Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
180 lines
4.7 KiB
C++
180 lines
4.7 KiB
C++
//==========================================================================//
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// File: gosFX_SpinningCloud.hpp //
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// Project: gosFX //
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// Contents: SpinningCloud Component //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 09/28/98 JTR Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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//
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#pragma once
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#include "gosFX.hpp"
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#include "ParticleCloud.hpp"
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namespace gosFX
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{
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//############################################################################
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//######################## SpinningCloud__Specification #############################
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//############################################################################
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class SpinningCloud;
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class SpinningCloud__Specification:
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public ParticleCloud__Specification
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{
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friend class SpinningCloud;
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//----------------------------------------------------------------------
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// Constructors/Destructors
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//
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protected:
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SpinningCloud__Specification(
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Stuff::RegisteredClass::ClassID class_id,
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Stuff::MemoryStream *stream,
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int gfx_version
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);
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public:
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typedef ParticleCloud__Specification BaseClass;
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SpinningCloud__Specification(Stuff::RegisteredClass::ClassID class_id);
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~SpinningCloud__Specification();
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void
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Copy(SpinningCloud__Specification *spec);
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void
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Save(Stuff::MemoryStream *stream);
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void
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BuildDefaults();
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bool
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IsDataValid(bool fix_data=false);
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//-------------------------------------------------------------------------
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// FCurves
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//
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public:
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SeededCurveOf<ConstantCurve, LinearCurve,Curve::e_ConstantLinearType>
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m_pSpin;
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SeededCurveOf<ComplexCurve, ComplexCurve,Curve::e_ComplexComplexType>
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m_pScale;
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bool
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m_randomStartingRotation,
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m_alignYUsingVelocity,
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m_alignZUsingX,
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m_alignZUsingY;
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};
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//############################################################################
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//######################## ParticleCloud__Particle #############################
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//############################################################################
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class SpinningCloud__Particle:
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public ParticleCloud__Particle
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{
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public:
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typedef ParticleCloud__Particle BaseClass;
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Stuff::Vector3D
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m_angularVelocity;
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Stuff::Point3D
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m_localTranslation,
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m_worldTranslation;
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Stuff::UnitQuaternion
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m_localRotation,
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m_worldRotation;
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Stuff::Scalar
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m_radius,
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m_scale;
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};
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//############################################################################
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//############################# SpinningCloud #################################
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//############################################################################
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class _declspec(novtable) SpinningCloud:
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public ParticleCloud
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{
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//----------------------------------------------------------------------------
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// Class Registration Support
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//
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public:
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typedef ParticleCloud BaseClass;
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static void InitializeClass();
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static void TerminateClass();
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static ClassData
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*DefaultData;
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//----------------------------------------------------------------------------
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// Class Data Support
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//
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public:
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typedef SpinningCloud__Specification Specification;
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typedef SpinningCloud__Particle Particle;
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protected:
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SpinningCloud(
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ClassData *class_data,
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Specification *spec,
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unsigned flags
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);
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public:
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Specification*
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GetSpecification()
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{
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Check_Object(this);
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return
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Cast_Object(Specification*, m_specification);
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}
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Particle*
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GetParticle(unsigned index)
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{
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Check_Object(this); Check_Object(GetSpecification());
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return
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Cast_Pointer(
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Particle*,
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&m_data[index*GetSpecification()->m_particleClassSize]
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);
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}
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//----------------------------------------------------------------------------
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// Testing
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//
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public:
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void
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TestInstance() const;
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//----------------------------------------------------------------------------
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// API
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//
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protected:
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bool
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AnimateParticle(
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unsigned index,
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const Stuff::LinearMatrix4D *world_to_new_local,
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Stuff::Time till
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);
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void
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CreateNewParticle(
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unsigned index,
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Stuff::Point3D *translation
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);
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public:
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bool
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Execute(ExecuteInfo *info);
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};
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}
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