Show Particle.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_Particleh_INCLUDE__)
#define __INCLUDE_Particleh_INCLUDE__
#include <common/Vector.h>
#include <graph/ParticleRenderer.h>
#include <GLEXT/GLTextureSet.h>
class ParticleUserData
{
public:
virtual ~ParticleUserData() {}
};
class ParticleEngine;
class Particle
{
public:
Particle();
virtual ~Particle();
void setParticle(
float life, float mass, float friction,
Vector &velocity, Vector &gravity,
Vector &color, Vector &colorCounter,
Vector &size, Vector &sizeCounter,
float alpha, float alphaCounter,
bool additiveTexture,
bool windAffect);
void unsetParticle();
float life_;
float mass_;
float friction_;
float percent_, percentCounter_;
Vector position_;
Vector velocity_;
Vector gravity_;
Vector color_, colorCounter_;
Vector size_, sizeCounter_;
float alpha_, alphaCounter_;
bool windAffect_;
ParticleEngine *engine_;
// Used for texturing
bool additiveTexture_;
GLTexture *texture_;
GLTextureSet *textureSet_;
int textureCoord_;
bool shadow_;
bool simulated_;
float distance_; // Dist from camera
ParticleUserData *userData_;
ParticleRenderer *renderer_; // How to render
};
#endif // __INCLUDE_Particleh_INCLUDE__
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