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https://github.com/glest/glest-source.git
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new switch <rotationAllowed value="false" /> for buildings
new switch <relativeDirection value="false" /> for UnitParticleSystems
This commit is contained in:
859
source/shared_lib/sources/graphics/particle.cpp
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859
source/shared_lib/sources/graphics/particle.cpp
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@@ -0,0 +1,859 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "particle.h"
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#include <cassert>
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#include <algorithm>
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#include "util.h"
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#include "particle_renderer.h"
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#include "math_util.h"
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#include "leak_dumper.h"
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using namespace Shared::Util;
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namespace Shared{ namespace Graphics{
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// =====================================================
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// class ParticleSystem
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// =====================================================
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ParticleSystem::ParticleSystem(int particleCount){
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//init particle vector
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blendMode = bmOne;
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particles= new Particle[particleCount];
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state= sPlay;
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aliveParticleCount=0;
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active= true;
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visible= true;
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//vars
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texture= NULL;
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particleObserver= NULL;
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//params
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this->particleCount= particleCount;
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maxParticleEnergy= 250;
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varParticleEnergy= 50;
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pos= Vec3f(0.0f);
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color= Vec4f(1.0f);
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colorNoEnergy= Vec4f(0.0f);
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emissionRate= 15;
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speed= 1.0f;
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teamcolorNoEnergy=false;
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teamcolorEnergy=false;
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}
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ParticleSystem::~ParticleSystem(){
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delete [] particles;
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}
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// =============== VIRTUAL ======================
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//updates all living particles and creates new ones
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void ParticleSystem::update(){
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if(state!=sPause){
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for(int i=0; i<aliveParticleCount; ++i){
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updateParticle(&particles[i]);
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if(deathTest(&particles[i])){
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//kill the particle
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killParticle(&particles[i]);
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//mantain alive particles at front of the array
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if(aliveParticleCount>0){
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particles[i]= particles[aliveParticleCount];
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}
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}
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}
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if(state!=sFade){
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for(int i=0; i<emissionRate; ++i){
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Particle *p= createParticle();
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initParticle(p, i);
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}
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}
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}
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}
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void ParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
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if(active){
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pr->renderSystem(this);
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}
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}
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ParticleSystem::BlendMode ParticleSystem::strToBlendMode(const string &str){
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if(str=="normal"){
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return bmOne;
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}
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else if(str=="black"){
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return bmOneMinusAlpha;
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}
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else{
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throw "Unknown particle mode: " + str;
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}
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}
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// =============== SET ==========================
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void ParticleSystem::setState(State state){
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this->state= state;
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}
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void ParticleSystem::setTexture(Texture *texture){
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this->texture= texture;
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}
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void ParticleSystem::setPos(Vec3f pos){
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this->pos= pos;
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}
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void ParticleSystem::setColor(Vec4f color){
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this->color= color;
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}
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void ParticleSystem::setColorNoEnergy(Vec4f colorNoEnergy){
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this->colorNoEnergy= colorNoEnergy;
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}
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void ParticleSystem::setEmissionRate(int emissionRate){
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this->emissionRate= emissionRate;
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}
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void ParticleSystem::setMaxParticleEnergy(int maxParticleEnergy){
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this->maxParticleEnergy= maxParticleEnergy;
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}
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void ParticleSystem::setVarParticleEnergy(int varParticleEnergy){
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this->varParticleEnergy= varParticleEnergy;
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}
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void ParticleSystem::setParticleSize(float particleSize){
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this->particleSize= particleSize;
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}
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void ParticleSystem::setSpeed(float speed){
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this->speed= speed;
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}
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void ParticleSystem::setActive(bool active){
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this->active= active;
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}
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void ParticleSystem::setObserver(ParticleObserver *particleObserver){
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this->particleObserver= particleObserver;
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}
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void ParticleSystem::setVisible(bool visible){
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this->visible= visible;
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}
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// =============== MISC =========================
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void ParticleSystem::fade(){
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assert(state==sPlay);
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state= sFade;
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if(particleObserver!=NULL){
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particleObserver->update(this);
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}
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}
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int ParticleSystem::isEmpty() const{
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assert(aliveParticleCount>=0);
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return aliveParticleCount==0 && state!=sPause;
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}
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// =============== PROTECTED =========================
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// if there is one dead particle it returns it else, return the particle with
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// less energy
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Particle * ParticleSystem::createParticle(){
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//if any dead particles
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if(aliveParticleCount<particleCount){
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++aliveParticleCount;
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return &particles[aliveParticleCount-1];
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}
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//if not
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int minEnergy= particles[0].energy;
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int minEnergyParticle= 0;
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for(int i=0; i<particleCount; ++i){
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if(particles[i].energy<minEnergy){
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minEnergy= particles[i].energy;
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minEnergyParticle= i;
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}
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}
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return &particles[minEnergyParticle];
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}
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void ParticleSystem::initParticle(Particle *p, int particleIndex){
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p->pos= pos;
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p->lastPos= p->pos;
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p->speed= Vec3f(0.0f);
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p->accel= Vec3f(0.0f);
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p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
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p->size= particleSize;
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p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
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}
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void ParticleSystem::updateParticle(Particle *p){
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p->lastPos= p->pos;
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p->pos= p->pos + p->speed;
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p->speed= p->speed + p->accel;
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p->energy--;
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}
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bool ParticleSystem::deathTest(Particle *p){
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return p->energy <= 0;
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}
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void ParticleSystem::killParticle(Particle *p){
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aliveParticleCount--;
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}
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void ParticleSystem::setFactionColor(Vec3f factionColor){
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this->factionColor=factionColor;
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Vec3f tmpCol;
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if(teamcolorEnergy)
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{
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this->color=Vec4f(factionColor.x,factionColor.y,factionColor.z,this->color.w);
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}
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if(teamcolorNoEnergy)
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{
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this->colorNoEnergy=Vec4f(factionColor.x,factionColor.y,factionColor.z,this->colorNoEnergy.w);
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}
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}
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// ===========================================================================
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// FireParticleSystem
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// ===========================================================================
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FireParticleSystem::FireParticleSystem(int particleCount): ParticleSystem(particleCount){
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radius= 0.5f;
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speed= 0.01f;
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windSpeed= Vec3f(0.0f);
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setParticleSize(0.6f);
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setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
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}
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void FireParticleSystem::initParticle(Particle *p, int particleIndex){
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ParticleSystem::initParticle(p, particleIndex);
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float ang= random.randRange(-2.0f*pi, 2.0f*pi);
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float mod= fabsf(random.randRange(-radius, radius));
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float x= sinf(ang)*mod;
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float y= cosf(ang)*mod;
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float radRatio= sqrtf(sqrtf(mod/radius));
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p->color= colorNoEnergy*0.5f + colorNoEnergy*0.5f*radRatio;
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p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
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p->pos= Vec3f(pos.x+x, pos.y+random.randRange(-radius/2, radius/2), pos.z+y);
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p->lastPos= pos;
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p->size= particleSize;
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p->speed= Vec3f(0, speed+speed*random.randRange(-0.5f, 0.5f), 0) + windSpeed;
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}
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void FireParticleSystem::updateParticle(Particle *p){
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p->lastPos= p->pos;
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p->pos= p->pos+p->speed;
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p->energy--;
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if(p->color.x>0.0f)
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p->color.x*= 0.98f;
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if(p->color.y>0.0f)
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p->color.y*= 0.98f;
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if(p->color.w>0.0f)
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p->color.w*= 0.98f;
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p->speed.x*=1.001f;
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}
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// ================= SET PARAMS ====================
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void FireParticleSystem::setRadius(float radius){
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this->radius= radius;
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}
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void FireParticleSystem::setWind(float windAngle, float windSpeed){
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this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
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this->windSpeed.y= 0.0f;
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this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
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}
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// ===========================================================================
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// UnitParticleSystem
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// ===========================================================================
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UnitParticleSystem::UnitParticleSystem(int particleCount): ParticleSystem(particleCount){
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radius= 0.5f;
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speed= 0.01f;
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windSpeed= Vec3f(0.0f);
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setParticleSize(0.6f);
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setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
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primitive= pQuad;
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offset= Vec3f(0.0f);
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direction= Vec3f(0.0f,1.0f,0.0f);
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gravity= 0.0f;
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fixed=false;
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rotation=0.0f;
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relativeDirection=true;
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cRotation= Vec3f(1.0f,1.0f,1.0f);
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fixedAddition = Vec3f(0.0f,0.0f,0.0f);
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}
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void UnitParticleSystem::render(ParticleRenderer *pr,ModelRenderer *mr){
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//if(active){
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switch(primitive){
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case pQuad:
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pr->renderSystem(this);
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break;
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case pLine:
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pr->renderSystemLine(this);
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break;
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default:
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assert(false);
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}
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//}
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}
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UnitParticleSystem::Primitive UnitParticleSystem::strToPrimitive(const string &str){
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if(str=="quad"){
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return pQuad;
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}
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else if(str=="line"){
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return pLine;
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}
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else{
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throw "Unknown particle primitive: " + str;
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}
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}
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void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
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ParticleSystem::initParticle(p, particleIndex);
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float ang= random.randRange(-2.0f*pi, 2.0f*pi);
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float mod= fabsf(random.randRange(-radius, radius));
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float x= sinf(ang)*mod;
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float y= cosf(ang)*mod;
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float radRatio= sqrtf(sqrtf(mod/radius));
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//p->color= color*0.5f + color*0.5f*radRatio;
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p->color=color;
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p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
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p->lastPos= pos;
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oldPosition=pos;
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p->size= particleSize;
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p->speed= Vec3f(direction.x+direction.x*random.randRange(-0.5f, 0.5f),
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direction.y+direction.y*random.randRange(-0.5f, 0.5f),
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direction.z+direction.z*random.randRange(-0.5f, 0.5f));
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p->speed= p->speed * speed;
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p->accel= Vec3f(0.0f, -gravity, 0.0f);
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if(!relative){
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p->pos= Vec3f(pos.x+x+offset.x, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+offset.z);
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}
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else
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{// rotate it according to rotation
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float rad=degToRad(rotation);
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p->pos= Vec3f(pos.x+x+offset.z*sinf(rad)+offset.x*cosf(rad), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*cosf(rad)-offset.x*sinf(rad)));
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if(relativeDirection){
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p->speed=Vec3f(p->speed.z*sinf(rad)+p->speed.x*cosf(rad),p->speed.y,(p->speed.z*cosf(rad)-p->speed.x*sinf(rad)));
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}
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}
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}
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void UnitParticleSystem::update(){
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if(fixed)
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{
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fixedAddition= Vec3f(pos.x-oldPosition.x,pos.y-oldPosition.y,pos.z-oldPosition.z);
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oldPosition=pos;
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}
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ParticleSystem::update();
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}
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void UnitParticleSystem::updateParticle(Particle *p){
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float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
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p->lastPos+= p->speed;
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p->pos+= p->speed;
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if(fixed)
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{
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p->lastPos+= fixedAddition;
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p->pos+= fixedAddition;
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}
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p->speed+= p->accel;
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p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
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p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
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p->energy--;
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/*
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p->lastPos= p->pos;
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p->pos= p->pos+p->speed;
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p->energy--;
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if(p->color.x>0.0f)
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p->color.x*= 0.98f;
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if(p->color.y>0.0f)
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p->color.y*= 0.98f;
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if(p->color.w>0.0f)
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p->color.w*= 0.98f;
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p->speed.x*=1.001f;
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*/
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}
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// ================= SET PARAMS ====================
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void UnitParticleSystem::setRadius(float radius){
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this->radius= radius;
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}
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void UnitParticleSystem::setWind(float windAngle, float windSpeed){
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this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
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this->windSpeed.y= 0.0f;
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this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
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}
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// ===========================================================================
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// RainParticleSystem
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// ===========================================================================
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RainParticleSystem::RainParticleSystem(int particleCount):ParticleSystem(particleCount){
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setWind(0.0f, 0.0f);
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setRadius(20.0f);
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setEmissionRate(25);
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setParticleSize(3.0f);
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setColor(Vec4f(0.5f, 0.5f, 0.5f, 0.3f));
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setSpeed(0.2f);
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}
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void RainParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
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pr->renderSystemLineAlpha(this);
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}
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void RainParticleSystem::initParticle(Particle *p, int particleIndex){
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ParticleSystem::initParticle(p, particleIndex);
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float x= random.randRange(-radius, radius);
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float y= random.randRange(-radius, radius);
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p->color= color;
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p->energy= 10000;
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p->pos= Vec3f(pos.x+x, pos.y, pos.z+y);
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p->lastPos= p->pos;
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p->speed= Vec3f(random.randRange(-speed/10, speed/10), -speed, random.randRange(-speed/10, speed/10)) + windSpeed;
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}
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bool RainParticleSystem::deathTest(Particle *p){
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return p->pos.y<0;
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}
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void RainParticleSystem::setRadius(float radius){
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this->radius= radius;
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||||
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}
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void RainParticleSystem::setWind(float windAngle, float windSpeed){
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||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
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this->windSpeed.y= 0.0f;
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||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
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}
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||||
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// ===========================================================================
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// SnowParticleSystem
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// ===========================================================================
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||||
|
||||
SnowParticleSystem::SnowParticleSystem(int particleCount):ParticleSystem(particleCount){
|
||||
setWind(0.0f, 0.0f);
|
||||
setRadius(30.0f);
|
||||
|
||||
setEmissionRate(2);
|
||||
setParticleSize(0.2f);
|
||||
setColor(Vec4f(0.8f, 0.8f, 0.8f, 0.8f));
|
||||
setSpeed(0.05f);
|
||||
}
|
||||
|
||||
void SnowParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float x= random.randRange(-radius, radius);
|
||||
float y= random.randRange(-radius, radius);
|
||||
|
||||
p->color= color;
|
||||
p->energy= 10000;
|
||||
p->pos= Vec3f(pos.x+x, pos.y, pos.z+y);
|
||||
p->lastPos= p->pos;
|
||||
p->speed= Vec3f(0.0f, -speed, 0.0f) + windSpeed;
|
||||
p->speed.x+= random.randRange(-0.005f, 0.005f);
|
||||
p->speed.y+= random.randRange(-0.005f, 0.005f);
|
||||
}
|
||||
|
||||
bool SnowParticleSystem::deathTest(Particle *p){
|
||||
return p->pos.y<0;
|
||||
}
|
||||
|
||||
void SnowParticleSystem::setRadius(float radius){
|
||||
this->radius= radius;
|
||||
}
|
||||
|
||||
void SnowParticleSystem::setWind(float windAngle, float windSpeed){
|
||||
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
|
||||
this->windSpeed.y= 0.0f;
|
||||
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// AttackParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
AttackParticleSystem::AttackParticleSystem(int particleCount): ParticleSystem(particleCount){
|
||||
model= NULL;
|
||||
primitive= pQuad;
|
||||
offset= Vec3f(0.0f);
|
||||
gravity= 0.0f;
|
||||
direction= Vec3f(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
void AttackParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
||||
if(active){
|
||||
if(model!=NULL){
|
||||
pr->renderSingleModel(this, mr);
|
||||
}
|
||||
switch(primitive){
|
||||
case pQuad:
|
||||
pr->renderSystem(this);
|
||||
break;
|
||||
case pLine:
|
||||
pr->renderSystemLine(this);
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AttackParticleSystem::Primitive AttackParticleSystem::strToPrimitive(const string &str){
|
||||
if(str=="quad"){
|
||||
return pQuad;
|
||||
}
|
||||
else if(str=="line"){
|
||||
return pLine;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle primitive: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// ProjectileParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount): AttackParticleSystem(particleCount){
|
||||
setEmissionRate(20);
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.5f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(0.4f);
|
||||
setSpeed(0.14f);
|
||||
|
||||
trajectory= tLinear;
|
||||
trajectorySpeed= 1.0f;
|
||||
trajectoryScale= 1.0f;
|
||||
trajectoryFrequency = 1.0f;
|
||||
|
||||
nextParticleSystem= NULL;
|
||||
}
|
||||
|
||||
ProjectileParticleSystem::~ProjectileParticleSystem(){
|
||||
if(nextParticleSystem!=NULL){
|
||||
nextParticleSystem->prevParticleSystem= NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::link(SplashParticleSystem *particleSystem){
|
||||
nextParticleSystem= particleSystem;
|
||||
nextParticleSystem->setState(sPause);
|
||||
nextParticleSystem->prevParticleSystem= this;
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::update(){
|
||||
|
||||
if(state==sPlay){
|
||||
|
||||
lastPos= pos;
|
||||
flatPos+= zVector * trajectorySpeed;
|
||||
Vec3f targetVector= endPos - startPos;
|
||||
Vec3f currentVector= flatPos - startPos;
|
||||
|
||||
// ratio
|
||||
float t= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
|
||||
|
||||
// trajectory
|
||||
switch(trajectory){
|
||||
case tLinear:
|
||||
{
|
||||
pos= flatPos;
|
||||
}
|
||||
break;
|
||||
|
||||
case tParabolic:
|
||||
{
|
||||
float scaledT= 2.0f * (t-0.5f);
|
||||
float paraboleY= (1.0f-scaledT*scaledT) * trajectoryScale;
|
||||
|
||||
pos = flatPos;
|
||||
pos.y+= paraboleY;
|
||||
}
|
||||
break;
|
||||
|
||||
case tSpiral:
|
||||
{
|
||||
pos= flatPos;
|
||||
pos+= xVector * cos(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
|
||||
pos+= yVector * sin(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
}
|
||||
|
||||
direction= pos - lastPos;
|
||||
direction.normalize();
|
||||
|
||||
//arrive destination
|
||||
if( flatPos.dist(endPos)<0.5f ){
|
||||
state= sFade;
|
||||
model= NULL;
|
||||
|
||||
if(particleObserver!=NULL){
|
||||
particleObserver->update(this);
|
||||
}
|
||||
|
||||
if(nextParticleSystem!=NULL){
|
||||
nextParticleSystem->setState(sPlay);
|
||||
nextParticleSystem->setPos(endPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ParticleSystem::update();
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
|
||||
ParticleSystem::initParticle(p, particleIndex);
|
||||
|
||||
float t= static_cast<float>(particleIndex)/emissionRate;
|
||||
|
||||
p->pos= pos + (lastPos - pos) * t;
|
||||
p->lastPos= lastPos;
|
||||
p->speed= Vec3f(random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f)) * speed;
|
||||
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
||||
|
||||
updateParticle(p);
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::updateParticle(Particle *p){
|
||||
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
|
||||
|
||||
p->lastPos+= p->speed;
|
||||
p->pos+= p->speed;
|
||||
p->speed+= p->accel;
|
||||
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
|
||||
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
|
||||
p->energy--;
|
||||
}
|
||||
|
||||
void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos){
|
||||
|
||||
//compute axis
|
||||
zVector= endPos - startPos;
|
||||
zVector.normalize();
|
||||
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
||||
xVector= zVector.cross(yVector);
|
||||
|
||||
//apply offset
|
||||
startPos+= xVector * offset.x;
|
||||
startPos+= yVector * offset.y;
|
||||
startPos+= zVector * offset.z;
|
||||
|
||||
pos= startPos;
|
||||
lastPos= startPos;
|
||||
flatPos= startPos;
|
||||
|
||||
//recompute axis
|
||||
zVector= endPos - startPos;
|
||||
zVector.normalize();
|
||||
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
||||
xVector= zVector.cross(yVector);
|
||||
|
||||
// set members
|
||||
this->startPos= startPos;
|
||||
this->endPos= endPos;
|
||||
}
|
||||
|
||||
ProjectileParticleSystem::Trajectory ProjectileParticleSystem::strToTrajectory(const string &str){
|
||||
if(str=="linear"){
|
||||
return tLinear;
|
||||
}
|
||||
else if(str=="parabolic"){
|
||||
return tParabolic;
|
||||
}
|
||||
else if(str=="spiral"){
|
||||
return tSpiral;
|
||||
}
|
||||
else{
|
||||
throw "Unknown particle system trajectory: " + str;
|
||||
}
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// SplashParticleSystem
|
||||
// ===========================================================================
|
||||
|
||||
SplashParticleSystem::SplashParticleSystem(int particleCount): AttackParticleSystem(particleCount){
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.8f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(1.0f);
|
||||
setSpeed(0.003f);
|
||||
|
||||
prevParticleSystem= NULL;
|
||||
|
||||
emissionRateFade= 1;
|
||||
verticalSpreadA= 1.0f;
|
||||
verticalSpreadB= 0.0f;
|
||||
horizontalSpreadA= 1.0f;
|
||||
horizontalSpreadB= 0.0f;
|
||||
}
|
||||
|
||||
SplashParticleSystem::~SplashParticleSystem(){
|
||||
if(prevParticleSystem!=NULL){
|
||||
prevParticleSystem->nextParticleSystem= NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void SplashParticleSystem::update(){
|
||||
ParticleSystem::update();
|
||||
if(state!=sPause){
|
||||
emissionRate-= emissionRateFade;
|
||||
}
|
||||
}
|
||||
|
||||
void SplashParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
p->pos= pos;
|
||||
p->lastPos= p->pos;
|
||||
p->energy= maxParticleEnergy;
|
||||
p->size= particleSize;
|
||||
p->color= color;
|
||||
|
||||
p->speed= Vec3f(
|
||||
horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB,
|
||||
verticalSpreadA * random.randRange(-1.0f, 1.0f) + verticalSpreadB,
|
||||
horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB);
|
||||
p->speed.normalize();
|
||||
p->speed= p->speed * speed;
|
||||
|
||||
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
||||
}
|
||||
|
||||
void SplashParticleSystem::updateParticle(Particle *p){
|
||||
float energyRatio= clamp(static_cast<float>(p->energy)/maxParticleEnergy, 0.f, 1.f);
|
||||
|
||||
p->lastPos= p->pos;
|
||||
p->pos= p->pos + p->speed;
|
||||
p->speed= p->speed + p->accel;
|
||||
p->energy--;
|
||||
p->color = color * energyRatio + colorNoEnergy * (1.0f-energyRatio);
|
||||
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
|
||||
}
|
||||
|
||||
// ===========================================================================
|
||||
// ParticleManager
|
||||
// ===========================================================================
|
||||
|
||||
ParticleManager::~ParticleManager(){
|
||||
end();
|
||||
}
|
||||
|
||||
void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
|
||||
list<ParticleSystem*>::const_iterator it;
|
||||
|
||||
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
|
||||
if((*it)->getVisible()){
|
||||
(*it)->render(pr, mr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleManager::update(){
|
||||
list<ParticleSystem*>::iterator it;
|
||||
|
||||
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
|
||||
(*it)->update();
|
||||
if((*it)->isEmpty()){
|
||||
delete *it;
|
||||
*it= NULL;
|
||||
}
|
||||
}
|
||||
particleSystems.remove(NULL);
|
||||
}
|
||||
|
||||
void ParticleManager::manage(ParticleSystem *ps){
|
||||
particleSystems.push_back(ps);
|
||||
}
|
||||
|
||||
void ParticleManager::end(){
|
||||
while(!particleSystems.empty()){
|
||||
delete particleSystems.front();
|
||||
particleSystems.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
}}//end namespace
|
Reference in New Issue
Block a user