| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PARTICLE |
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| 17 | |
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| 18 | #include "particle_system.h" |
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| 19 | |
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| 20 | #include "particle_emitter.h" |
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| 21 | #include "particle_engine.h" |
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| 22 | |
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| 23 | #include "field.h" |
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| 24 | |
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| 25 | #include "compiler.h" |
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| 26 | #include "material.h" |
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| 27 | #include "state.h" |
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| 28 | |
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| 29 | |
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| 30 | // needed to find the Position of the Camera |
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| 31 | #include "world.h" |
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| 32 | |
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| 33 | using namespace std; |
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| 34 | |
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| 35 | /** |
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| 36 | \brief standard constructor |
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| 37 | \param count the Count of particles in the System |
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| 38 | \param type The Type of the ParticleSystem |
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| 39 | |
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| 40 | \todo this constructor is not jet implemented - do it |
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| 41 | */ |
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| 42 | ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type) |
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| 43 | { |
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| 44 | this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem"); |
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| 45 | this->material = NULL; |
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| 46 | this->name = NULL; |
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| 47 | this->maxCount = maxCount; |
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| 48 | this->count = 0; |
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| 49 | this->particles = NULL; |
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| 50 | this->deadList = NULL; |
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| 51 | this->setConserve(1); |
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| 52 | this->setLifeSpan(1); |
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| 53 | this->setInheritSpeed(0); |
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| 54 | this->glID = NULL; |
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| 55 | this->setRadius(1.0, 1.0, 0.0); |
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| 56 | this->setType(type, 1); |
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| 57 | this->setColor(1.0,1.0,1.0,1.0, .5,.5,.5,.5, .0,.0,.0,.0); |
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| 58 | ParticleEngine::getInstance()->addSystem(this); |
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| 59 | } |
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| 60 | |
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| 61 | |
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| 62 | /** |
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| 63 | \brief standard deconstructor |
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| 64 | */ |
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| 65 | ParticleSystem::~ParticleSystem() |
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| 66 | { |
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| 67 | // delete what has to be deleted here |
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| 68 | ParticleEngine::getInstance()->removeSystem(this); |
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| 69 | |
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| 70 | // deleting all the living Particles |
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| 71 | while (this->particles) |
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| 72 | { |
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| 73 | Particle* tmpDelPart = this->particles; |
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| 74 | this->particles = this->particles->next; |
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| 75 | delete tmpDelPart; |
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| 76 | } |
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| 77 | |
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| 78 | // deleting all the dead particles |
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| 79 | while (this->deadList) |
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| 80 | { |
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| 81 | Particle* tmpDelPart = this->deadList; |
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| 82 | this->deadList = this->deadList->next; |
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| 83 | delete tmpDelPart; |
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| 84 | } |
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| 85 | |
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| 86 | if (this->material) |
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| 87 | delete this->material; |
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| 88 | } |
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| 89 | |
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| 90 | /** |
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| 91 | \brief sets the Name of the Particle System |
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| 92 | \param name the Name of the System |
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| 93 | */ |
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| 94 | void ParticleSystem::setName(const char* name) |
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| 95 | { |
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| 96 | if (this->name) |
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| 97 | delete this->name; |
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| 98 | this->name = new char[strlen(name)+1]; |
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| 99 | strcpy(this->name, name); |
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| 100 | } |
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| 101 | |
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| 102 | /** |
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| 103 | \returns the Name of the ParticleSystem |
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| 104 | */ |
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| 105 | const char* ParticleSystem::getName(void) const |
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| 106 | { |
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| 107 | return this->name; |
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| 108 | } |
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| 109 | |
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| 110 | /** |
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| 111 | \todo this will be different |
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| 112 | */ |
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| 113 | void ParticleSystem::setType(PARTICLE_TYPE particleType, int count) |
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| 114 | { |
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| 115 | this->particleType = particleType; |
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| 116 | this->dialectCount = count; |
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| 117 | // if (glID != NULL) |
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| 118 | // delete glID; |
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| 119 | |
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| 120 | // glID = new GLuint[count]; |
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| 121 | // for (int i = 0; i< count; i++) |
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| 122 | // glID[i] = 0; |
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| 123 | |
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| 124 | // glID[0] = glGenLists(count); |
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| 125 | if (this->material) |
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| 126 | delete this->material; |
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| 127 | this->material = NULL; |
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| 128 | |
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| 129 | if (this->particleType == PARTICLE_SPRITE) |
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| 130 | { |
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| 131 | this->material = new Material("transperencyMap"); |
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| 132 | this->material->setDiffuseMap("pictures/radialTransparency.png"); |
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| 133 | // material->setTransparency(.5); |
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| 134 | } |
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| 135 | } |
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| 136 | |
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| 137 | // setting properties |
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| 138 | void ParticleSystem::setMaterial(Material* material) |
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| 139 | { |
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| 140 | this->material = material; |
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| 141 | } |
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| 142 | |
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| 143 | |
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| 144 | |
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| 145 | /** |
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| 146 | \brief how much of the speed from the ParticleEmitter should flow onto the ParticleSystem |
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| 147 | \param value a Value between zero and one |
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| 148 | |
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| 149 | |
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| 150 | if you want to change the value of this variable during emission time (to make it more dynamic) |
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| 151 | you may want to use the animation class |
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| 152 | */ |
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| 153 | void ParticleSystem::setInheritSpeed(float value) |
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| 154 | { |
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| 155 | if (unlikely(value > 1.0)) |
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| 156 | this->inheritSpeed = 1; |
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| 157 | else if (unlikely(value < 0.0)) |
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| 158 | this->inheritSpeed = 0; |
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| 159 | else |
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| 160 | this->inheritSpeed = value; |
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| 161 | } |
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| 162 | |
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| 163 | /** |
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| 164 | \brief Sets the lifespan of newly created particles |
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| 165 | */ |
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| 166 | void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan) |
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| 167 | { |
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| 168 | this->lifeSpan = lifeSpan; |
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| 169 | this->randomLifeSpan = randomLifeSpan; |
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| 170 | } |
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| 171 | |
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| 172 | /** |
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| 173 | \brief sets the radius of newly created particles |
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| 174 | */ |
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| 175 | void ParticleSystem::setRadius(float startRadius, float endRadius, float randomStartRadius, float randomEndRadius) |
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| 176 | { |
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| 177 | this->startRadius = startRadius; |
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| 178 | this->endRadius = endRadius; |
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| 179 | this->randomStartRadius = randomStartRadius; |
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| 180 | this->randomEndRadius = randomEndRadius; |
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| 181 | } |
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| 182 | |
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| 183 | /** |
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| 184 | \brief sets the conserve Factor of newly created particles |
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| 185 | */ |
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| 186 | void ParticleSystem::setConserve(float conserve) |
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| 187 | { |
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| 188 | if (conserve > 1.0) |
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| 189 | this->conserve = 1.0; |
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| 190 | else if (conserve < 0.0) |
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| 191 | this->conserve = 0.0; |
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| 192 | else |
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| 193 | this->conserve = conserve; |
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| 194 | } |
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| 195 | |
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| 196 | |
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| 197 | /** |
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| 198 | \brief Tells the ParticleSystem how it should iterate the color over time |
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| 199 | \param .... |
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| 200 | */ |
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| 201 | void ParticleSystem::setColor(GLfloat br, GLfloat bg, GLfloat bb, GLfloat ba, |
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| 202 | GLfloat mr, GLfloat mg, GLfloat mb, GLfloat ma, |
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| 203 | GLfloat er, GLfloat eg, GLfloat eb, GLfloat ea) |
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| 204 | { |
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| 205 | this->startColor[0] = br; |
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| 206 | this->startColor[1] = bg; |
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| 207 | this->startColor[2] = bb; |
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| 208 | this->startColor[3] = ba; |
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| 209 | |
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| 210 | this->midColor[0] = mr; |
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| 211 | this->midColor[1] = mg; |
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| 212 | this->midColor[2] = mb; |
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| 213 | this->midColor[3] = ma; |
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| 214 | |
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| 215 | this->endColor[0] = er; |
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| 216 | this->endColor[1] = eg; |
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| 217 | this->endColor[2] = eb; |
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| 218 | this->endColor[3] = ea; |
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| 219 | } |
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| 220 | |
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| 221 | /** |
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| 222 | \brief ticks the system. |
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| 223 | \param dt the time to tick all the Particles of the System |
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| 224 | |
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| 225 | this is used to get all the particles some motion |
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| 226 | */ |
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| 227 | void ParticleSystem::tick(float dt) |
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| 228 | { |
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| 229 | Particle* tickPart = particles; // the particle to Tick |
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| 230 | Particle* prevPart = NULL; // |
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| 231 | while (likely(tickPart != NULL)) |
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| 232 | { |
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| 233 | tickPart->position = tickPart->position + tickPart->velocity * dt; |
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| 234 | tickPart->radius += tickPart->radiusIt * dt; |
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| 235 | |
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| 236 | // applying force to the System. |
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| 237 | tickPart->velocity += tickPart->extForce * tickPart->mass; |
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| 238 | tickPart->extForce = Vector(0,0,0); |
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| 239 | |
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| 240 | // applying Color |
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| 241 | //! \todo better algorithm to do this \todo also implement the midColor |
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| 242 | if (tickPart->lifeCycle < .5) |
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| 243 | { |
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| 244 | tickPart->color[0] = this->startColor[0] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[0] *(tickPart->lifeCycle*2); |
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| 245 | tickPart->color[1] = this->startColor[1] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[1] *(tickPart->lifeCycle*2); |
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| 246 | tickPart->color[2] = this->startColor[2] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[2] *(tickPart->lifeCycle*2); |
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| 247 | tickPart->color[3] = this->startColor[3] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[3] *(tickPart->lifeCycle*2); |
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| 248 | } |
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| 249 | else |
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| 250 | { |
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| 251 | tickPart->color[0] = this->midColor[0] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[0] *(tickPart->lifeCycle*2); |
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| 252 | tickPart->color[1] = this->midColor[1] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[1] *(tickPart->lifeCycle*2); |
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| 253 | tickPart->color[2] = this->midColor[2] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[2] *(tickPart->lifeCycle*2); |
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| 254 | tickPart->color[3] = this->midColor[3] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[3] *(tickPart->lifeCycle*2); |
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| 255 | } |
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| 256 | // many more to come |
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| 257 | |
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| 258 | if (this->conserve < 1.0) |
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| 259 | tickPart->velocity = tickPart->velocity * this->conserve; |
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| 260 | // find out if we have to delete tickPart |
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| 261 | if ((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0) |
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| 262 | { |
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| 263 | // remove the particle from the list |
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| 264 | if (likely(prevPart != NULL)) |
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| 265 | { |
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| 266 | prevPart->next = tickPart->next; |
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| 267 | tickPart->next = this->deadList; |
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| 268 | this->deadList = tickPart; |
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| 269 | tickPart = prevPart->next; |
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| 270 | } |
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| 271 | else |
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| 272 | { |
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| 273 | prevPart = NULL; |
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| 274 | this->particles = tickPart->next; |
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| 275 | tickPart->next = this->deadList; |
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| 276 | this->deadList = tickPart; |
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| 277 | tickPart = this->particles; |
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| 278 | } |
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| 279 | --this->count; |
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| 280 | } |
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| 281 | else |
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| 282 | { |
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| 283 | prevPart = tickPart; |
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| 284 | tickPart = tickPart->next; |
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| 285 | } |
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| 286 | } |
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| 287 | } |
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| 288 | |
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| 289 | /** |
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| 290 | \brief applies some force to a Particle. |
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| 291 | */ |
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| 292 | void ParticleSystem::applyField(float dt, Field* field) |
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| 293 | { |
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| 294 | Particle* tickPart = particles; |
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| 295 | while (tickPart) |
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| 296 | { |
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| 297 | tickPart->extForce += field->calcForce(dt, tickPart->position); |
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| 298 | tickPart = tickPart->next; |
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| 299 | } |
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| 300 | } |
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| 301 | |
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| 302 | |
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| 303 | /** |
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| 304 | \brief draws all the Particles of this System |
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| 305 | \param the time passed in seconds (since the last draw) |
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| 306 | |
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| 307 | The Cases in this Function all do the same: |
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| 308 | Drawing all the particles with the appropriate Type. |
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| 309 | This is just the fastest Way to do this, but will most likely be changed in the future. |
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| 310 | */ |
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| 311 | void ParticleSystem::draw(float dt) |
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| 312 | { |
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| 313 | glPushAttrib(GL_ENABLE_BIT); |
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| 314 | glDisable(GL_LIGHTING); |
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| 315 | |
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| 316 | Particle* drawPart = particles; |
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| 317 | |
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| 318 | switch (this->particleType) |
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| 319 | { |
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| 320 | default: |
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| 321 | case PARTICLE_SPRITE: |
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| 322 | glMatrixMode(GL_MODELVIEW); |
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| 323 | glDisable(GL_DEPTH_TEST); |
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| 324 | |
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| 325 | material->select(); |
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| 326 | // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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| 327 | |
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| 328 | |
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| 329 | while (likely(drawPart != NULL)) |
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| 330 | { |
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| 331 | glColor4fv(drawPart->color); |
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| 332 | //! \todo implement a faster code for the look-at Camera algorithm. |
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| 333 | |
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| 334 | const PNode* camera = State::getInstance()->getCamera(); //!< \todo MUST be different |
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| 335 | Vector cameraPos = camera->getAbsCoor(); |
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| 336 | Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor(); |
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| 337 | Vector view = cameraTargetPos - cameraPos; |
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| 338 | Vector up = Vector(0, 1, 0); |
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| 339 | up = camera->getAbsDir().apply(up); |
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| 340 | Vector h = up.cross(view); |
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| 341 | Vector v = h.cross(view); |
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| 342 | h.normalize(); |
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| 343 | v.normalize(); |
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| 344 | v *= .5 * drawPart->radius; |
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| 345 | h *= .5 * drawPart->radius; |
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| 346 | |
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| 347 | glBegin(GL_TRIANGLE_STRIP); |
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| 348 | glTexCoord2i(1, 1); |
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| 349 | glVertex3f(drawPart->position.x - h.x - v.x, |
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| 350 | drawPart->position.y - h.y - v.y, |
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| 351 | drawPart->position.z - h.z - v.z); |
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| 352 | glTexCoord2i(0, 1); |
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| 353 | glVertex3f(drawPart->position.x - h.x + v.x, |
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| 354 | drawPart->position.y - h.y + v.y, |
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| 355 | drawPart->position.z - h.z + v.z); |
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| 356 | glTexCoord2i(1, 0); |
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| 357 | glVertex3f(drawPart->position.x + h.x - v.x, |
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| 358 | drawPart->position.y + h.y - v.y, |
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| 359 | drawPart->position.z + h.z - v.z); |
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| 360 | glTexCoord2i(0, 0); |
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| 361 | glVertex3f(drawPart->position.x + h.x + v.x, |
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| 362 | drawPart->position.y + h.y + v.y, |
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| 363 | drawPart->position.z + h.z + v.z); |
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| 364 | |
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| 365 | glEnd(); |
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| 366 | |
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| 367 | drawPart = drawPart->next; |
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| 368 | } |
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| 369 | |
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| 370 | |
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| 371 | break; |
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| 372 | |
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| 373 | case PARTICLE_SPARK: |
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| 374 | glEnable(GL_LINE_SMOOTH); |
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| 375 | glBegin(GL_LINES); |
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| 376 | while (likely(drawPart != NULL)) |
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| 377 | { |
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| 378 | glColor4fv(drawPart->color); |
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| 379 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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| 380 | glVertex3f(drawPart->position.x - drawPart->velocity.x, |
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| 381 | drawPart->position.y - drawPart->velocity.y, |
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| 382 | drawPart->position.z - drawPart->velocity.z); |
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| 383 | drawPart = drawPart->next; |
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| 384 | } |
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| 385 | glEnd(); |
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| 386 | break; |
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| 387 | |
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| 388 | case PARTICLE_DOT: |
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| 389 | glBegin(GL_POINTS); |
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| 390 | while (likely(drawPart != NULL)) |
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| 391 | { |
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| 392 | glColor4fv(drawPart->color); |
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| 393 | |
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| 394 | glLineWidth(drawPart->radius); |
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| 395 | |
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| 396 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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| 397 | drawPart = drawPart->next; |
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| 398 | } |
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| 399 | glEnd(); |
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| 400 | break; |
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| 401 | } |
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| 402 | glPopAttrib(); |
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| 403 | } |
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| 404 | |
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| 405 | /** |
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| 406 | \brief adds a new Particle to the System |
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| 407 | \param position the position where the particle gets emitted. |
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| 408 | \param velocity the Starting velocity of the particle. |
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| 409 | \param data some more data given by the emitter |
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| 410 | */ |
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| 411 | void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, unsigned int data) |
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| 412 | { |
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| 413 | if (this->count <= this->maxCount) |
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| 414 | { |
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| 415 | // if it is the first Particle |
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| 416 | if (unlikely(particles == NULL)) |
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| 417 | { |
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| 418 | if (likely(deadList != NULL)) |
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| 419 | { |
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| 420 | this->particles = this->deadList; |
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| 421 | deadList = deadList->next; |
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| 422 | } |
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| 423 | else |
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| 424 | { |
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| 425 | PRINTF(5)("Generating new Particle\n"); |
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| 426 | this->particles = new Particle; |
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| 427 | } |
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| 428 | this->particles->next = NULL; |
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| 429 | } |
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| 430 | // filling the List from the beginning |
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| 431 | else |
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| 432 | { |
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| 433 | Particle* tmpPart; |
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| 434 | if (likely(deadList != NULL)) |
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| 435 | { |
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| 436 | tmpPart = this->deadList; |
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| 437 | deadList = deadList->next; |
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| 438 | } |
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| 439 | else |
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| 440 | { |
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| 441 | PRINTF(5)("Generating new Particle\n"); |
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| 442 | tmpPart = new Particle; |
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| 443 | } |
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| 444 | tmpPart->next = this->particles; |
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| 445 | this->particles = tmpPart; |
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| 446 | } |
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| 447 | |
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| 448 | particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan; |
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| 449 | particles->lifeCycle = 0.0; |
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| 450 | particles->position = position; |
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| 451 | particles->velocity = velocity; |
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| 452 | |
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| 453 | // particle->rotation = ; //! \todo rotation is once again something to be done. |
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| 454 | particles->mass = this->initialMass + (rand()/RAND_MAX -.5)* this->randomInitialMass; |
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| 455 | particles->radius = this->startRadius + (rand()/RAND_MAX-.5)*this->randomStartRadius; |
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| 456 | |
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| 457 | particles->radiusIt = (this->endRadius + (rand()/RAND_MAX-.5)*this->randomEndRadius - particles->radius) / particles->lifeTime; |
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| 458 | |
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| 459 | ++this->count; |
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| 460 | } |
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| 461 | else |
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| 462 | PRINTF(5)("maximum count of particles reached not adding any more\n"); |
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| 463 | } |
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| 464 | |
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| 465 | /** |
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| 466 | \brief outputs some nice debug information |
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| 467 | */ |
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| 468 | void ParticleSystem::debug(void) |
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| 469 | { |
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| 470 | PRINT(0)(" ParticleSystem %s\n", this->name); |
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| 471 | PRINT(0)(" ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount); |
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| 472 | if (deadList) |
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| 473 | { |
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| 474 | PRINT(0)(" - ParticleDeadList is used: "); |
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| 475 | int i = 1; |
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| 476 | Particle* tmpPart = this->deadList; |
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| 477 | while (tmpPart = tmpPart->next) ++i; |
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| 478 | PRINT(0)("count: %d\n", i); |
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| 479 | } |
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| 480 | } |
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