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📄 particles.h

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/****************************************************************************
 Particles.h  Particle and particle system base classes.
 
 Author   :   Dave Astle
 Date     :   2/1/2001

 Written for OpenGL Game Programming
*****************************************************************************/
#ifndef __PARTICLES_H_INCLUDED__
#define __PARTICLES_H_INCLUDED__


/********************************* Includes *********************************/
#include <iostream>
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "vector.h"

//using namespace std;


/***************************** Data structures ******************************/
class CParticleSystem;

struct particle_t
{
  CVector  m_pos;           // current position of the particle
  CVector  m_prevPos;       // last position of the particle
  CVector  m_velocity;      // direction and speed
  CVector  m_acceleration;  // acceleration

  float   m_energy;           // determines how long the particle is alive

  float   m_size;             // size of particle
  float   m_sizeDelta;        // amount to change the size over time

  float   m_weight;           // determines how gravity affects the particle
  float   m_weightDelta;      // change over time

  float   m_color[4];         // current color of the particle
  float   m_colorDelta[4];    // how the color changes with time
};


class CParticleSystem
{
public:
     CParticleSystem(int maxParticles, CVector origin);

  // abstract functions
  virtual void  Update(float elapsedTime)     = 0;
  virtual void  Render()                      = 0;

  virtual int   Emit(int numParticles);

  virtual void  InitializeSystem();
  virtual void  KillSystem();

protected:
  virtual void  InitializeParticle(int index) = 0;
  particle_t *m_particleList;    // particles for this emitter
  int         m_maxParticles;     // maximum number of particles in total
  int         m_numParticles;     // indicies of all free particles
  CVector   m_origin;           // center of the particle system

  float       m_accumulatedTime;  // used to track how long since the last particle was emitted

  CVector   m_force;            // force (gravity, wind, etc.) acting on the particle system
};


#endif // __PARTICLES_H_INCLUDED__

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