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// This file is part of KFireSaver3D.
// KFireSaver3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
// KFireSaver3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with KFireSaver3D; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
// Author: Enrico Ros, based on the great work of David Sansome (kfiresaver)
// Email: [email protected]
#ifndef KFIRESAVER_PARTICLE_H
#define KFIRESAVER_PARTICLE_H
#include <tqgl.h>
#define FLICKER_FRAMES_DELAY 8
#define DRAND ((float)rand() / (float)RAND_MAX) /*random float between 0 and 1*/
/* -- Particle class.
* Sets initial parameters and takes care of updating physics for a single
* fireworks particle. The physics model is the Newtonian one.
*/
class Particle
{
public:
//enum definitions for type of particle
enum ParticleType
{
FireParticle,
FireWorkLeaderParticle,
FireWorkDebrisParticle,
LogoParticle,
StarParticle
};
Particle( ParticleType pT );
//public methods for initializing default parameters and update them
virtual void initializeValues (
int color_scheme = 0,
Particle* leader = 0L,
GLfloat powermin = 5.0,
GLfloat powermax = 10.0,
bool flickers = false,
GLfloat *displace = 0L );
virtual void updateParameters ( float timeGap );
//public accessible variables of the class
ParticleType particleType;
int explosionsDepth;
unsigned int texture;
GLfloat xpos, ypos, zpos,
xspeed, yspeed, zspeed,
zacc;
GLfloat colour[4],
life, startLife,
pixelSize;
bool useLife;
int flicker;
private:
Particle();
};
/* -- TurningParticle class.
* Randomize initial parameters similar to a standard 'spherical' particle
* and takes care of updating physics. The physics model is a funny 'bees'
* (vectorial-product) one.
*/
class TurningParticle : public Particle
{
public:
TurningParticle( ParticleType pT );
virtual void initializeValues (
int color_scheme = 0,
Particle* leader = 0L,
GLfloat powermin = 5.0,
GLfloat powermax = 10.0,
bool flickers = false,
GLfloat *displace = 0L );
virtual void updateParameters ( float dT );
private:
float wx, wy, wz;
TurningParticle();
};
#endif
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