//////////////////////////////////////////////////////////////////////////////// // 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_ParticleEngineh_INCLUDE__) #define __INCLUDE_ParticleEngineh_INCLUDE__ #include #include class GLCamera; class ParticleEngine : public GameStateI { public: ParticleEngine(GLCamera *camera, unsigned int maxParticles); virtual ~ParticleEngine(); void setMaxParticles(unsigned int maxParticles); unsigned int getMaxParticles(); unsigned int getParticlesOnScreen(); GLCamera *getCamera() { return camera_; } void setAllowSorting(bool sorting) { allowSorting_ = sorting; } void killAll(); Particle *getNextAliveParticle(); static void setFast(float speedMult) { speed_ = speedMult; } static float getFast() { return speed_; } // Inherited from GameStateI virtual void draw(const unsigned state); virtual void simulate(const unsigned int state, float simTime); protected: Particle *particles_; Particle **usedParticles_; Particle **freeParticles_; GLCamera *camera_; float totalTime_; unsigned int maxParticles_; unsigned int particlesOnScreen_; bool allowSorting_; static float speed_; void normalizedSimulate(float time); }; #endif // __INCLUDE_ParticleEngineh_INCLUDE__