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GDevelop/Extensions/ParticleSystem/ParticleEmitterObject.h

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C++

/**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#ifndef PARTICLEEMITTEROBJECT_H
#define PARTICLEEMITTEROBJECT_H
#include "GDCpp/Runtime/Project/Object.h"
#include "GDCpp/Runtime/RuntimeObject.h"
class ParticleSystemWrapper;
class RuntimeScene;
namespace gd {
class ImageManager;
}
namespace gd {
class InitialInstance;
}
#if defined(GD_IDE_ONLY)
class wxBitmap;
namespace gd {
class Project;
}
class wxWindow;
namespace gd {
class MainFrameWrapper;
}
namespace gd {
class ResourcesMergingHelper;
}
#endif
/**
* \brief Base class containing the parameters of an emitter as well as the
* wrapper to this emitter if asked for.
*/
class GD_EXTENSION_API ParticleEmitterBase {
public:
ParticleEmitterBase();
virtual ~ParticleEmitterBase();
ParticleEmitterBase(const ParticleEmitterBase& other) : particleSystem(NULL) {
Init(other);
};
ParticleEmitterBase& operator=(const ParticleEmitterBase& other) {
if (&other != this) Init(other);
return *this;
}
/** Change texture at runtime
*/
void SetTexture(RuntimeScene& scene, const gd::String& textureParticleName);
/** Change texture name without changing it effectively at runtime
*/
void SetParticleTexture(const gd::String & imageName) {
textureParticleName = imageName;
};
const gd::String & GetParticleTexture() const { return textureParticleName; };
/**
* \brief Initialize the particle system with the current objects settings.
*/
void CreateParticleSystem();
void UpdateRedParameters();
void UpdateGreenParameters();
void UpdateBlueParameters();
void UpdateAlphaParameters();
void UpdateSizeParameters();
void UpdateAngleParameters();
void UpdateLifeTime();
void RecreateParticleSystem();
const ParticleSystemWrapper* GetParticleSystem() const {
return particleSystem;
}
ParticleSystemWrapper* GetParticleSystem() { return particleSystem; }
// Getters/Setters
void SetRendererParam1(float newValue) { rendererParam1 = newValue; };
void SetRendererParam2(float newValue) { rendererParam2 = newValue; };
void SetTank(float newValue);
void SetFlow(float newValue);
void SetEmitterForceMin(float newValue);
void SetEmitterForceMax(float newValue);
void SetEmitterXDirection(float newValue);
void SetEmitterYDirection(float newValue);
void SetEmitterZDirection(float newValue);
void SetEmitterAngleA(float newValue);
void SetEmitterAngleB(float newValue);
void SetConeSprayAngle(float newValue) { SetEmitterAngleB(newValue); };
void SetZoneRadius(float newValue);
void SetParticleGravityX(float newValue);
void SetParticleGravityY(float newValue);
void SetParticleGravityZ(float newValue);
void SetParticleGravityAngle(float newAngleInDegree);
void SetParticleGravityLength(float newLength);
void SetFriction(float newValue);
enum ParticleParameterType { Nothing, Enabled, Mutable, Random };
void SetRedParameterType(ParticleParameterType type) { redParam = type; };
void SetGreenParameterType(ParticleParameterType type) { greenParam = type; };
void SetBlueParameterType(ParticleParameterType type) { blueParam = type; };
void SetAlphaParameterType(ParticleParameterType type) { alphaParam = type; };
void SetSizeParameterType(ParticleParameterType type) { sizeParam = type; };
void SetAngleParameterType(ParticleParameterType type) { angleParam = type; };
void SetParticleColor1(const gd::String& color);
void SetParticleColor2(const gd::String& color);
void SetParticleRed1(float newValue) {
particleRed1 = newValue;
UpdateRedParameters();
};
void SetParticleRed2(float newValue) {
particleRed2 = newValue;
UpdateRedParameters();
};
void SetParticleGreen1(float newValue) {
particleGreen1 = newValue;
UpdateGreenParameters();
};
void SetParticleGreen2(float newValue) {
particleGreen2 = newValue;
UpdateGreenParameters();
};
void SetParticleBlue1(float newValue) {
particleBlue1 = newValue;
UpdateBlueParameters();
};
void SetParticleBlue2(float newValue) {
particleBlue2 = newValue;
UpdateBlueParameters();
};
void SetParticleAlpha1(float newValue) {
particleAlpha1 = newValue;
UpdateAlphaParameters();
};
void SetParticleAlpha2(float newValue) {
particleAlpha2 = newValue;
UpdateAlphaParameters();
};
void SetParticleSize1(float newValue) {
particleSize1 = newValue;
UpdateSizeParameters();
};
void SetParticleSize2(float newValue) {
particleSize2 = newValue;
UpdateSizeParameters();
};
void SetParticleAngle1(float newValue) {
particleAngle1 = newValue;
UpdateAngleParameters();
};
void SetParticleAngle2(float newValue) {
particleAngle2 = newValue;
UpdateAngleParameters();
};
void SetParticleAlphaRandomness1(float newValue) {
particleAlphaRandomness1 = newValue;
UpdateAlphaParameters();
};
void SetParticleAlphaRandomness2(float newValue) {
particleAlphaRandomness2 = newValue;
UpdateAlphaParameters();
};
void SetParticleSizeRandomness1(float newValue) {
particleSizeRandomness1 = newValue;
UpdateSizeParameters();
};
void SetParticleSizeRandomness2(float newValue) {
particleSizeRandomness2 = newValue;
UpdateSizeParameters();
};
void SetParticleAngleRandomness1(float newValue) {
particleAngleRandomness1 = newValue;
UpdateAngleParameters();
};
void SetParticleAngleRandomness2(float newValue) {
particleAngleRandomness2 = newValue;
UpdateAngleParameters();
};
void SetParticleLifeTimeMin(float newValue) {
particleLifeTimeMin = newValue;
UpdateLifeTime();
};
void SetParticleLifeTimeMax(float newValue) {
particleLifeTimeMax = newValue;
UpdateLifeTime();
};
void SetMaxParticleNb(std::size_t newValue) { maxParticleNb = newValue; };
void SetDestroyWhenNoParticles(bool enable = true) {
destroyWhenNoParticles = enable;
};
float GetRendererParam1() const { return rendererParam1; };
float GetRendererParam2() const { return rendererParam2; };
float GetTank() const { return tank; };
float GetFlow() const { return flow; };
float GetEmitterForceMin() const { return emitterForceMin; };
float GetEmitterForceMax() const { return emitterForceMax; };
float GetEmitterXDirection() const { return emitterXDirection; };
float GetEmitterYDirection() const { return emitterYDirection; };
float GetEmitterZDirection() const { return emitterZDirection; };
float GetEmitterAngleA() const { return emitterAngleA; };
float GetEmitterAngleB() const { return emitterAngleB; };
float GetConeSprayAngle() const { return GetEmitterAngleB(); };
float GetZoneRadius() const { return zoneRadius; };
float GetParticleGravityX() const { return particleGravityX; };
float GetParticleGravityY() const { return particleGravityY; };
float GetParticleGravityZ() const { return particleGravityZ; };
float GetParticleGravityAngle() const;
float GetParticleGravityLength() const;
float GetFriction() const { return friction; };
float GetParticleLifeTimeMin() const { return particleLifeTimeMin; };
float GetParticleLifeTimeMax() const { return particleLifeTimeMax; };
std::size_t GetMaxParticleNb() const { return maxParticleNb; };
bool GetDestroyWhenNoParticles() const { return destroyWhenNoParticles; };
ParticleParameterType GetRedParameterType() const { return redParam; };
ParticleParameterType GetGreenParameterType() const { return greenParam; };
ParticleParameterType GetBlueParameterType() const { return blueParam; };
ParticleParameterType GetAlphaParameterType() const { return alphaParam; };
ParticleParameterType GetSizeParameterType() const { return sizeParam; };
ParticleParameterType GetAngleParameterType() const { return angleParam; };
float GetParticleRed1() const { return particleRed1; };
float GetParticleRed2() const { return particleRed2; };
float GetParticleGreen1() const { return particleGreen1; };
float GetParticleGreen2() const { return particleGreen2; };
float GetParticleBlue1() const { return particleBlue1; };
float GetParticleBlue2() const { return particleBlue2; };
float GetParticleAlpha1() const { return particleAlpha1; };
float GetParticleAlpha2() const { return particleAlpha2; };
float GetParticleSize1() const { return particleSize1; };
float GetParticleSize2() const { return particleSize2; };
float GetParticleAngle1() const { return particleAngle1; };
float GetParticleAngle2() const { return particleAngle2; };
float GetParticleAlphaRandomness1() const {
return particleAlphaRandomness1;
};
float GetParticleAlphaRandomness2() const {
return particleAlphaRandomness2;
};
float GetParticleSizeRandomness1() const { return particleSizeRandomness1; };
float GetParticleSizeRandomness2() const { return particleSizeRandomness2; };
float GetParticleAngleRandomness1() const {
return particleAngleRandomness1;
};
float GetParticleAngleRandomness2() const {
return particleAngleRandomness2;
};
enum RendererType { Point, Line, Quad };
void SetRendererType(RendererType type) { rendererType = type; };
RendererType GetRendererType() const { return rendererType; };
bool IsRenderingAdditive() { return additive; };
void SetRenderingAdditive() { additive = true; };
void SetRenderingAlpha() { additive = false; };
protected:
virtual void UnserializeParticleEmitterBaseFrom(
const gd::SerializerElement& element);
#if defined(GD_IDE_ONLY)
virtual void SerializeParticleEmitterBaseTo(
gd::SerializerElement& element) const;
#endif
private:
void Init(const ParticleEmitterBase& other);
gd::String textureParticleName;
RendererType rendererType;
float rendererParam1;
float rendererParam2;
bool additive;
float tank;
float flow;
float emitterForceMin;
float emitterForceMax;
float emitterXDirection;
float emitterYDirection;
float emitterZDirection;
float emitterAngleA;
float emitterAngleB;
float zoneRadius;
float particleGravityX, particleGravityY, particleGravityZ;
float friction;
float particleLifeTimeMin, particleLifeTimeMax;
ParticleParameterType redParam, greenParam, blueParam, alphaParam, sizeParam,
angleParam;
float particleRed1, particleRed2, particleGreen1, particleGreen2,
particleBlue1, particleBlue2, particleAlpha1, particleAlpha2;
float particleSize1, particleSize2, particleAngle1, particleAngle2;
float particleAlphaRandomness1, particleAlphaRandomness2;
float particleSizeRandomness1, particleSizeRandomness2,
particleAngleRandomness1, particleAngleRandomness2;
std::size_t maxParticleNb;
bool destroyWhenNoParticles; ///< If set to true, the object will removed
///< itself from the scene when it has no more
///< particles.
ParticleSystemWrapper*
particleSystem; ///< Pointer to the class wrapping all the real particle
///< engine related stuff. This pointer is managed by the
///< object.
};
/**
* \brief Particle Emitter object used for storage and for the IDE.
*/
class GD_EXTENSION_API ParticleEmitterObject : public gd::Object,
public ParticleEmitterBase {
public:
ParticleEmitterObject(gd::String name_);
virtual ~ParticleEmitterObject(){};
virtual std::unique_ptr<gd::Object> Clone() const {
return gd::make_unique<ParticleEmitterObject>(*this);
}
#if defined(GD_IDE_ONLY)
virtual void DrawInitialInstance(gd::InitialInstance& instance,
sf::RenderTarget& renderTarget,
gd::Project& project,
gd::Layout& layout);
virtual sf::Vector2f GetInitialInstanceDefaultSize(
gd::InitialInstance& instance,
gd::Project& project,
gd::Layout& layout) const {
return sf::Vector2f(32, 32);
};
virtual sf::Vector2f GetInitialInstanceOrigin(gd::InitialInstance& instance,
gd::Project& project,
gd::Layout& layout) const {
return sf::Vector2f(16, 16);
};
virtual void ExposeResources(gd::ArbitraryResourceWorker& worker);
virtual bool GenerateThumbnail(const gd::Project& project,
wxBitmap& thumbnail) const;
virtual void EditObject(wxWindow* parent,
gd::Project& game_,
gd::MainFrameWrapper& mainFrameWrapper_);
bool particleEditionSimpleMode; ///< User preference related to object's
///< edition
bool emissionEditionSimpleMode; ///< User preference related to object's
///< edition
bool gravityEditionSimpleMode; ///< User preference related to object's
///< edition
#endif
private:
virtual void DoUnserializeFrom(gd::Project& project,
const gd::SerializerElement& element);
#if defined(GD_IDE_ONLY)
virtual void DoSerializeTo(gd::SerializerElement& element) const;
#endif
};
/**
* \brief Particle Emitter object used by the game engine.
*/
class GD_EXTENSION_API RuntimeParticleEmitterObject
: public RuntimeObject,
public ParticleEmitterBase {
public:
RuntimeParticleEmitterObject(
RuntimeScene& scene, const ParticleEmitterObject& particleEmitterObject);
virtual ~RuntimeParticleEmitterObject(){};
virtual std::unique_ptr<RuntimeObject> Clone() const {
return gd::make_unique<RuntimeParticleEmitterObject>(*this);
}
virtual bool Draw(sf::RenderTarget& renderTarget);
virtual void OnPositionChanged();
virtual float GetWidth() const { return 32; };
virtual float GetHeight() const { return 32; };
virtual void Update(const RuntimeScene& scene);
bool NoMoreParticles() const { return !hasSomeParticles; };
/**
* Changing object angle is equivalent to changing emission X/Y direction
*/
virtual bool SetAngle(float newAngleInDegrees);
virtual float GetAngle() const;
#if defined(GD_IDE_ONLY)
virtual void GetPropertyForDebugger(std::size_t propertyNb,
gd::String& name,
gd::String& value) const;
virtual bool ChangeProperty(std::size_t propertyNb, gd::String newValue);
virtual std::size_t GetNumberOfProperties() const;
#endif
const ParticleSystemWrapper& GetAssociatedParticleSystemWrapper() const {
return *GetParticleSystem();
};
ParticleSystemWrapper& GetAssociatedParticleSystemWrapper() {
return *GetParticleSystem();
};
private:
bool hasSomeParticles;
};
#endif // PARTICLEEMITTEROBJECT_H