openspades/Sources/Client/ParticleSpriteEntity.h
2016-12-03 18:23:47 +09:00

82 lines
2.1 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades 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 3 of the License, or
(at your option) any later version.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "../Core/Math.h"
#include "Client.h"
#include "ILocalEntity.h"
namespace spades {
namespace client {
class IImage;
class ParticleSpriteEntity : public ILocalEntity {
public:
enum BlockHitAction { Delete, Ignore, BounceWeak };
private:
IRenderer *renderer;
GameMap *map;
IImage *image;
Vector4 color;
bool additive;
BlockHitAction blockHitAction;
Vector3 position, velocity; // unit/sec
float radius, radiusVelocity; // unit/sec
float angle, rotationVelocity; // radian/sec
float velocityDamp;
float radiusDamp;
float gravityScale;
float lifetime, time;
float fadeInDuration;
float fadeOutDuration;
public:
ParticleSpriteEntity(Client *cli, IImage *image, Vector4 color);
virtual ~ParticleSpriteEntity();
virtual bool Update(float dt);
virtual void Render3D();
void SetAdditive(bool b) { additive = b; }
void SetLifeTime(float lifeTime, float fadeIn, float fadeOut);
void SetTrajectory(Vector3 initialPosition, Vector3 initialVelocity,
float velocityDamp = 1.f, float gravityScale = 1.f);
void SetRotation(float initialAngle, float angleVelocity = 0.f);
void SetRadius(float initialRadius, float radiusVelocity = 0.f, float radiusDamp = 1.f);
void SetBlockHitAction(BlockHitAction act) { blockHitAction = act; }
void SetImage(IImage *img);
void SetColor(Vector4 col) { color = col; }
IRenderer *GetRenderer() { return renderer; }
};
}
}