forked from bartvdbraak/blender
fd25e883e2
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
81 lines
1.7 KiB
C++
81 lines
1.7 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __PARTICLES_H__
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#define __PARTICLES_H__
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#include "util/array.h"
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#include "util/types.h"
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#include "graph/node.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Progress;
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class Scene;
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/* Particle System */
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struct Particle {
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int index;
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float age;
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float lifetime;
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float3 location;
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float4 rotation;
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float size;
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float3 velocity;
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float3 angular_velocity;
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};
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class ParticleSystem : public Node {
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public:
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NODE_DECLARE
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ParticleSystem();
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~ParticleSystem();
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void tag_update(Scene *scene);
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array<Particle> particles;
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};
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/* ParticleSystem Manager */
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class ParticleSystemManager {
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bool need_update_;
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public:
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ParticleSystemManager();
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~ParticleSystemManager();
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void device_update_particles(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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bool need_update() const;
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};
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CCL_NAMESPACE_END
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#endif /* __PARTICLES_H__ */
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