particles for te skills

This commit is contained in:
Titus Tscharntke
2010-02-16 01:12:48 +00:00
parent 012644273e
commit 0550d06faf
12 changed files with 327 additions and 22 deletions

View File

@@ -1,7 +1,7 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
@@ -276,6 +276,183 @@ void FireParticleSystem::setWind(float windAngle, float windSpeed){
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
// ===========================================================================
// UnitParticleSystem
// ===========================================================================
UnitParticleSystem::UnitParticleSystem(int particleCount): ParticleSystem(particleCount){
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
primitive= pQuad;
offset= Vec3f(0.0f);
direction= Vec3f(0.0f,1.0f,0.0f);
gravity= 0.0f;
fixed=false;
teamcolorNoEnergy=false;
teamcolorEnergy=false;
rotation=0.0f;
cRotation= Vec3f(1.0f,1.0f,1.0f);
fixedAddition = Vec3f(0.0f,0.0f,0.0f);
}
/*void UnitParticleSystem::render(ParticleRenderer *pr,ModelRenderer *mr){
if(active){
switch(primitive){
case pQuad:
pr->renderSystem(this);
break;
case pLine:
pr->renderSystemLine(this);
break;
default:
assert(false);
}
}
}*/
UnitParticleSystem::Primitive UnitParticleSystem::strToPrimitive(const string &str){
if(str=="quad"){
return pQuad;
}
else if(str=="line"){
return pLine;
}
else{
throw "Unknown particle primitive: " + str;
}
}
void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float ang= random.randRange(-2.0f*pi, 2.0f*pi);
float mod= fabsf(random.randRange(-radius, radius));
float x= sinf(ang)*mod;
float y= cosf(ang)*mod;
float radRatio= sqrtf(sqrtf(mod/radius));
float rad=degToRad(rotation);
//p->color= color*0.5f + color*0.5f*radRatio;
p->color=color;
p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
p->lastPos= pos;
oldPosition=pos;
p->size= particleSize;
p->speed= Vec3f(direction.x*speed+direction.x*speed*random.randRange(-0.5f, 0.5f),
direction.y*speed+direction.y*speed*random.randRange(-0.5f, 0.5f),
direction.z*speed+direction.z*speed*random.randRange(-0.5f, 0.5f));
if(relative){
p->pos= Vec3f(pos.x+x+offset.x, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+offset.z);
}
else
{// rotate it according to rotation
float rad=degToRad(rotation);
p->pos= Vec3f(pos.x+x+offset.x*cosf(rad)-offset.z*sinf(rad)*-1, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+offset.z*cosf(rad)+offset.x*sinf(rad));
p->speed=Vec3f(p->speed.x*cosf(rad)-p->speed.z*sinf(rad)*-1,p->speed.y,p->speed.z*cosf(rad)+p->speed.x*sinf(rad));
}//p->pos=Vec3f(p->pos.x*cosf(rad)-p->pos.z*sinf(rad),p->pos.y,p->pos.z*cosf(rad)+p->pos.z*sinf(rad));
}
void UnitParticleSystem::update(){
if(fixed)
{
fixedAddition= Vec3f(pos.x-oldPosition.x,pos.y-oldPosition.y,pos.z-oldPosition.z);
oldPosition=pos;
}
ParticleSystem::update();
}
void UnitParticleSystem::updateParticle(Particle *p){
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
p->lastPos+= p->speed;
p->pos+= p->speed;
if(fixed)
{
p->lastPos+= fixedAddition;
p->pos+= fixedAddition;
}
p->speed+= p->accel;
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
p->energy--;
/*
p->lastPos= p->pos;
p->pos= p->pos+p->speed;
p->energy--;
if(p->color.x>0.0f)
p->color.x*= 0.98f;
if(p->color.y>0.0f)
p->color.y*= 0.98f;
if(p->color.w>0.0f)
p->color.w*= 0.98f;
p->speed.x*=1.001f;
*/
}
// ================= SET PARAMS ====================
void UnitParticleSystem::setRadius(float radius){
this->radius= radius;
}
void UnitParticleSystem::setWind(float windAngle, float windSpeed){
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
void UnitParticleSystem::setTeamNumber(int teamNumber){
this->teamNumber=teamNumber;
Vec3f tmpCol;
if(teamNumber==0)
{
tmpCol=Vec3f(1,0,0);
}
else if(teamNumber==1)
{
tmpCol=Vec3f(0,0,1);
}
else if(teamNumber==2)
{
tmpCol=Vec3f(0,1,0);
}
else if(teamNumber==3)
{
tmpCol=Vec3f(1,1,0);
}
if(teamcolorNoEnergy)
{
this->color=Vec4f(tmpCol.x,tmpCol.y,tmpCol.z,this->color.w);
}
if(teamcolorEnergy)
{
this->colorNoEnergy=Vec4f(tmpCol.x,tmpCol.y,tmpCol.z,this->colorNoEnergy.w);
}
}
// ===========================================================================
// RainParticleSystem
// ===========================================================================