PolyParticle.cpp 2.3 KB

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  1. /*
  2. * PolyParticle.cpp
  3. * Poly
  4. *
  5. * Created by Ivan Safrin on 7/18/08.
  6. * Copyright 2008 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolyParticle.h"
  10. using namespace Polycode;
  11. Particle::Particle(int particleType, bool isScreenParticle, Material *material, Texture *texture, Mesh *particleMesh) {
  12. life = 0;
  13. if(isScreenParticle) {
  14. createScreenParticle(particleType, texture, particleMesh);
  15. } else {
  16. createSceneParticle(particleType, material, particleMesh);
  17. }
  18. Reset();
  19. }
  20. void Particle::createSceneParticle(int particleType, Material *material, Mesh *particleMesh) {
  21. switch(particleType) {
  22. case BILLBOARD_PARTICLE:
  23. {
  24. ScenePrimitive *primitive = new ScenePrimitive(ScenePrimitive::TYPE_PLANE, 1.0f, 1.0f);
  25. primitive->setMaterial(material);
  26. primitive->billboardMode = true;
  27. primitive->billboardRoll = true;
  28. primitive->setDepthWrite(false);
  29. primitive->backfaceCulled = false;
  30. particleBody = primitive;
  31. }
  32. break;
  33. case MESH_PARTICLE:
  34. {
  35. SceneMesh *primitive = new SceneMesh(particleMesh);
  36. if(particleMesh->getMeshType() == Mesh::TRI_MESH)
  37. primitive->cacheToVertexBuffer(true);
  38. primitive->setMaterial(material);
  39. // primitive->billboardMode = true;
  40. // primitive->billboardRoll = true;
  41. //primitive->depthTest = false;
  42. // primitive->backfaceCulled = false;
  43. particleBody = primitive;
  44. }
  45. break;
  46. }
  47. }
  48. void Particle::createScreenParticle(int particleType, Texture *texture, Mesh *particleMesh) {
  49. ScreenShape *primitive = new ScreenShape(ScreenShape::SHAPE_RECT, 1.0f, 1.0f);
  50. primitive->setTexture(texture);
  51. particleBody = primitive;
  52. return;
  53. switch(particleType) {
  54. case BILLBOARD_PARTICLE:
  55. {
  56. ScreenShape *primitive = new ScreenShape(ScreenShape::SHAPE_RECT, 1.0f, 1.0f);
  57. // primitive->setTexture(texture->get)
  58. particleBody = primitive;
  59. }
  60. break;
  61. case MESH_PARTICLE:
  62. {
  63. // ScreenMesh *primitive = new ScreenMesh(particleMesh);
  64. // primitive->cacheToVertexBuffer(true);
  65. // primitive->setMaterial(texture);
  66. // particleBody = primitive;
  67. }
  68. break;
  69. }
  70. }
  71. void Particle::Reset() {
  72. if(life > lifespan)
  73. life = 0 + (life - lifespan);
  74. else
  75. life = 0;
  76. perlinPosX = (float)rand()/RAND_MAX;
  77. perlinPosY = (float)rand()/RAND_MAX;
  78. perlinPosZ = (float)rand()/RAND_MAX;
  79. }
  80. Particle::~Particle() {
  81. }