Esempio n. 1
0
void ParticleEmitter::Cleanup(bool needCleanupLayers)
{
    emitterType = EMITTER_POINT;
    emissionVector.Set(NULL);
    emissionVector = RefPtr<PropertyLineValue<Vector3> >(new PropertyLineValue<Vector3>(Vector3(1.0f, 0.0f, 0.0f)));
    emissionAngle.Set(NULL);
    emissionAngle = RefPtr<PropertyLineValue<float32> >(new PropertyLineValue<float32>(0.0f));
    emissionRange.Set(NULL);
    emissionRange = RefPtr<PropertyLineValue<float32> >(new PropertyLineValue<float32>(360.0f));
    size = RefPtr<PropertyLineValue<Vector3> >(0);
    colorOverLife = 0;
    radius = 0;

    // number = new PropertyLineValue<float>(1.0f);

    time = 0.0f;
    repeatCount = 0;
    lifeTime = 1000000000.0f;
    emitPointsCount = -1;
    isPaused = false;
    angle = 0.f;
    isAutorestart = true;
    particlesFollow = false;
    is3D = false;
    playbackSpeed = 1.0f;

    // Also cleanup layers, if needed.
    if (needCleanupLayers)
    {
        CleanupLayers();
    }
}
Esempio n. 2
0
ParticleEmitter::~ParticleEmitter()
{
    CleanupLayers();
}
RenderObject * ParticleEmitter3D::Clone(RenderObject *newObject)
{
	if(!newObject)
	{
		DVASSERT_MSG(IsPointerToExactClass<ParticleEmitter3D>(this), "Can clone only ParticleEmitter3D");
		newObject = new ParticleEmitter3D();
	}
	else
	{
		CleanupLayers();
		ReleaseFromCache(static_cast<ParticleEmitter *>(newObject)->emitterFileName);
	}

	ParticleEmitter* clonedEmitter = static_cast<ParticleEmitter*>(newObject);
	clonedEmitter->SetConfigPath(this->configPath);
	clonedEmitter->SetPosition(this->position);
	clonedEmitter->SetAngle(this->angle);
	
	clonedEmitter->SetLifeTime(this->lifeTime);
	clonedEmitter->SetRepeatCount(this->repeatCount);
	clonedEmitter->SetTime(this->time);
	clonedEmitter->SetEmitPointsCount(this->emitPointsCount);
	clonedEmitter->SetPaused(this->isPaused);
	clonedEmitter->SetAutoRestart(this->isAutorestart);
	clonedEmitter->SetParticlesFollow(this->particlesFollow);
	clonedEmitter->Set3D(this->is3D);
	clonedEmitter->SetPlaybackSpeed(this->playbackSpeed);

	clonedEmitter->SetInitialTranslationVector(this->initialTranslationVector);

	if (this->emissionVector)
	{
		clonedEmitter->emissionVector = this->emissionVector->Clone();
        clonedEmitter->emissionVector->Release();
	}
	if (this->emissionAngle)
	{
		clonedEmitter->emissionAngle = this->emissionAngle->Clone();
        clonedEmitter->emissionAngle->Release();
	}
	if (this->emissionRange)
	{
		clonedEmitter->emissionRange = this->emissionRange->Clone();
        clonedEmitter->emissionRange->Release();
	}
	if (this->radius)
	{
		clonedEmitter->radius = this->radius->Clone();
        clonedEmitter->radius->Release();
	}
	if (this->colorOverLife)
	{
		clonedEmitter->colorOverLife = this->colorOverLife->Clone();
        clonedEmitter->colorOverLife->Release();
	}
	if (this->size)
	{
		clonedEmitter->size = this->size->Clone();
        clonedEmitter->size->Release();
	}
	
	clonedEmitter->emitterType = this->emitterType;
	clonedEmitter->currentColor = this->currentColor;
	clonedEmitter->SetShortEffect(shortEffect);
	
	// Now can add Layers. Need to update their parents.
	for (Vector<ParticleLayer*>::iterator iter = this->layers.begin(); iter != this->layers.end();
		 iter ++)
	{
		ParticleLayer* clonedLayer = (*iter)->Clone(NULL);
		ParticleLayer3D* clonedLayer3D = dynamic_cast<ParticleLayer3D*>(clonedLayer);
		if (clonedLayer3D)
		{
			clonedLayer3D->SetParent(clonedEmitter);
		}

		clonedEmitter->AddLayer(clonedLayer);
		SafeRelease(clonedLayer);
	}

	time = 0.0f;
	repeatCount = 0;
	lodLevelLocked = false;
	currentLodLevel = desiredLodLevel;

	clonedEmitter->emitterFileName = emitterFileName;
	RetainInCache(emitterFileName);

	return newObject;
}