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74 lines
2.8 KiB
74 lines
2.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ENV_OBJECTEFFECTS_H
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#define ENV_OBJECTEFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Object smoke particles. They float upward.
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//-----------------------------------------------------------------------------
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class ObjectSmokeParticle : public SimpleParticle
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{
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public:
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Vector m_vecAcceleration;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Object smoke particle emitter.
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//-----------------------------------------------------------------------------
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class CObjectSmokeParticles : public CSimpleEmitter
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{
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public:
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CObjectSmokeParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static CSmartPtr<CObjectSmokeParticles> Create( const char *pDebugName ) {return new CObjectSmokeParticles( pDebugName );}
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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//Setup for point emission
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virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
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CParticleCollision m_ParticleCollision;
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private:
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CObjectSmokeParticles( const CObjectSmokeParticles & ); // not defined, not accessible
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};
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//-----------------------------------------------------------------------------
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// Purpose: Object fire particles. They know how to attach themselves to heirarchy.
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//-----------------------------------------------------------------------------
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class ObjectFireParticle : public SimpleParticle
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{
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public:
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EHANDLE m_hParent;
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int m_iAttachmentPoint;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Object smoke particle emitter.
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//-----------------------------------------------------------------------------
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class CObjectFireParticles : public CSimpleEmitter
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{
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public:
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CObjectFireParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static CSmartPtr<CObjectFireParticles> Create( const char *pDebugName ) {return new CObjectFireParticles( pDebugName );}
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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//Setup for point emission
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virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
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private:
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CObjectFireParticles( const CObjectFireParticles & ); // not defined, not accessible
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};
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#endif // ENV_OBJECTEFFECTS_H
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