source: OGRE/trunk/ogrenew/OgreMain/include/OgreParticle.h @ 692

Revision 692, 5.2 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4        (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __Particle_H__
26#define __Particle_H__
27
28#include "OgrePrerequisites.h"
29#include "OgreBillboard.h"
30
31namespace Ogre {
32
33        /** Abstract class containing any additional data required to be associated
34                with a particle to perform the required rendering.
35        @remarks
36                Because you can specialise the way that particles are renderered by supplying
37                custom ParticleSystemRenderer classes, you might well need some additional
38                data for your custom rendering routine which is not held on the default particle
39                class. If that's the case, then you should define a subclass of this class,
40                and construct it when asked in your custom ParticleSystemRenderer class.
41        */
42        class _OgreExport ParticleVisualData
43        {
44        public:
45                ParticleVisualData() {}
46                virtual ~ParticleVisualData() {}
47
48        };
49
50        /** Class representing a single particle instance. */
51    class _OgreExport Particle
52    {
53    protected:
54        /// Parent ParticleSystem
55        ParticleSystem* mParentSystem;
56                /// Additional visual data you might want to associate with the Particle
57                ParticleVisualData* mVisual;
58    public:
59        /// Does this particle have it's own dimensions?
60        bool mOwnDimensions;
61        /// Personal width if mOwnDimensions == true
62        Real mWidth;
63        /// Personal height if mOwnDimensions == true
64        Real mHeight;
65        /// Current rotation value
66        Radian rotation;
67        // Note the intentional public access to internal variables
68        // Accessing via get/set would be too costly for 000's of particles
69        /// World position
70        Vector3 position;
71        /// Direction (and speed)
72        Vector3 direction;
73        /// Current colour
74        ColourValue colour;
75        /// Time to live, number of seconds left of particles natural life
76        Real timeToLive;
77        /// Total Time to live, number of seconds of particles natural life
78        Real totalTimeToLive;
79                /// Speed of rotation in radians/sec
80                Radian rotationSpeed;
81
82
83        Particle()
84            : mParentSystem(0), mVisual(0), mOwnDimensions(false), rotation(0),
85            position(Vector3::ZERO), direction(Vector3::ZERO),
86            colour(ColourValue::White), timeToLive(10), totalTimeToLive(10),
87            rotationSpeed(0)
88        {
89        }
90
91        /** Sets the width and height for this particle.
92        @remarks
93        Note that it is most efficient for every particle in a ParticleSystem to have the same dimensions. If you
94        choose to alter the dimensions of an individual particle the set will be less efficient. Do not call
95        this method unless you really need to have different particle dimensions within the same set. Otherwise
96        just call the ParticleSystem::setDefaultDimensions method instead.
97        */
98        void setDimensions(Real width, Real height);
99
100        /** Returns true if this particle deviates from the ParticleSystem's default dimensions (i.e. if the
101        particle::setDimensions method has been called for this instance).
102        @see
103        particle::setDimensions
104        */
105        bool hasOwnDimensions(void) const { return mOwnDimensions; }
106
107        /** Retrieves the particle's personal width, if hasOwnDimensions is true. */
108        Real getOwnWidth(void) const { return mWidth; }
109
110        /** Retrieves the particle's personal width, if hasOwnDimensions is true. */
111        Real getOwnHeight(void) const { return mHeight; }
112       
113        /** Sets the current rotation */
114        void setRotation(const Radian& rad);
115
116        const Radian& getRotation(void) const { return rotation; }
117
118        /** Internal method for notifying the particle of it's owner.
119        */
120        void _notifyOwner(ParticleSystem* owner);
121
122        /** Internal method for notifying the particle of it's optional visual data.
123        */
124                void _notifyVisualData(ParticleVisualData* vis) { mVisual = vis; }
125
126                /// Get the optional visual data associated with the class
127                ParticleVisualData* getVisualData(void) const { return mVisual; }
128
129        /// Utility method to reset this particle
130        void resetDimensions(void);
131
132       
133    };
134}
135
136#endif
137
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