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//-----------------------------------------------------------------------------
// Name: particletype.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/vec4.h>
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Asset/Asset/animationeffect.h>
#include <Graphics/textureref.h>
#include <map>
#include <vector>
class ParticleType : public Asset {
public:
ParticleType( AssetManager* owner, uint32_t asset_id );
static AssetType GetType() { return PARTICLE_TYPE_ASSET; }
static const char* GetTypeName() { return "PARTICLE_TYPE_ASSET"; }
static bool AssetWarning() { return true; }
static const int kMaxNameLen = 512;
char shader_name[kMaxNameLen];
TextureAssetRef color_map;
TextureAssetRef normal_map;
AnimationEffectRef ae_ref;
float size_range[2];
float rotation_range[2];
vec4 color_range[2];
float inertia;
float gravity;
float wind;
float size_decay_rate;
float opacity_decay_rate;
float opacity_ramp_time;
bool quadratic_expansion;
float qe_speed;
bool quadratic_dispersion;
float qd_mult;
bool velocity_axis;
bool speed_stretch;
float speed_mult;
bool min_squash;
bool no_rotation;
bool collision;
bool collision_destroy;
bool character_collide;
bool character_add_blood;
std::string collision_decal;
float collision_decal_size_mult;
std::string collision_event;
int sub_error;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void ReportLoad() override;
void Reload( );
void clear();
AssetLoaderBase* NewLoader() override;
};
typedef AssetRef<ParticleType> ParticleTypeRef;
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