//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _PARTICLE_SYSTEM_H_ #define _PARTICLE_SYSTEM_H_ #ifndef _IMAGE_FRAME_PROVIDER_H #include "2d/core/ImageFrameProvider.h" #endif //----------------------------------------------------------------------------- class ParticleSystem { public: /// Particle node. struct ParticleNode : public IFactoryObjectReset { /// Particle Node Linkages. ParticleNode* mPreviousNode; ParticleNode* mNextNode; /// Suppress Movement. bool mSuppressMovement; /// Particle Components. F32 mParticleLifetime; F32 mParticleAge; Vector2 mPosition; Vector2 mVelocity; F32 mOrientationAngle; Vector2 mRenderOOBB[4]; b2Transform mTransform; ImageFrameProviderCore mFrameProvider; /// Render Properties. Vector2 mRenderSize; F32 mRenderSpeed; F32 mRenderSpin; F32 mRenderFixedForce; F32 mRenderRandomMotion; /// Base Properties. Vector2 mSize; F32 mSpeed; F32 mSpin; F32 mFixedForce; F32 mRandomMotion; ColorF mColor; /// Physics particles bool mPhysicsParticles; b2ParticleGroupDef mParticleGroup; b2ParticleSystem* mParticleSystem; /// Interpolated Tick Position. Vector2 mPreTickPosition; Vector2 mPostTickPosition; Vector2 mRenderTickPosition; ParticleNode() { constructInPlace(&mFrameProvider); resetState(); } virtual void resetState( void ) { mFrameProvider.resetState(); } }; private: const U32 mParticlePoolBlockSize; Vector mParticlePool; ParticleNode* mpFreeParticleNodes; U32 mActiveParticleCount; public: static void Init( void ); static void destroy( void ); static ParticleSystem* Instance; ParticleSystem(); ~ParticleSystem(); ParticleNode* createParticle( void ); void freeParticle( ParticleNode* pParticleNode ); inline U32 getActiveParticleCount( void ) const { return mActiveParticleCount; }; inline U32 getAllocatedParticleCount( void ) const { return (U32)mParticlePool.size() * mParticlePoolBlockSize; } }; #endif // _PARTICLE_SYSTEM_H_