Particles.cpp
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上传日期:2022-04-25
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- /****************************************************************************
- Particles.cpp
- Author : Dave Astle
- Date : 2/1/2001
- 粒子系统,爆炸
- Written for OpenGL Game Programming
- *****************************************************************************/
- #include "stdafx.h"
- #include "Particles.h"
- /*****************************************************************************
- CParticleSystem::Constructor
- Store initialization values and set defaults.
- *****************************************************************************/
- CParticleSystem::CParticleSystem(int maxParticles, CVector origin)
- {
- m_maxParticles = maxParticles;
- m_origin = origin;
- m_particleList = NULL;
- } // end CParticleSystem::Constructor
- /*****************************************************************************
- CParticleSystem::Emit()
-
- Creates the number of new particles specified by the parameter, using
- the general particle system values with some random element. Note that
- only initial values will be randomized. Final values will not. This may
- be changed in the future.
- *****************************************************************************/
- int CParticleSystem::Emit(int numParticles)
- {
- // create numParticles new particles (if there's room)
- while (numParticles && (m_numParticles < m_maxParticles))
- {
- // initialize the current particle and increase the count
- InitializeParticle(m_numParticles++);
- --numParticles;
- }
- return numParticles;
- } // end CParticleSystem::Emit
- /*****************************************************************************
- CParticleSystem::InitializeSystem()
-
- Allocate memory for the maximum number of particles in the system
- *****************************************************************************/
- void CParticleSystem::InitializeSystem()
- {
- // if this is just a reset, free the memory
- if (m_particleList)
- {
- delete[] m_particleList;
- m_particleList = NULL;
- }
- // allocate the maximum number of particles
- m_particleList = new particle_t[m_maxParticles];
- // reset the number of particles and accumulated time
- m_numParticles = 0;
- m_accumulatedTime = 0.0f;
- } // end CParticleSystem::InitializeSystem
- /*****************************************************************************
- CParticleSystem::KillSystem()
-
- Tells the emitter to stop emitting. If the parameter is true, all live
- particles are killed as well. Otherwise, they are allowed to die off on
- their own.
- *****************************************************************************/
- void CParticleSystem::KillSystem()
- { if (m_particleList)
- { delete[] m_particleList;
- m_particleList = NULL;
- }
- m_numParticles = 0;
- } // end CParticleSystem::KillSystem