* Use .empty() and .data() * Use nullptr instead of 0 * No else after return * Simple class member initialization * Add override for virtual methods * Include C++ instead of C headers * Remove some unused includes * Use default constructors * Always use braces * Consistent names in definition and declaration * Change typedef to using Pull Request: https://projects.blender.org/blender/blender/pulls/132361
66 lines
1.2 KiB
C++
66 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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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() override;
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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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