<commit_before>// Filename: spriteParticleRenderer.cxx
// Created by:  charles (13Jul00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc.  All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license.  You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// <EMAIL> .
//
////////////////////////////////////////////////////////////////////

#include "spriteParticleRenderer.h"

#include "boundingSphere.h"
#include "geom.h"
#include "nodePath.h"
#include "dcast.h"

////////////////////////////////////////////////////////////////////
//    Function : SpriteParticleRenderer::SpriteParticleRenderer
//      Access : public
// Description : constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(Texture *tex) :
  BaseParticleRenderer(PR_ALPHA_NONE),
  _color(Colorf(1.0f, 1.0f, 1.0f, 1.0f)),
  _initial_x_texel_ratio(0.02f),
  _final_x_texel_ratio(0.02f),
  _initial_y_texel_ratio(0.02f),
  _final_y_texel_ratio(0.02f),
  _theta(0.0f),
  _animate_x_ratio(false),
  _animate_y_ratio(false),
  _animate_theta(false),
  _blend_method(PP_BLEND_LINEAR),
  _pool_size(0)
{
  _sprite_primitive = new GeomSprite(tex);
  init_geoms();
}

////////////////////////////////////////////////////////////////////
//    Function : SpriteParticleRenderer::SpriteParticleRenderer
//      Access : public
// Description : copy constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(const SpriteParticleRenderer& copy) :
  BaseParticleRenderer(copy), _pool_size(0) {
  _animate_x_ratio = copy._animate_x_ratio;
  _animate_y_ratio = copy._animate_y_ratio;
  _animate_theta = copy._animate_theta;
  _blend_method = copy._blend_method;
  _initial_x_texel_ratio = copy._initial_x_texel_ratio;<commit_msg>Added source type<commit_after>// Filename: spriteParticleRenderer.cxx
// Created by:  charles (13Jul00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc.  All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license.  You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// <EMAIL> .
//
////////////////////////////////////////////////////////////////////

#include "spriteParticleRenderer.h"

#include "boundingSphere.h"
#include "geom.h"
#include "nodePath.h"
#include "dcast.h"

////////////////////////////////////////////////////////////////////
//    Function : SpriteParticleRenderer::SpriteParticleRenderer
//      Access : public
// Description : constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(Texture *tex) :
  BaseParticleRenderer(PR_ALPHA_NONE),
  _color(Colorf(1.0f, 1.0f, 1.0f, 1.0f)),
  _initial_x_texel_ratio(0.02f),
  _final_x_texel_ratio(0.02f),
  _initial_y_texel_ratio(0.02f),
  _final_y_texel_ratio(0.02f),
  _theta(0.0f),
  _animate_x_ratio(false),
  _animate_y_ratio(false),
  _animate_theta(false),
  _blend_method(PP_BLEND_LINEAR),
  _pool_size(0),
  _source_type(ST_texture)
{
  _sprite_primitive = new GeomSprite(tex);
  init_geoms();
}

////////////////////////////////////////////////////////////////////
//    Function : SpriteParticleRenderer::SpriteParticleRenderer
//      Access : public
// Description : copy constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(const SpriteParticleRenderer& copy) :
  BaseParticleRenderer(copy), _pool_size(0) {
  _animate_x_ratio = copy._animate_x_ratio;
  _animate_y_ratio = copy._animate_y_ratio;
  _animate_theta = copy._animate_theta;
  _blend_method = copy._blend_method;
  _initial_x_texel_ratio = copy._initial_x_texel_ratio;
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