| 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 maxCount 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 | ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type) : PhysicsInterface(this) | 
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| 41 | { | 
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| 42 |   this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem"); | 
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| 43 |   this->material = NULL; | 
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| 44 |   this->maxCount = maxCount; | 
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| 45 |   this->count = 0; | 
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| 46 |   this->particles = NULL; | 
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| 47 |   this->deadList = NULL; | 
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| 48 |   this->setConserve(1); | 
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| 49 |   this->setLifeSpan(1); | 
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| 50 |   this->glID = NULL; | 
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| 51 |   this->setType(type, 1); | 
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| 52 |   ParticleEngine::getInstance()->addSystem(this); | 
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| 53 | } | 
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| 54 |  | 
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| 55 |  | 
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| 56 | /** | 
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| 57 |    \brief standard deconstructor | 
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| 58 | */ | 
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| 59 | ParticleSystem::~ParticleSystem() | 
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| 60 | { | 
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| 61 |   // delete what has to be deleted here | 
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| 62 |    ParticleEngine::getInstance()->removeSystem(this); | 
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| 63 |  | 
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| 64 |    // deleting all the living Particles | 
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| 65 |    while (this->particles) | 
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| 66 |      { | 
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| 67 |        Particle* tmpDelPart = this->particles; | 
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| 68 |        this->particles = this->particles->next; | 
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| 69 |        delete tmpDelPart; | 
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| 70 |      } | 
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| 71 |  | 
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| 72 |    // deleting all the dead particles | 
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| 73 |    while (this->deadList) | 
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| 74 |      { | 
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| 75 |        Particle* tmpDelPart = this->deadList; | 
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| 76 |        this->deadList = this->deadList->next; | 
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| 77 |        delete tmpDelPart; | 
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| 78 |      } | 
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| 79 |  | 
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| 80 |    if (this->material) | 
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| 81 |      delete this->material; | 
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| 82 | } | 
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| 83 |  | 
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| 84 | /** | 
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| 85 |    \param particleType the type of particles in this System | 
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| 86 |    \param count how many particles (in PARTICLE_MULTI-mode) | 
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| 87 |    \todo this will be different | 
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| 88 | */ | 
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| 89 | void ParticleSystem::setType(PARTICLE_TYPE particleType, int count) | 
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| 90 | { | 
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| 91 |   this->particleType = particleType; | 
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| 92 |   this->dialectCount = count; | 
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| 93 |   //  if (glID != NULL) | 
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| 94 |   //    delete glID; | 
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| 95 |  | 
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| 96 |   //  glID = new GLuint[count]; | 
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| 97 |   //  for (int i = 0; i< count; i++) | 
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| 98 |   //    glID[i] = 0; | 
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| 99 |  | 
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| 100 |   //  glID[0] = glGenLists(count); | 
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| 101 |   if (this->material) | 
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| 102 |     delete this->material; | 
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| 103 |   this->material = NULL; | 
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| 104 |  | 
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| 105 |   if (this->particleType == PARTICLE_SPRITE) | 
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| 106 |     { | 
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| 107 |       this->material = new Material("transperencyMap"); | 
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| 108 |       this->material->setDiffuseMap("pictures/radialTransparency.png"); | 
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| 109 |       //  material->setTransparency(.5); | 
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| 110 |     } | 
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| 111 | } | 
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| 112 |  | 
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| 113 | // setting properties | 
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| 114 | /** | 
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| 115 |    \brief sets the material to an external material | 
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| 116 |    \param material: the material to set this material to. | 
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| 117 |  | 
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| 118 |    !! important if the extern material gets deleted it MUST be unregistered here or segfault !! | 
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| 119 | */ | 
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| 120 | void ParticleSystem::setMaterial(Material* material) | 
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| 121 | { | 
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| 122 |   this->material = material; | 
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| 123 | } | 
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| 124 |  | 
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| 125 | /** | 
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| 126 |    \brief Sets the lifespan of newly created particles | 
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| 127 | */    | 
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| 128 | void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan) | 
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| 129 | { | 
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| 130 |   this->lifeSpan = lifeSpan; | 
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| 131 |   this->randomLifeSpan = randomLifeSpan; | 
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| 132 | } | 
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| 133 |  | 
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| 134 | /** | 
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| 135 |    \brief sets the conserve Factor of newly created particles | 
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| 136 | */ | 
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| 137 | void ParticleSystem::setConserve(float conserve) | 
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| 138 | { | 
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| 139 |   if (conserve > 1.0) | 
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| 140 |     this->conserve = 1.0; | 
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| 141 |   else if (conserve < 0.0) | 
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| 142 |     this->conserve = 0.0; | 
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| 143 |   else | 
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| 144 |     this->conserve = conserve; | 
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| 145 | } | 
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| 146 |  | 
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| 147 | ///////////////////////////// | 
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| 148 | /* Per-Particle Attributes */ | 
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| 149 | ///////////////////////////// | 
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| 150 | /** | 
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| 151 |    \brief sets a key in the radius-animation on a per-particle basis | 
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| 152 |    \param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1] | 
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| 153 |    \param radius the radius at this position | 
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| 154 |    \param randRadius the randRadius at this position | 
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| 155 | */ | 
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| 156 | void ParticleSystem::setRadius(float lifeCycleTime, float radius, float randRadius) | 
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| 157 | { | 
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| 158 |   this->radiusAnim.addEntry(lifeCycleTime, radius); | 
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| 159 |   this->randRadiusAnim.addEntry(lifeCycleTime, randRadius); | 
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| 160 | } | 
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| 161 |  | 
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| 162 | /** | 
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| 163 |    \brief sets a key in the mass-animation on a per-particle basis | 
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| 164 |    \param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1] | 
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| 165 |    \param mass the mass at this position | 
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| 166 |    \param randMass the randomMass at this position | 
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| 167 | */ | 
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| 168 | void ParticleSystem::setMass(float lifeCycleTime, float mass, float randMass) | 
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| 169 | { | 
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| 170 |   this->massAnim.addEntry(lifeCycleTime, mass); | 
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| 171 |   this->randMassAnim.addEntry(lifeCycleTime, randMass); | 
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| 172 | } | 
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| 173 |  | 
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| 174 | /** | 
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| 175 |    \brief sets a key in the color-animation on a per-particle basis | 
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| 176 |    \param lifeCycleTime: the time (partilceLifeTime/particleAge) [0-1] | 
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| 177 |    \param red: red | 
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| 178 |    \param green: green | 
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| 179 |    \param blue: blue | 
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| 180 |    \param alpha: alpha | 
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| 181 | */ | 
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| 182 | void ParticleSystem::setColor(float lifeCycleTime, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) | 
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| 183 | { | 
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| 184 |   this->colorAnim[0].addEntry(lifeCycleTime, red); | 
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| 185 |   this->colorAnim[1].addEntry(lifeCycleTime, green); | 
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| 186 |   this->colorAnim[2].addEntry(lifeCycleTime, blue); | 
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| 187 |   this->colorAnim[3].addEntry(lifeCycleTime, alpha); | 
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| 188 | } | 
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| 189 |  | 
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| 190 | /** | 
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| 191 |    \brief ticks the system. | 
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| 192 |    \param dt the time to tick all the Particles of the System | 
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| 193 |  | 
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| 194 |    this is used to get all the particles some motion | 
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| 195 | */ | 
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| 196 | void ParticleSystem::tick(float dt) | 
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| 197 | { | 
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| 198 |   Particle* tickPart = particles;  // the particle to Tick | 
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| 199 |   Particle* prevPart = NULL;       //  | 
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| 200 |   while (likely(tickPart != NULL)) | 
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| 201 |     { | 
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| 202 |       // applying force to the System. | 
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| 203 |       if (likely (tickPart->mass > 0.0)) | 
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| 204 |         tickPart->velocity += tickPart->extForce / tickPart->mass * dt; | 
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| 205 |  | 
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| 206 |       // rendering new position. | 
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| 207 |       tickPart->position = tickPart->position + tickPart->velocity * dt; | 
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| 208 |       tickPart->radius = radiusAnim.getValue(tickPart->lifeCycle) | 
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| 209 |         + randRadiusAnim.getValue(tickPart->lifeCycle) * tickPart->radiusRand; | 
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| 210 |  | 
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| 211 |       tickPart->mass = massAnim.getValue(tickPart->lifeCycle) | 
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| 212 |         + randMassAnim.getValue(tickPart->lifeCycle) * tickPart->massRand; | 
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| 213 |        | 
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| 214 |       tickPart->extForce = Vector(0,0,0); | 
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| 215 |  | 
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| 216 |       // applying Color | 
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| 217 |       tickPart->color[0] = this->colorAnim[0].getValue(tickPart->lifeCycle); | 
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| 218 |       tickPart->color[1] = this->colorAnim[1].getValue(tickPart->lifeCycle); | 
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| 219 |       tickPart->color[2] = this->colorAnim[2].getValue(tickPart->lifeCycle); | 
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| 220 |       tickPart->color[3] = this->colorAnim[3].getValue(tickPart->lifeCycle); | 
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| 221 |  | 
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| 222 |       // many more to come | 
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| 223 |  | 
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| 224 |       if (this->conserve < 1.0) | 
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| 225 |         tickPart->velocity = tickPart->velocity * this->conserve; | 
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| 226 |       // find out if we have to delete tickPart | 
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| 227 |       if (unlikely((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0)) | 
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| 228 |         { | 
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| 229 |           // remove the particle from the list | 
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| 230 |           if (likely(prevPart != NULL)) | 
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| 231 |             { | 
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| 232 |               prevPart->next = tickPart->next; | 
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| 233 |               tickPart->next = this->deadList; | 
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| 234 |               this->deadList = tickPart; | 
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| 235 |               tickPart = prevPart->next; | 
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| 236 |             } | 
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| 237 |           else | 
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| 238 |             { | 
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| 239 |               prevPart = NULL; | 
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| 240 |               this->particles = tickPart->next; | 
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| 241 |               tickPart->next = this->deadList; | 
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| 242 |               this->deadList = tickPart; | 
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| 243 |               tickPart = this->particles; | 
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| 244 |             } | 
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| 245 |           --this->count; | 
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| 246 |         } | 
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| 247 |       else | 
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| 248 |         {       | 
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| 249 |           prevPart = tickPart; | 
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| 250 |           tickPart = tickPart->next; | 
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| 251 |         } | 
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| 252 |     } | 
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| 253 | } | 
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| 254 |  | 
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| 255 | /**  | 
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| 256 |     \brief applies some force to a Particle. | 
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| 257 |     \param field the Field to apply. | 
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| 258 |  */ | 
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| 259 | void ParticleSystem::applyField(Field* field) | 
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| 260 | { | 
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| 261 |   Particle* tickPart = particles; | 
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| 262 |   while (tickPart) | 
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| 263 |     { | 
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| 264 |       tickPart->extForce += field->calcForce(tickPart->position); | 
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| 265 |       tickPart = tickPart->next; | 
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| 266 |     } | 
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| 267 | } | 
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| 268 |  | 
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| 269 |  | 
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| 270 | /** | 
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| 271 |    \brief draws all the Particles of this System | 
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| 272 |  | 
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| 273 |    The Cases in this Function all do the same: | 
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| 274 |    Drawing all the particles with the appropriate Type. | 
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| 275 |    This is just the fastest Way to do this, but will most likely be changed in the future. | 
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| 276 | */ | 
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| 277 | void ParticleSystem::draw(void) const | 
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| 278 | { | 
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| 279 |   glPushAttrib(GL_ENABLE_BIT); | 
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| 280 |   glDisable(GL_LIGHTING); | 
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| 281 |  | 
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| 282 |   Particle* drawPart = particles; | 
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| 283 |        | 
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| 284 |   switch (this->particleType) | 
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| 285 |     { | 
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| 286 |     default: | 
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| 287 |     case PARTICLE_SPRITE: | 
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| 288 |       glMatrixMode(GL_MODELVIEW); | 
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| 289 |       glDisable(GL_DEPTH_TEST); | 
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| 290 |  | 
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| 291 |       material->select();  | 
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| 292 |       //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); | 
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| 293 |        | 
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| 294 |  | 
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| 295 |       while (likely(drawPart != NULL)) | 
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| 296 |         { | 
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| 297 |           glColor4fv(drawPart->color); | 
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| 298 |           //! \todo implement a faster code for the look-at Camera algorithm. | 
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| 299 |  | 
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| 300 |           const PNode* camera = State::getInstance()->getCamera();  //!< \todo MUST be different | 
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| 301 |           Vector cameraPos = camera->getAbsCoor(); | 
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| 302 |           Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor(); | 
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| 303 |           Vector view = cameraTargetPos - cameraPos; | 
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| 304 |           Vector up = Vector(0, 1, 0); | 
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| 305 |           up = camera->getAbsDir().apply(up); | 
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| 306 |           Vector h = up.cross(view); | 
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| 307 |           Vector v = h.cross(view); | 
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| 308 |           h.normalize(); | 
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| 309 |           v.normalize(); | 
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| 310 |           v *= .5 * drawPart->radius; | 
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| 311 |           h *= .5 * drawPart->radius; | 
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| 312 |  | 
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| 313 |           glBegin(GL_TRIANGLE_STRIP); | 
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| 314 |           glTexCoord2i(1, 1); | 
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| 315 |           glVertex3f(drawPart->position.x - h.x - v.x, | 
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| 316 |                      drawPart->position.y - h.y - v.y, | 
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| 317 |                      drawPart->position.z - h.z - v.z); | 
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| 318 |           glTexCoord2i(0, 1); | 
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| 319 |           glVertex3f(drawPart->position.x - h.x + v.x, | 
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| 320 |                      drawPart->position.y - h.y + v.y, | 
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| 321 |                      drawPart->position.z - h.z + v.z); | 
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| 322 |           glTexCoord2i(1, 0); | 
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| 323 |           glVertex3f(drawPart->position.x + h.x - v.x, | 
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| 324 |                      drawPart->position.y + h.y - v.y, | 
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| 325 |                      drawPart->position.z + h.z - v.z); | 
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| 326 |           glTexCoord2i(0, 0); | 
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| 327 |           glVertex3f(drawPart->position.x + h.x + v.x, | 
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| 328 |                      drawPart->position.y + h.y + v.y, | 
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| 329 |                      drawPart->position.z + h.z + v.z); | 
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| 330 |  | 
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| 331 |           glEnd(); | 
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| 332 |    | 
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| 333 |           drawPart = drawPart->next; | 
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| 334 |         } | 
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| 335 |  | 
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| 336 |        | 
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| 337 |       break; | 
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| 338 |  | 
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| 339 |     case PARTICLE_SPARK: | 
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| 340 |       glEnable(GL_LINE_SMOOTH); | 
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| 341 |       glBegin(GL_LINES); | 
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| 342 |       while (likely(drawPart != NULL)) | 
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| 343 |         { | 
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| 344 |           glColor4fv(drawPart->color); | 
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| 345 |           glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); | 
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| 346 |           glVertex3f(drawPart->position.x - drawPart->velocity.x, | 
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| 347 |                      drawPart->position.y - drawPart->velocity.y, | 
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| 348 |                      drawPart->position.z - drawPart->velocity.z); | 
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| 349 |           drawPart = drawPart->next; | 
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| 350 |         } | 
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| 351 |       glEnd(); | 
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| 352 |       break; | 
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| 353 |        | 
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| 354 |     case PARTICLE_DOT: | 
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| 355 |       glBegin(GL_POINTS); | 
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| 356 |       while (likely(drawPart != NULL)) | 
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| 357 |         { | 
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| 358 |           glColor4fv(drawPart->color); | 
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| 359 |  | 
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| 360 |           glLineWidth(drawPart->radius); | 
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| 361 |  | 
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| 362 |           glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); | 
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| 363 |           drawPart = drawPart->next; | 
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| 364 |         } | 
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| 365 |       glEnd(); | 
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| 366 |       break; | 
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| 367 |     } | 
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| 368 |   glPopAttrib(); | 
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| 369 | } | 
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| 370 |  | 
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| 371 | /** | 
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| 372 |    \brief adds a new Particle to the System | 
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| 373 |    \param position the position where the particle gets emitted. | 
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| 374 |    \param velocity the Starting velocity of the particle. | 
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| 375 |    \param data some more data given by the emitter | 
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| 376 | */ | 
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| 377 | void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, unsigned int data) | 
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| 378 | { | 
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| 379 |   if (this->count <= this->maxCount) | 
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| 380 |     { | 
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| 381 |       // if it is the first Particle | 
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| 382 |       if (unlikely(particles == NULL)) | 
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| 383 |         { | 
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| 384 |           if (likely(deadList != NULL)) | 
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| 385 |             { | 
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| 386 |               this->particles = this->deadList; | 
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| 387 |               deadList = deadList->next; | 
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| 388 |             } | 
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| 389 |           else | 
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| 390 |             { | 
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| 391 |               PRINTF(5)("Generating new Particle\n"); | 
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| 392 |               this->particles = new Particle; | 
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| 393 |             } | 
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| 394 |           this->particles->next = NULL; | 
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| 395 |         } | 
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| 396 |       // filling the List from the beginning | 
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| 397 |       else | 
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| 398 |         { | 
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| 399 |           Particle* tmpPart; | 
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| 400 |           if (likely(deadList != NULL)) | 
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| 401 |             { | 
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| 402 |               tmpPart = this->deadList; | 
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| 403 |               deadList = deadList->next; | 
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| 404 |             } | 
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| 405 |           else | 
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| 406 |             { | 
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| 407 |               PRINTF(5)("Generating new Particle\n"); | 
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| 408 |               tmpPart = new Particle; | 
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| 409 |             } | 
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| 410 |           tmpPart->next = this->particles; | 
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| 411 |           this->particles = tmpPart; | 
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| 412 |         } | 
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| 413 |        | 
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| 414 |       particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan; | 
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| 415 |       particles->lifeCycle = 0.0; | 
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| 416 |       particles->position = position; | 
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| 417 |       particles->velocity = velocity; | 
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| 418 |  | 
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| 419 |       //  particle->rotation = ; //! \todo rotation is once again something to be done. | 
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| 420 |       particles->massRand = 2*(float)rand()/RAND_MAX -1; | 
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| 421 |       particles->radiusRand = 2* (float)rand()/RAND_MAX -1; | 
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| 422 |       particles->mass = this->massAnim.getValue(0.0) + this->randMassAnim.getValue(0.0)*particles->massRand; | 
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| 423 |       particles->radius = this->radiusAnim.getValue(0.0) + this->randRadiusAnim.getValue(0.0)*particles->radiusRand; | 
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| 424 |  | 
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| 425 |       ++this->count; | 
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| 426 |     } | 
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| 427 |   else | 
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| 428 |     PRINTF(5)("maximum count of particles reached not adding any more\n"); | 
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| 429 | } | 
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| 430 |  | 
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| 431 | /** | 
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| 432 |    \brief outputs some nice debug information | 
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| 433 | */ | 
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| 434 | void ParticleSystem::debug(void) | 
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| 435 | { | 
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| 436 |   PRINT(0)("  ParticleSystem %s\n", this->getName()); | 
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| 437 |   PRINT(0)("  ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount); | 
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| 438 |   if (deadList) | 
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| 439 |     { | 
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| 440 |       PRINT(0)("  - ParticleDeadList is used: "); | 
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| 441 |       int i = 1; | 
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| 442 |       Particle* tmpPart = this->deadList; | 
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| 443 |       while (tmpPart = tmpPart->next) ++i; | 
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| 444 |       PRINT(0)("count: %d\n", i); | 
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| 445 |     } | 
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| 446 | } | 
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