mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
585 lines
19 KiB
C++
585 lines
19 KiB
C++
#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 1000
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#define PARTICLE_SYSTEM_BIRTH_RATE 0.01f
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//#define PARTICLE_SYSTEM_BIRTH_RATE 0.5f
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#define PARTICLE_SYSTEM_LITTER_SIZE 10
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#define PARTICLE_SYSTEM_LITTER_SPREAD 0
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//#define WIND_FORCE 0.5, 0, 0
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//#define NOISE_FORCE 0.02f
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/////////////////////////////////////////////////
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// particle factory selection
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#define POINT_PARTICLES
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//#define ZSPIN_PARTICLES
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//#define ORIENTED_PARTICLES
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// particle renderer selection
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//#define POINT_PARTICLE_RENDERER
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#define LINE_PARTICLE_RENDERER
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//#define SPARKLE_PARTICLE_RENDERER
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//#define SPRITE_PARTICLE_RENDERER
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//#define GEOM_PARTICLE_RENDERER
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// particle emitter selection
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//#define BOX_EMITTER
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//#define DISC_EMITTER
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//#define LINE_EMITTER
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//#define POINT_EMITTER
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//#define RECTANGLE_EMITTER
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//#define RING_EMITTER
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//#define SPHERE_SURFACE_EMITTER
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#define SPHERE_VOLUME_EMITTER
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//#define TANGENT_RING_EMITTER
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/////////////////////////////////////////////////
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// particle factory params
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#define PARTICLE_FACTORY_LIFESPAN_BASE 5.0f
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//#define PARTICLE_FACTORY_LIFESPAN_BASE 3.0f
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//#define PARTICLE_FACTORY_LIFESPAN_SPREAD 1.0f
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//#define PARTICLE_FACTORY_MASS_BASE 1.0f
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//#define PARTICLE_FACTORY_MASS_SPREAD 0.2f
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//#define PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE PhysicsObject::_default_terminal_velocity
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//#define PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD 0.0f
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#ifdef ZSPIN_PARTICLES
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#define ZSPIN_PARTICLES_INITIAL_ANGLE 0.0f
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#define ZSPIN_PARTICLES_FINAL_ANGLE 0.0f
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#define ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD 90.0f
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#define ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD 90.0f
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#endif
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// particle renderer params
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//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_NONE
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//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_IN
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//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_OUT
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//#define PARTICLE_RENDERER_ALPHA_MODE BaseParticleRenderer::PR_ALPHA_USER
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//#define PARTICLE_RENDERER_USER_ALPHA 1.0
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#ifdef GEOM_PARTICLE_RENDERER
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#elif defined POINT_PARTICLE_RENDERER
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#define POINT_PARTICLE_RENDERER_POINT_SIZE 1.0f
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// #define POINT_PARTICLE_RENDERER_STARTCOLOR Colorf(1.0f, 0.0f, 0.0f, 1.0f)
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// #define POINT_PARTICLE_RENDERER_ENDCOLOR Colorf(1.0f, 1.0f, 0.0f, 1.0f)
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// #define POINT_PARTICLE_RENDERER_BLEND_TYPE PP_BLEND_LIFE
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// #define POINT_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_LINEAR
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// #define POINT_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_CUBIC
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#elif defined LINE_PARTICLE_RENDERER
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#define LINE_PARTICLE_RENDERER_HEAD_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
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#define LINE_PARTICLE_RENDERER_TAIL_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
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#elif defined SPARKLE_PARTICLE_RENDERER
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// #define SPARKLE_PARTICLE_RENDERER_CENTER_COLOR Colorf(1.0f, 0.0f, 0.0f, 1.0f)
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// #define SPARKLE_PARTICLE_RENDERER_EDGE_COLOR Colorf(0.0f, 0.0f, 1.0f, 1.0f)
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// #define SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS 0.004f
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// #define SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS 1.0f
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// #define SPARKLE_PARTICLE_RENDERER_LIFE_SCALE SP_SCALE
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#elif defined SPRITE_PARTICLE_RENDERER
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// #define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "smoke.rgba"
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// #define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "lilsmiley.rgba"
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#define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "rock-floor.rgb"
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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 BaseParticleRenderer::PP_BLEND_LINEAR
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// #define SPRITE_PARTICLE_RENDERER_BLEND_METHOD BaseParticleRenderer::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_EXPLICIT
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//#define EMISSION_TYPE_RADIATE
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//#define EMISSION_TYPE_CUSTOM
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//#define EMITTER_AMPLITUDE 10.0
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#define EMITTER_AMPLITUDE 1.0
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//#define EMITTER_AMPLITUDE 0.5
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//#define EMITTER_AMPLITUDE_SPREAD 2.0
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//#define EMITTER_OFFSET_FORCE LVector3f(1.0, 1.0, 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, 0.5f)
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#define RADIATE_ORIGIN LPoint3f(0.0f, 0.0f, 0.0f)
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#endif
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#ifdef BOX_EMITTER
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#define BOX_EMITTER_MINBOUND LPoint3f(-1.0f, -1.0f, -1.0f)
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#define BOX_EMITTER_MAXBOUND LPoint3f(1.0f, 1.0f, 1.0f)
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#elif defined DISC_EMITTER
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#define DISC_EMITTER_RADIUS 1.0f
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#ifdef EMISSION_TYPE_CUSTOM
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#define DISC_EMITTER_OUTER_ANGLE 45.0f
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#define DISC_EMITTER_INNER_ANGLE 90.0f
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#define DISC_EMITTER_OUTER_MAGNITUDE 1.5f
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#define DISC_EMITTER_INNER_MAGNITUDE 1.5f
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#define DISC_EMITTER_CUBIC_LERPING false
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#endif
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#elif defined LINE_EMITTER
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#define LINE_EMITTER_ENDPOINT1 LPoint3f(-2.0f, 0.0f, 2.0f)
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#define LINE_EMITTER_ENDPOINT2 LPoint3f(2.0f, 0.0f, 2.0f)
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#elif defined POINT_EMITTER
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#define POINT_EMITTER_LOCATION LPoint3f(1.0f, 1.0f, 1.0f)
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#elif defined RECTANGLE_EMITTER
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#define RECTANGLE_EMITTER_MINBOUND LPoint2f(-1.0f, -1.0f)
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#define RECTANGLE_EMITTER_MAXBOUND LPoint2f(1.0f, 1.0f)
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#elif defined RING_EMITTER
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#define RING_EMITTER_RADIUS 0.5f
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#ifdef EMISSION_TYPE_CUSTOM
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#define RING_EMITTER_ANGLE 90.0f
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#endif
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#elif defined SPHERE_SURFACE_EMITTER
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#define SPHERE_SURFACE_EMITTER_RADIUS 1.0f
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#elif defined SPHERE_VOLUME_EMITTER
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#define SPHERE_VOLUME_EMITTER_RADIUS 1.0f
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#elif defined TANGENT_RING_EMITTER
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#define TANGENT_RING_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(PARTICLE_SYSTEM_POOL_SIZE);
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#if defined POINT_PARTICLES
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PT(PointParticleFactory) pf = new PointParticleFactory;
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#elif defined ZSPIN_PARTICLES
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PT(ZSpinParticleFactory) pf = new ZSpinParticleFactory;
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#elif defined ORIENTED_PARTICLES
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PT(OrientedParticleFactory) pf = new OrientedParticleFactory;
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#endif
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#if defined GEOM_PARTICLE_RENDERER
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PT(GeomParticleRenderer) pr = new GeomParticleRenderer;
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#elif defined POINT_PARTICLE_RENDERER
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PT(PointParticleRenderer) pr = new PointParticleRenderer;
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#elif defined LINE_PARTICLE_RENDERER
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PT(LineParticleRenderer) pr = new LineParticleRenderer;
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#elif defined SPARKLE_PARTICLE_RENDERER
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PT(SparkleParticleRenderer) pr = new SparkleParticleRenderer;
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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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#if defined BOX_EMITTER
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PT(BoxEmitter) pe = new BoxEmitter;
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#elif defined DISC_EMITTER
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PT(DiscEmitter) pe = new DiscEmitter;
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#elif defined LINE_EMITTER
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PT(LineEmitter) pe = new LineEmitter;
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#elif defined POINT_EMITTER
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PT(PointEmitter) pe = new PointEmitter;
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#elif defined RECTANGLE_EMITTER
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PT(RectangleEmitter) pe = new RectangleEmitter;
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#elif defined RING_EMITTER
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PT(RingEmitter) pe = new RingEmitter;
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#elif defined SPHERE_SURFACE_EMITTER
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PT(SphereSurfaceEmitter) pe = new SphereSurfaceEmitter;
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#elif defined TANGENT_RING_EMITTER
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PT(TangentRingEmitter) pe = new TangentRingEmitter;
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#elif defined SPHERE_VOLUME_EMITTER
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PT(SphereVolumeEmitter) pe = new SphereVolumeEmitter;
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#endif
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PT(Texture) texture;
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#ifdef WIND_FORCE
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PT(LinearVectorForce) wind_force = new LinearVectorForce(WIND_FORCE);
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#endif
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#ifdef NOISE_FORCE
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PT(LinearNoiseForce) noise_force = new LinearNoiseForce(NOISE_FORCE);
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#endif
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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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#ifdef PARTICLE_RENDERER_ALPHA_MODE
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pr->set_alpha_mode(PARTICLE_RENDERER_ALPHA_MODE);
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#endif
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#ifdef PARTICLE_RENDERER_USER_ALPHA
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pr->set_user_alpha(PARTICLE_RENDERER_USER_ALPHA);
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#endif
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#ifdef GEOM_PARTICLE_RENDERER
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#elif defined POINT_PARTICLE_RENDERER
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#ifdef POINT_PARTICLE_RENDERER_POINT_SIZE
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pr->set_point_size(POINT_PARTICLE_RENDERER_POINT_SIZE);
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#endif
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#ifdef POINT_PARTICLE_RENDERER_STARTCOLOR
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pr->set_color1(POINT_PARTICLE_RENDERER_STARTCOLOR);
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#endif
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#ifdef POINT_PARTICLE_RENDERER_ENDCOLOR
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pr->set_color2(POINT_PARTICLE_RENDERER_ENDCOLOR);
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#endif
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#ifdef POINT_PARTICLE_RENDERER_BLEND_TYPE
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pr->set_blend_type(POINT_PARTICLE_RENDERER_BLEND_TYPE);
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#endif
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#ifdef POINT_PARTICLE_RENDERER_BLEND_METHOD
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pr->set_blend_method(POINT_PARTICLE_RENDERER_BLEND_METHOD);
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#endif
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#elif defined LINE_PARTICLE_RENDERER
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#ifdef LINE_PARTICLE_RENDERER_HEAD_COLOR
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pr->set_head_color(LINE_PARTICLE_RENDERER_HEAD_COLOR);
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#endif
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#ifdef LINE_PARTICLE_RENDERER_TAIL_COLOR
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pr->set_tail_color(LINE_PARTICLE_RENDERER_TAIL_COLOR);
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#endif
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#elif defined SPARKLE_PARTICLE_RENDERER
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#ifdef SPARKLE_PARTICLE_RENDERER_CENTER_COLOR
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pr->set_center_color(SPARKLE_PARTICLE_RENDERER_CENTER_COLOR);
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#endif
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#ifdef SPARKLE_PARTICLE_RENDERER_EDGE_COLOR
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pr->set_edge_color(SPARKLE_PARTICLE_RENDERER_EDGE_COLOR);
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#endif
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#ifdef SPARKLE_PARTICLE_RENDERER_LIFE_SCALE
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pr->set_life_scale(SPARKLE_PARTICLE_RENDERER_LIFE_SCALE);
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#endif
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#ifdef SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS
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pr->set_birth_mag(SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS);
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#endif
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#ifdef SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS
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pr->set_death_mag(SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS);
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#endif
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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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#if defined ZSPIN_PARTICLES
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#ifdef ZSPIN_PARTICLES_INITIAL_ANGLE
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pf->set_initial_angle(ZSPIN_PARTICLES_INITIAL_ANGLE);
|
|
#endif
|
|
#ifdef ZSPIN_PARTICLES_FINAL_ANGLE
|
|
pf->set_final_angle(ZSPIN_PARTICLES_FINAL_ANGLE);
|
|
#endif
|
|
#ifdef ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD
|
|
pf->set_initial_angle_spread(ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD);
|
|
#endif
|
|
#ifdef ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD
|
|
pf->set_final_angle_spread(ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD);
|
|
#endif
|
|
#elif defined ORIENTED_PARTICLES
|
|
#endif
|
|
|
|
// emitter setup
|
|
#ifdef EMITTER_AMPLITUDE
|
|
pe->set_amplitude(EMITTER_AMPLITUDE);
|
|
#endif
|
|
#ifdef EMITTER_AMPLITUDE_SPREAD
|
|
pe->set_amplitude_spread(EMITTER_AMPLITUDE_SPREAD);
|
|
#endif
|
|
#ifdef EMITTER_OFFSET_FORCE
|
|
pe->set_offset_force(EMITTER_OFFSET_FORCE);
|
|
#endif
|
|
|
|
#if defined EMISSION_TYPE_EXPLICIT
|
|
pe->set_emission_type(BaseParticleEmitter::ET_EXPLICIT);
|
|
#ifdef EXPLICIT_LAUNCH_VEC
|
|
pe->set_explicit_launch_vector(EXPLICIT_LAUNCH_VEC);
|
|
#endif
|
|
#elif defined EMISSION_TYPE_RADIATE
|
|
pe->set_emission_type(BaseParticleEmitter::ET_RADIATE);
|
|
#ifdef RADIATE_ORIGIN
|
|
pe->set_radiate_origin(RADIATE_ORIGIN);
|
|
#endif
|
|
#elif defined EMISSION_TYPE_CUSTOM
|
|
pe->set_emission_type(BaseParticleEmitter::ET_CUSTOM);
|
|
#endif
|
|
|
|
#ifdef BOX_EMITTER
|
|
#ifdef BOX_EMITTER_MINBOUND
|
|
pe->set_min_bound(BOX_EMITTER_MINBOUND);
|
|
#endif
|
|
#ifdef BOX_EMITTER_MAXBOUND
|
|
pe->set_max_bound(BOX_EMITTER_MAXBOUND);
|
|
#endif
|
|
#elif defined DISC_EMITTER
|
|
#ifdef DISC_EMITTER_RADIUS
|
|
pe->set_radius(DISC_EMITTER_RADIUS);
|
|
#endif
|
|
#ifdef EMISSION_TYPE_CUSTOM
|
|
#ifdef DISC_EMITTER_OUTER_ANGLE
|
|
pe->set_outer_angle(DISC_EMITTER_OUTER_ANGLE);
|
|
#endif
|
|
#ifdef DISC_EMITTER_INNER_ANGLE
|
|
pe->set_inner_angle(DISC_EMITTER_INNER_ANGLE);
|
|
#endif
|
|
#ifdef DISC_EMITTER_OUTER_MAGNITUDE
|
|
pe->set_outer_magnitude(DISC_EMITTER_OUTER_MAGNITUDE);
|
|
#endif
|
|
#ifdef DISC_EMITTER_INNER_MAGNITUDE
|
|
pe->set_inner_magnitude(DISC_EMITTER_INNER_MAGNITUDE);
|
|
#endif
|
|
#ifdef DISC_EMITTER_CUBIC_LERPING
|
|
pe->set_cubic_lerping(DISC_EMITTER_CUBIC_LERPING);
|
|
#endif
|
|
#endif
|
|
#elif defined LINE_EMITTER
|
|
#ifdef LINE_EMITTER_ENDPOINT1
|
|
pe->set_endpoint1(LINE_EMITTER_ENDPOINT1);
|
|
#endif
|
|
#ifdef LINE_EMITTER_ENDPOINT2
|
|
pe->set_endpoint2(LINE_EMITTER_ENDPOINT2);
|
|
#endif
|
|
#elif defined POINT_EMITTER
|
|
#ifdef POINT_EMITTER_LOCATION
|
|
pe->set_location(POINT_EMITTER_LOCATION);
|
|
#endif
|
|
#elif defined RECTANGLE_EMITTER
|
|
#ifdef RECTANGLE_EMITTER_MINBOUND
|
|
pe->set_min_bound(RECTANGLE_EMITTER_MINBOUND);
|
|
#endif
|
|
#ifdef RECTANGLE_EMITTER_MAXBOUND
|
|
pe->set_max_bound(RECTANGLE_EMITTER_MAXBOUND);
|
|
#endif
|
|
#elif defined RING_EMITTER
|
|
#ifdef RING_EMITTER_RADIUS
|
|
pe->set_radius(RING_EMITTER_RADIUS);
|
|
#endif
|
|
#ifdef EMISSION_TYPE_CUSTOM
|
|
#ifdef RING_EMITTER_ANGLE
|
|
pe->set_aoe(RING_EMITTER_ANGLE);
|
|
#endif
|
|
#endif
|
|
#elif defined SPHERE_SURFACE_EMITTER
|
|
#ifdef SPHERE_SURFACE_EMITTER_RADIUS
|
|
pe->set_radius(SPHERE_SURFACE_EMITTER_RADIUS);
|
|
#endif
|
|
#elif defined TANGENT_RING_EMITTER
|
|
#ifdef TANGENT_RING_EMITTER_RADIUS
|
|
pe->set_radius(TANGENT_RING_EMITTER_RADIUS);
|
|
#endif
|
|
#elif defined SPHERE_VOLUME_EMITTER
|
|
#ifdef SPHERE_VOLUME_EMITTER_RADIUS
|
|
pe->set_radius(SPHERE_VOLUME_EMITTER_RADIUS);
|
|
#endif
|
|
#endif // emitter type
|
|
|
|
// system setup
|
|
particle_system->set_birth_rate(PARTICLE_SYSTEM_BIRTH_RATE);
|
|
particle_system->set_litter_size(PARTICLE_SYSTEM_LITTER_SIZE);
|
|
particle_system->set_litter_spread(PARTICLE_SYSTEM_LITTER_SPREAD);
|
|
particle_system->set_emitter(pe);
|
|
particle_system->set_renderer(pr);
|
|
particle_system->set_factory(pf);
|
|
|
|
particle_system->set_render_parent(render);
|
|
|
|
pn->add_physical(particle_system);
|
|
new RenderRelation(render, pn);
|
|
|
|
#ifdef WIND_FORCE
|
|
fn->add_force(wind_force);
|
|
#endif
|
|
#ifdef NOISE_FORCE
|
|
fn->add_force(noise_force);
|
|
#endif
|
|
new RenderRelation(render, fn);
|
|
|
|
physics_manager.attach_linear_integrator(new LinearEulerIntegrator);
|
|
physics_manager.attach_physical(particle_system);
|
|
#ifdef WIND_FORCE
|
|
physics_manager.add_linear_force(wind_force);
|
|
#endif
|
|
|
|
#ifdef PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING
|
|
ps_manager.set_frame_stepping(PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING);
|
|
#endif
|
|
ps_manager.attach_particlesystem(particle_system);
|
|
|
|
#ifdef NOISE_FORCE
|
|
particle_system->add_linear_force(noise_force);
|
|
#endif
|
|
|
|
nout << "Added particles." << endl;
|
|
event_handler.add_hook("NewFrame", event_csn_update);
|
|
}
|
|
|
|
static void set_pool_size(int size) {
|
|
nout << "setting pool size to " << size << endl;
|
|
particle_system->set_pool_size(size);
|
|
}
|
|
|
|
static void
|
|
event_more_particles(CPT_Event) {
|
|
static int index = 0;
|
|
static int sizes[] = {
|
|
10,
|
|
999,
|
|
998,
|
|
999,
|
|
1000,
|
|
1001,
|
|
1002,
|
|
1003,
|
|
1004,
|
|
1000,
|
|
16*1000,
|
|
4*1000,
|
|
3*1000,
|
|
2*1000,
|
|
1000,
|
|
0,
|
|
};
|
|
|
|
if (0 == sizes[index]) index = 0;
|
|
set_pool_size(sizes[index]);
|
|
index++;
|
|
}
|
|
|
|
void demo_keys(EventHandler&) {
|
|
new RenderRelation( lights, dlight );
|
|
have_dlight = true;
|
|
|
|
event_handler.add_hook("p", event_add_particles);
|
|
event_handler.add_hook("m", event_more_particles);
|
|
}
|
|
|
|
int main(int argc, char *argv[]) {
|
|
define_keys = &demo_keys;
|
|
|
|
#ifdef SPRITE_PARTICLE_RENDERER
|
|
texture = TexturePool::load_texture(SPRITE_PARTICLE_RENDERER_TEXTURE_FILE);
|
|
#endif
|
|
|
|
return framework_main(argc, argv);
|
|
}
|