00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #if !defined(__INCLUDE_ExplosionNukeRendererh_INCLUDE__) 00022 #define __INCLUDE_ExplosionNukeRendererh_INCLUDE__ 00023 00024 #include <engine/Action.h> 00025 #include <graph/ParticleEmitter.h> 00026 #include <common/Vector.h> 00027 #include <list> 00028 00029 #define ExplosionNukeRenderer_STEPS 100 00030 00031 class ExplosionNukeRendererEntry : public ParticleUserData 00032 { 00033 public: 00034 ExplosionNukeRendererEntry(Vector &position, float size); 00035 virtual ~ExplosionNukeRendererEntry(); 00036 00037 void simulate(Particle *particle, float time); 00038 00039 float getCloudRotation() { return cloudRotation_; } 00040 Vector &getRotation() { return rotation_; } 00041 00042 protected: 00043 float size_; 00044 float totalTime_; 00045 float cloudRotation_; 00046 Vector rotation_; 00047 Vector startPosition_; 00048 }; 00049 00050 class ExplosionNukeRenderer : public ActionRenderer 00051 { 00052 public: 00053 ExplosionNukeRenderer(Vector &position, float size); 00054 virtual ~ExplosionNukeRenderer(); 00055 00056 virtual void draw(Action *action); 00057 virtual void simulate(Action *action, float frameTime, bool &remove); 00058 00059 static Vector *positions_; 00060 protected: 00061 Vector position_; 00062 float size_; 00063 float time_; 00064 float totalTime_; 00065 ParticleEmitter emitter_; 00066 }; 00067 00068 #endif
1.5.3