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https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
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parent
b73cac4e4f
commit
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@ -119,6 +119,15 @@
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#end test_bin_target
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#end test_bin_target
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#begin test_bin_target
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#define TARGET test_sprite_particles
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#define SOURCES \
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test_sprite_particles.cxx
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#define LOCAL_LIBS $[LOCAL_LIBS] physics particlesystem
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#end test_bin_target
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#begin test_bin_target
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#begin test_bin_target
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#define TARGET test_recparticles
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#define TARGET test_recparticles
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283
panda/src/testbed/test_sprite_particles.cxx
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panda/src/testbed/test_sprite_particles.cxx
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#include <framework.h>
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#include <eventHandler.h>
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#include <chancfg.h>
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#include <string>
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#include <renderModeTransition.h>
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#include <colorTransition.h>
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#include <cullFaceTransition.h>
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#include <depthTestTransition.h>
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#include <depthWriteTransition.h>
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#include <textureTransition.h>
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#include <lightTransition.h>
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#include <materialTransition.h>
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#include <transformTransition.h>
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#include <get_rel_pos.h>
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#include <boundingSphere.h>
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#include <geomSphere.h>
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#include <geomNode.h>
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#include <notify.h>
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#include <directionalLight.h>
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#include <renderRelation.h>
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#include <camera.h>
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#include <frustum.h>
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#include <orthoProjection.h>
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#include <perspectiveProjection.h>
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#include <textNode.h>
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#include <physicsManager.h>
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#include <particleSystem.h>
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#include <emitters.h>
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#include <particlefactories.h>
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#include <forces.h>
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#include <sparkleParticleRenderer.h>
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#include <pointParticleRenderer.h>
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#include <lineParticleRenderer.h>
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#include <geomParticleRenderer.h>
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#include <spriteParticleRenderer.h>
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#include <colorTransition.h>
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#include <particleSystemManager.h>
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#include <clockObject.h>
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#include <nodePath.h>
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#include <pointShapeTransition.h>
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#include <texture.h>
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#include <texturePool.h>
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#include <physicalNode.h>
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#include <forceNode.h>
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#include <linearEulerIntegrator.h>
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// physics. particle systems.
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/////////////////////////////////////////////////
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// particle system manager params
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#define PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING 1
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// particle system params
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#define PARTICLE_SYSTEM_POOL_SIZE 1024
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#define PARTICLE_SYSTEM_BIRTH_RATE 0.02f
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#define PARTICLE_SYSTEM_LITTER_SIZE 10
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#define PARTICLE_SYSTEM_LITTER_SPREAD 0
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/////////////////////////////////////////////////
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// particle factory selection
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#define POINT_PARTICLES
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// particle renderer selection
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#define POINT_PARTICLE_RENDERER
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//#define SPRITE_PARTICLE_RENDERER
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// particle emitter selection
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#define SPHERE_VOLUME_EMITTER
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/////////////////////////////////////////////////
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// particle factory params
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#define PARTICLE_FACTORY_LIFESPAN_BASE 0.5f
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#if defined POINT_PARTICLE_RENDERER
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#define POINT_PARTICLE_RENDERER_POINT_SIZE 1.0f
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#elif defined SPRITE_PARTICLE_RENDERER
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#define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "rose.jpg"
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#define SPRITE_PARTICLE_RENDERER_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
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// #define SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG true
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// #define SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG true
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#define SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG true
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// #define SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE 0.1
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// #define SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE 0.0
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// #define SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE 0.0
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// #define SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE 0.5
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#define SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA 45.0f
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#define SPRITE_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_LINEAR
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// #define SPRITE_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_CUBIC
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// #define SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE false
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#endif
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// particle emitter params
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#define EMISSION_TYPE_RADIATE
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//#define EMISSION_TYPE_EXPLICIT
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#define EMITTER_AMPLITUDE 1.0
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#if defined EMISSION_TYPE_EXPLICIT
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#define EXPLICIT_LAUNCH_VEC LVector3f(-1.0f, -1.0f, 1.0f)
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// #define EXPLICIT_LAUNCH_VEC LVector3f(0.0f, 0.0f, 0.0f)
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#elif defined EMISSION_TYPE_RADIATE
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#define RADIATE_ORIGIN LPoint3f(0.0f, 0.0f, 0.0f)
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#endif
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#if defined SPHERE_VOLUME_EMITTER
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#define SPHERE_VOLUME_EMITTER_RADIUS 1.0f
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#endif
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/////////////////////////////////////////////////
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PhysicsManager physics_manager;
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ParticleSystemManager ps_manager;
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PT(ParticleSystem) particle_system = new ParticleSystem(1024);
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PT(PointParticleFactory) pf = new PointParticleFactory;
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PT(SphereVolumeEmitter) pe = new SphereVolumeEmitter;
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#if defined POINT_PARTICLE_RENDERER
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PT(PointParticleRenderer) pr = new PointParticleRenderer;
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#elif defined SPRITE_PARTICLE_RENDERER
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PT(SpriteParticleRenderer) pr = new SpriteParticleRenderer;
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#endif
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PT(Texture) texture;
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PT(PhysicalNode) pn = new PhysicalNode;
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PT(ForceNode) fn = new ForceNode;
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static void
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event_csn_update(CPT_Event) {
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float dt = ClockObject::get_global_clock()->get_dt();
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physics_manager.do_physics(dt);
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ps_manager.do_particles(dt);
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}
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static void
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event_add_particles(CPT_Event) {
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static initialized = 0;
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// guard against additional "P" presses (bad things happen)
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if(initialized) return;
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initialized = 1;
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// renderer setup
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pr->set_alpha_mode(BaseParticleRenderer::PR_ALPHA_USER);
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pr->set_user_alpha(1.0);
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#if defined POINT_PARTICLE_RENDERER
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pr->set_point_size(1.0);
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#elif defined SPRITE_PARTICLE_RENDERER
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pr->set_texture(texture);
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#ifdef SPRITE_PARTICLE_RENDERER_COLOR
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pr->set_color(SPRITE_PARTICLE_RENDERER_COLOR);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG
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pr->set_x_scale_flag(SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG
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pr->set_y_scale_flag(SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG
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pr->set_anim_angle_flag(SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE
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pr->set_initial_x_scale(SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE
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pr->set_final_x_scale(SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE
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pr->set_initial_y_scale(SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE
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pr->set_final_y_scale(SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA
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pr->set_nonanimated_theta(SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA);
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#endif
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#ifdef SPRITE_PARTICLE_RENDERER_BLEND_METHOD
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//pr->set_alpha_blend_method(SPRITE_PARTICLE_RENDERER_BLEND_METHOD);
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#endif
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#define SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE false
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#ifdef SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE
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pr->set_alpha_disable(SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE);
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#endif
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#endif
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// factory setup
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#ifdef PARTICLE_FACTORY_LIFESPAN_BASE
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pf->set_lifespan_base(PARTICLE_FACTORY_LIFESPAN_BASE);
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#endif
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#ifdef PARTICLE_FACTORY_LIFESPAN_SPREAD
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pf->set_lifespan_spread(PARTICLE_FACTORY_LIFESPAN_SPREAD);
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#endif
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#ifdef PARTICLE_FACTORY_MASS_BASE
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pf->set_mass_base(PARTICLE_FACTORY_MASS_BASE);
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#endif
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#ifdef PARTICLE_FACTORY_MASS_SPREAD
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pf->set_mass_spread(PARTICLE_FACTORY_MASS_SPREAD);
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#endif
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#ifdef PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE
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pf->set_terminal_velocity_base(PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE);
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#endif
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#ifdef PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD
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pf->set_terminal_velocity_spread(PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD);
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#endif
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// emitter setup
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#ifdef EMITTER_AMPLITUDE
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pe->set_amplitude(EMITTER_AMPLITUDE);
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#endif
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#ifdef EMITTER_AMPLITUDE_SPREAD
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pe->set_amplitude_spread(EMITTER_AMPLITUDE_SPREAD);
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#endif
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#ifdef EMITTER_OFFSET_FORCE
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pe->set_offset_force(EMITTER_OFFSET_FORCE);
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#endif
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#if defined EMISSION_TYPE_EXPLICIT
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pe->set_emission_type(BaseParticleEmitter::ET_EXPLICIT);
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#ifdef EXPLICIT_LAUNCH_VEC
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pe->set_explicit_launch_vector(EXPLICIT_LAUNCH_VEC);
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#endif
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#elif defined EMISSION_TYPE_RADIATE
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pe->set_emission_type(BaseParticleEmitter::ET_RADIATE);
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#ifdef RADIATE_ORIGIN
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pe->set_radiate_origin(RADIATE_ORIGIN);
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#endif
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#endif
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pe->set_radius(SPHERE_VOLUME_EMITTER_RADIUS);
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// system setup
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particle_system->set_birth_rate(PARTICLE_SYSTEM_BIRTH_RATE);
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particle_system->set_litter_size(PARTICLE_SYSTEM_LITTER_SIZE);
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particle_system->set_litter_spread(PARTICLE_SYSTEM_LITTER_SPREAD);
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particle_system->set_emitter(pe);
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particle_system->set_renderer(pr);
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particle_system->set_factory(pf);
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particle_system->set_render_parent(render);
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pn->add_physical(particle_system);
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new RenderRelation(render, pn);
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new RenderRelation(render, fn);
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physics_manager.attach_linear_integrator(new LinearEulerIntegrator);
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physics_manager.attach_physical(particle_system);
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#ifdef PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING
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ps_manager.set_frame_stepping(PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING);
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#endif
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ps_manager.attach_particlesystem(particle_system);
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nout << "Added particles." << endl;
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event_handler.add_hook("NewFrame", event_csn_update);
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}
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void demo_keys(EventHandler&) {
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new RenderRelation( lights, dlight );
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have_dlight = true;
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event_handler.add_hook("p", event_add_particles);
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}
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int main(int argc, char *argv[]) {
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define_keys = &demo_keys;
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#ifdef SPRITE_PARTICLE_RENDERER
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texture = TexturePool::load_texture(SPRITE_PARTICLE_RENDERER_TEXTURE_FILE);
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#endif
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return framework_main(argc, argv);
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}
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