
|
/** Determines whether particle positions should be kept local in relation to the emitter.
|
|
*/
|
|
bool _keepLocal;
|
|
|
|
/** Texture coords that is assigned to an emitted particle (only works if the renderer uses it)
|
|
*/
|
|
unsigned short _particleTextureCoords;
|
|
|
|
/** Used to randomize the texture coords of an emitted particle.
|
|
*/
|
|
unsigned short _particleTextureCoordsRangeStart;
|
|
|
|
/** Used to randomize the texture coords of an emitted particle.
|
|
*/
|
|
unsigned short _particleTextureCoordsRangeEnd;
|
|
|
|
/** Used to determine whether the texture coords range has been set.
|
|
*/
|
|
bool _particleTextureCoordsRangeSet;
|
|
|
|
bool _originEnabled;
|
|
bool _originEnabledSet;
|
|
};
|
|
|
|
NS_CC_END
|
|
|
|
#endif
|