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