#ifndef CC_PARTICLE_H #define CC_PARTICLE_H #include "Vectors.h" #include "PackedCol.h" /* Represents particle effects, and manages rendering and spawning particles Copyright 2014-2023 ClassiCube | Licensed under BSD-3 */ struct IGameComponent; struct VertexTextured; struct ScheduledTask; extern struct IGameComponent Particles_Component; struct Particle { Vec3 velocity; float lifetime; Vec3 lastPos, nextPos; float size; }; struct CustomParticleEffect { TextureRec rec; PackedCol tintCol; cc_uint8 frameCount; cc_uint8 particleCount; cc_uint8 collideFlags; cc_bool fullBright; float size; float sizeVariation; float spread; /* how far from the spawnpoint their location can vary */ float speed; /* how fast they move away/towards the origin */ float gravity; float baseLifetime; /* how long (in seconds) the particle lives for */ float lifetimeVariation; }; extern struct CustomParticleEffect Particles_CustomEffects[256]; /* http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ */ void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec, PackedCol col, struct VertexTextured* vertices); void Particles_Render(float t); void Particles_BreakBlockEffect(IVec3 coords, BlockID oldBlock, BlockID block); void Particles_RainSnowEffect(float x, float y, float z); void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ); #endif