text: /*************************************************************************/
  /*  particle_system_sw.h                                                 */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  #ifndef PARTICLE_SYSTEM_SW_H
  #define PARTICLE_SYSTEM_SW_H
  
  /**
  	@author Juan Linietsky <reduzio@gmail.com>
  */
  
  #include "servers/visual_server.h"
  
  struct ParticleSystemSW {
  	enum {
  	
  		MAX_PARTICLES=1024
  	};
  
  	float particle_vars[VS::PARTICLE_VAR_MAX];
  	float particle_randomness[VS::PARTICLE_VAR_MAX];
  	
  	Vector3 emission_half_extents;
  	DVector<Vector3> emission_points;
  	Vector3 gravity_normal;
  	Vector3 emission_base_velocity;
  	int amount;
  	bool emitting;
  	bool height_from_velocity;
  	AABB visibility_aabb;
  	bool sort;
  	bool local_coordinates;
  			
  	struct ColorPhase {
  		
  		float pos;
  		Color color;
  		ColorPhase() { pos=1.0; color=Color(0.0,0.0,1.0,1.0); }
  	};
  		
  	int color_phase_count;
  	ColorPhase color_phases[VS::MAX_PARTICLE_COLOR_PHASES];
  
  
  	struct Attractor {
  
  		Vector3 pos;
  		float force;
  	};
  	
  	int attractor_count;
  	Attractor attractors[VS::MAX_PARTICLE_ATTRACTORS];
  
  
  	ParticleSystemSW();	
  	~ParticleSystemSW();
  
  };
  
  
  struct ParticleSystemProcessSW {
  
  	enum {
  		PARTICLE_RANDOM_NUMBERS = 8,
  	};
  
  	struct ParticleData {
  			
  		Vector3 pos;
  		Vector3 vel;
  		float rot;
  		bool active;
  		float random[PARTICLE_RANDOM_NUMBERS];
  
  		ParticleData() { active=0; rot=0; }
  	};
  
  
  	bool valid;
  	float particle_system_time;
  	uint32_t rand_seed;	
  	Vector<ParticleData> particle_data;
  
  	void process(const ParticleSystemSW *p_system,const Transform& p_transform,float p_time);
  
  	ParticleSystemProcessSW();
  };
  
  struct ParticleSystemDrawInfoSW {
  
  	struct ParticleDrawInfo {
  
  		const ParticleSystemProcessSW::ParticleData *data;
  		float d;
  		Transform transform;
  		Color color;
  
  	};
  
  	ParticleDrawInfo draw_info[ParticleSystemSW::MAX_PARTICLES];
  	ParticleDrawInfo *draw_info_order[ParticleSystemSW::MAX_PARTICLES];
  
  	void prepare(const ParticleSystemSW *p_system,const ParticleSystemProcessSW *p_process,const Transform& p_system_transform,const Transform& p_camera_transform);
  
  };
  
  #endif
  