//////////////////////////////////////////////////////////////////////////////// // 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 #include #include 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__