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2509 lines
84 KiB
C++
2509 lines
84 KiB
C++
// ==============================================================
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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 Martiño 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 "math_wrapper.h"
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#include "particle.h"
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#include <stdexcept>
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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 "platform_common.h"
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#include "conversion.h"
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#include "model.h"
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#include "texture.h"
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#include "platform_util.h"
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#include "leak_dumper.h"
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using namespace std;
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using namespace Shared::Util;
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using namespace Shared::PlatformCommon;
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namespace Shared {
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namespace Graphics {
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// =====================================================
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// class ParticleSystem
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// =====================================================
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const bool checkMemory = false;
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static map<void *,int> memoryObjectList;
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void Particle::saveGame(XmlNode *rootNode) {
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std::map<string,string> mapTagReplacements;
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XmlNode *particleNode = rootNode->addChild("Particle");
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// Vec3f pos;
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particleNode->addAttribute("pos",pos.getString(), mapTagReplacements);
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// Vec3f lastPos;
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particleNode->addAttribute("lastPos",lastPos.getString(), mapTagReplacements);
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// Vec3f speed;
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particleNode->addAttribute("speed",speed.getString(), mapTagReplacements);
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// Vec3f accel;
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particleNode->addAttribute("accel",accel.getString(), mapTagReplacements);
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// Vec4f color;
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particleNode->addAttribute("color",color.getString(), mapTagReplacements);
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// float size;
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particleNode->addAttribute("size",floatToStr(size,6), mapTagReplacements);
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// int energy;
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particleNode->addAttribute("energy",intToStr(energy), mapTagReplacements);
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}
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void Particle::loadGame(const XmlNode *rootNode) {
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const XmlNode *particleNode = rootNode;
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//particleNode = aiNode->getAttribute("startLoc")->getIntValue();
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// Vec3f pos;
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pos = Vec3f::strToVec3(particleNode->getAttribute("pos")->getValue());
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// Vec3f lastPos;
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lastPos = Vec3f::strToVec3(particleNode->getAttribute("lastPos")->getValue());
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// Vec3f speed;
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speed = Vec3f::strToVec3(particleNode->getAttribute("speed")->getValue());
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// Vec3f accel;
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accel = Vec3f::strToVec3(particleNode->getAttribute("accel")->getValue());
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// Vec4f color;
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color = Vec4f::strToVec4(particleNode->getAttribute("color")->getValue());
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// float size;
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size = particleNode->getAttribute("size")->getFloatValue();
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// int energy;
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energy = particleNode->getAttribute("energy")->getIntValue();
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}
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ParticleSystem::ParticleSystem(int particleCount) {
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if(checkMemory) {
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printf("++ Create ParticleSystem [%p]\n",this);
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memoryObjectList[this]++;
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}
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textureFileLoadDeferred = "";
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textureFileLoadDeferredSystemId = 0;
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textureFileLoadDeferredFormat = Texture::fAuto;
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textureFileLoadDeferredComponents = 0;
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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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particles.clear();
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//particles.reserve(particleCount);
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particles.resize(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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//this->particleCount= particles.size();
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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= 15.0f;
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emissionState= 1.0f; // initialized with 1 because we must have at least one particle in the beginning!
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speed= 1.0f;
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teamcolorNoEnergy= false;
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teamcolorEnergy= false;
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alternations= 0;
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particleSystemStartDelay= 0;
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this->particleOwner = NULL;
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}
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ParticleSystem::~ParticleSystem() {
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if(checkMemory) {
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printf("-- Delete ParticleSystem [%p]\n",this);
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memoryObjectList[this]--;
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assert(memoryObjectList[this] == 0);
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}
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//delete [] particles;
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particles.clear();
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delete particleObserver;
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particleObserver = NULL;
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}
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void ParticleSystem::callParticleOwnerEnd(ParticleSystem *particleSystem) {
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if(this->particleOwner != NULL) {
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this->particleOwner->end(particleSystem);
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}
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}
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Checksum ParticleSystem::getCRC() {
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Checksum crcForParticleSystem;
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//std::vector<Particle> particles;
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crcForParticleSystem.addInt(random.getLastNumber());
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crcForParticleSystem.addInt(blendMode);
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crcForParticleSystem.addInt(state);
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crcForParticleSystem.addInt(active);
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//crcForParticleSystem.addInt(visible);
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crcForParticleSystem.addInt(aliveParticleCount);
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crcForParticleSystem.addInt(particleCount);
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//string textureFileLoadDeferred;
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//int textureFileLoadDeferredSystemId;
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//Texture::Format textureFileLoadDeferredFormat;
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//int textureFileLoadDeferredComponents;
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//Texture *texture;
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//Vec3f pos;
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//Vec4f color;
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//Vec4f colorNoEnergy;
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//float emissionRate;
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//float emissionState;
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crcForParticleSystem.addInt(maxParticleEnergy);
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crcForParticleSystem.addInt(varParticleEnergy);
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//float particleSize;
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//float speed;
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//Vec3f factionColor;
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crcForParticleSystem.addInt(teamcolorNoEnergy);
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crcForParticleSystem.addInt(teamcolorEnergy);
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crcForParticleSystem.addInt(alternations);
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crcForParticleSystem.addInt(particleSystemStartDelay);
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//ParticleObserver *particleObserver;
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return crcForParticleSystem;
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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(aliveParticleCount > (int) particles.size()) {
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throw megaglest_runtime_error("aliveParticleCount >= particles.size()");
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}
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if(particleSystemStartDelay > 0) {
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particleSystemStartDelay--;
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}
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else 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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//maintain 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 != ParticleSystem::sFade) {
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emissionState= emissionState + emissionRate;
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int emissionIntValue= (int) emissionState;
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for(int i= 0; i < emissionIntValue; i++){
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Particle *p= createParticle();
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initParticle(p, i);
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}
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emissionState = emissionState - (float) emissionIntValue;
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emissionState = truncateDecimal<float>(emissionState,6);
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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 megaglest_runtime_error("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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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setState(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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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setPos(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(float emissionRate){
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this->emissionRate= emissionRate;
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this->emissionRate = truncateDecimal<float>(this->emissionRate,6);
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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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this->particleSize = truncateDecimal<float>(this->particleSize,6);
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}
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void ParticleSystem::setSpeed(float speed){
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this->speed= speed;
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this->speed = truncateDecimal<float>(this->speed,6);
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}
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void ParticleSystem::setActive(bool active){
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this->active= active;
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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setActive(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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ParticleSystem* ParticleSystem::getChild(int i){
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throw std::out_of_range("ParticleSystem::getChild bad");
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}
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void ParticleSystem::setVisible(bool visible){
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this->visible= visible;
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for(int i=getChildCount()-1; i>=0; i--) {
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getChild(i)->setVisible(visible);
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}
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}
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string ParticleSystem::toString() const {
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string result = "ParticleSystem ";
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result += "particles = " + intToStr(particles.size());
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// for(unsigned int i = 0; i < particles.size(); ++i) {
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// Particle &particle = particles[i];
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//
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// }
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result += "\nrandom = " + intToStr(random.getLastNumber());
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result += "\nblendMode = " + intToStr(blendMode);
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result += "\nstate = " + intToStr(state);
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result += "\nactive = " + intToStr(active);
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//result += "\nvisible = " + intToStr(visible);
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result += "\naliveParticleCount = " + intToStr(aliveParticleCount);
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result += "\nparticleCount = " + intToStr(particleCount);
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result += "\ntextureFileLoadDeferred = " + textureFileLoadDeferred;
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result += "\ntextureFileLoadDeferredFormat = " + intToStr(textureFileLoadDeferredFormat);
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result += "\ntextureFileLoadDeferredComponents = " + intToStr(textureFileLoadDeferredComponents);
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if(texture != NULL) {
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result += "\ntexture = " + extractFileFromDirectoryPath(texture->getPath());
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}
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result += "\npos = " + pos.getString();
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result += "\ncolor = " + color.getString();
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result += "\ncolorNoEnergy = " + colorNoEnergy.getString();
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result += "\nemissionRate = " + floatToStr(emissionRate,6);
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result += "\nemissionState = " + floatToStr(emissionState,6);
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result += "\nmaxParticleEnergy = " + intToStr(maxParticleEnergy);
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result += "\nvarParticleEnergy = " + intToStr(varParticleEnergy);
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result += "\nparticleSize = " + floatToStr(particleSize,6);
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result += "\nspeed = " + floatToStr(speed,6);
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result += "\nfactionColor = " + factionColor.getString();
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result += "\nteamcolorNoEnergy = " + intToStr(teamcolorNoEnergy);
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result += "\nteamcolorEnergy = " + intToStr(teamcolorEnergy);
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result += "\nalternations = " + intToStr(alternations);
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result += "\nparticleSystemStartDelay = " + intToStr(particleSystemStartDelay);
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//ParticleObserver *particleObserver;
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return result;
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}
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void ParticleSystem::saveGame(XmlNode *rootNode) {
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std::map<string,string> mapTagReplacements;
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XmlNode *particleSystemNode = rootNode->addChild("ParticleSystem");
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// std::vector<Particle> particles;
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// for(unsigned int i = 0; i < particles.size(); ++i) {
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// Particle &particle = particles[i];
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// particle.saveGame(particleSystemNode);
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// }
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// RandomGen random;
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particleSystemNode->addAttribute("random",intToStr(random.getLastNumber()), mapTagReplacements);
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// BlendMode blendMode;
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particleSystemNode->addAttribute("blendMode",intToStr(blendMode), mapTagReplacements);
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// State state;
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particleSystemNode->addAttribute("state",intToStr(state), mapTagReplacements);
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// bool active;
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particleSystemNode->addAttribute("active",intToStr(active), mapTagReplacements);
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// bool visible;
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particleSystemNode->addAttribute("visible",intToStr(visible), mapTagReplacements);
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// int aliveParticleCount;
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particleSystemNode->addAttribute("aliveParticleCount",intToStr(aliveParticleCount), mapTagReplacements);
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// int particleCount;
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particleSystemNode->addAttribute("particleCount",intToStr(particleCount), mapTagReplacements);
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//
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// Texture *texture;
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if(texture != NULL) {
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particleSystemNode->addAttribute("texture",texture->getPath(), mapTagReplacements);
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particleSystemNode->addAttribute("textureid",intToStr(texture->getTextureSystemId()), mapTagReplacements);
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particleSystemNode->addAttribute("textureFormat",intToStr(texture->getFormat()), mapTagReplacements);
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Texture2D *t2d = dynamic_cast<Texture2D *>(texture);
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if(t2d != NULL && t2d->getPixmapConst() != NULL) {
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particleSystemNode->addAttribute("textureComponents",intToStr(t2d->getPixmapConst()->getComponents()), mapTagReplacements);
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}
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}
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// Vec3f pos;
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particleSystemNode->addAttribute("pos",pos.getString(), mapTagReplacements);
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// Vec4f color;
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particleSystemNode->addAttribute("color",color.getString(), mapTagReplacements);
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// Vec4f colorNoEnergy;
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particleSystemNode->addAttribute("colorNoEnergy",colorNoEnergy.getString(), mapTagReplacements);
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// float emissionRate;
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particleSystemNode->addAttribute("emissionRate",floatToStr(emissionRate,6), mapTagReplacements);
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// float emissionState;
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particleSystemNode->addAttribute("emissionState",floatToStr(emissionState,6), mapTagReplacements);
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// int maxParticleEnergy;
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particleSystemNode->addAttribute("maxParticleEnergy",intToStr(maxParticleEnergy), mapTagReplacements);
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// int varParticleEnergy;
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particleSystemNode->addAttribute("varParticleEnergy",intToStr(varParticleEnergy), mapTagReplacements);
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// float particleSize;
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particleSystemNode->addAttribute("particleSize",floatToStr(particleSize,6), mapTagReplacements);
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// float speed;
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particleSystemNode->addAttribute("speed",floatToStr(speed,6), mapTagReplacements);
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// Vec3f factionColor;
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particleSystemNode->addAttribute("factionColor",factionColor.getString(), mapTagReplacements);
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// bool teamcolorNoEnergy;
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particleSystemNode->addAttribute("teamcolorNoEnergy",intToStr(teamcolorNoEnergy), mapTagReplacements);
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// bool teamcolorEnergy;
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particleSystemNode->addAttribute("teamcolorEnergy",intToStr(teamcolorEnergy), mapTagReplacements);
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// int alternations;
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particleSystemNode->addAttribute("alternations",intToStr(alternations), mapTagReplacements);
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// int particleSystemStartDelay;
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particleSystemNode->addAttribute("particleSystemStartDelay",intToStr(particleSystemStartDelay), mapTagReplacements);
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// ParticleObserver *particleObserver;
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if(particleObserver != NULL) {
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particleObserver->saveGame(particleSystemNode);
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}
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}
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string ParticleSystem::getTextureFileLoadDeferred() {
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return textureFileLoadDeferred;
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}
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int ParticleSystem::getTextureFileLoadDeferredSystemId() {
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return textureFileLoadDeferredSystemId;
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}
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Texture::Format ParticleSystem::getTextureFileLoadDeferredFormat() {
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return textureFileLoadDeferredFormat;
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}
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int ParticleSystem::getTextureFileLoadDeferredComponents() {
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return textureFileLoadDeferredComponents;
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}
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void ParticleSystem::loadGame(const XmlNode *rootNode) {
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const XmlNode *particleSystemNode = rootNode->getChild("ParticleSystem");
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particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
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//printf("Load Smoke particle (ParticleSystem)\n");
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// std::vector<Particle> particles;
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// for(unsigned int i = 0; i < particles.size(); ++i) {
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// Particle &particle = particles[i];
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// particle.saveGame(particleSystemNode);
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// }
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particles.clear();
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particles.resize(particleCount);
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// vector<XmlNode *> particleNodeList = particleSystemNode->getChildList("Particle");
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// for(unsigned int i = 0; i < particleNodeList.size(); ++i) {
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// XmlNode *node = particleNodeList[i];
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//
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// //printf("Load Smoke particle (Particle = %d)\n",i);
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//
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// Particle particle;
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// particle.loadGame(node);
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// particles.push_back(particle);
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// }
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// RandomGen random;
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random.setLastNumber(particleSystemNode->getAttribute("random")->getIntValue());
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// BlendMode blendMode;
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blendMode = static_cast<BlendMode>(particleSystemNode->getAttribute("blendMode")->getIntValue());
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// State state;
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state = static_cast<State>(particleSystemNode->getAttribute("state")->getIntValue());
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// bool active;
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active = particleSystemNode->getAttribute("active")->getIntValue() != 0;
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// bool visible;
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visible = particleSystemNode->getAttribute("visible")->getIntValue() != 0;
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// int aliveParticleCount;
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aliveParticleCount = particleSystemNode->getAttribute("aliveParticleCount")->getIntValue();
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// int particleCount;
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particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
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//
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// Texture *texture;
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if(particleSystemNode->hasAttribute("texture") == true) {
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textureFileLoadDeferred = particleSystemNode->getAttribute("texture")->getValue();
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textureFileLoadDeferredSystemId = particleSystemNode->getAttribute("textureid")->getIntValue();
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textureFileLoadDeferredFormat = static_cast<Texture::Format>(particleSystemNode->getAttribute("textureFormat")->getIntValue());
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if(particleSystemNode->hasAttribute("textureComponents") == true) {
|
|
textureFileLoadDeferredComponents = particleSystemNode->getAttribute("textureComponents")->getIntValue();
|
|
}
|
|
}
|
|
|
|
// Vec3f pos;
|
|
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
|
|
// Vec4f color;
|
|
color = Vec4f::strToVec4(particleSystemNode->getAttribute("color")->getValue());
|
|
// Vec4f colorNoEnergy;
|
|
colorNoEnergy = Vec4f::strToVec4(particleSystemNode->getAttribute("colorNoEnergy")->getValue());
|
|
// float emissionRate;
|
|
emissionRate = particleSystemNode->getAttribute("emissionRate")->getFloatValue();
|
|
// float emissionState;
|
|
emissionState = particleSystemNode->getAttribute("emissionState")->getFloatValue();
|
|
// int maxParticleEnergy;
|
|
maxParticleEnergy = particleSystemNode->getAttribute("maxParticleEnergy")->getIntValue();
|
|
// int varParticleEnergy;
|
|
varParticleEnergy = particleSystemNode->getAttribute("varParticleEnergy")->getIntValue();
|
|
// float particleSize;
|
|
particleSize = particleSystemNode->getAttribute("particleSize")->getFloatValue();
|
|
// float speed;
|
|
speed = particleSystemNode->getAttribute("speed")->getFloatValue();
|
|
// Vec3f factionColor;
|
|
factionColor = Vec3f::strToVec3(particleSystemNode->getAttribute("factionColor")->getValue());
|
|
// bool teamcolorNoEnergy;
|
|
teamcolorNoEnergy = particleSystemNode->getAttribute("teamcolorNoEnergy")->getIntValue() != 0;
|
|
// bool teamcolorEnergy;
|
|
teamcolorEnergy = particleSystemNode->getAttribute("teamcolorEnergy")->getIntValue() != 0;
|
|
// int alternations;
|
|
alternations = particleSystemNode->getAttribute("alternations")->getIntValue();
|
|
// int particleSystemStartDelay;
|
|
particleSystemStartDelay = particleSystemNode->getAttribute("particleSystemStartDelay")->getIntValue();
|
|
|
|
// ParticleObserver *particleObserver;
|
|
//if(particleObserver != NULL) {
|
|
// particleObserver->loadGame(particleSystemNode);
|
|
//}
|
|
}
|
|
|
|
// =============== MISC =========================
|
|
void ParticleSystem::fade(){
|
|
//printf("**************Fading particle System:\n[%s]\n",this->toString().c_str());
|
|
|
|
bool alreadyFading = (state == sFade);
|
|
if(particleObserver != NULL){
|
|
if(state != sPlay) {
|
|
char szBuf[8096]="";
|
|
snprintf(szBuf,8096,"state != sPlay, state = [%d]\n",state);
|
|
//throw megaglest_runtime_error(szBuf);
|
|
//printf(szBuf);
|
|
SystemFlags::OutputDebug(SystemFlags::debugError,"%s",szBuf);
|
|
}
|
|
//assert(state == sPlay);
|
|
}
|
|
|
|
state= sFade;
|
|
if(alreadyFading == false) {
|
|
if(particleObserver != NULL){
|
|
particleObserver->update(this);
|
|
particleObserver=NULL;
|
|
}
|
|
for(int i=getChildCount()-1; i>=0; i--) {
|
|
getChild(i)->fade();
|
|
}
|
|
}
|
|
}
|
|
|
|
int ParticleSystem::isEmpty() const {
|
|
//assert(aliveParticleCount>=0);
|
|
return aliveParticleCount == 0 && state != sPause;
|
|
}
|
|
|
|
// =============== PROTECTED =========================
|
|
|
|
// if there is one dead particle it returns it else, return the particle with
|
|
// less energy
|
|
Particle * ParticleSystem::createParticle() {
|
|
|
|
//if any dead particles
|
|
if(aliveParticleCount < particleCount) {
|
|
++aliveParticleCount;
|
|
return &particles[aliveParticleCount - 1];
|
|
}
|
|
|
|
//if not
|
|
int minEnergy= particles[0].energy;
|
|
int minEnergyParticle= 0;
|
|
|
|
for(int i= 0; i < particleCount; ++i){
|
|
if(particles[i].energy < minEnergy){
|
|
minEnergy= particles[i].energy;
|
|
minEnergyParticle= i;
|
|
}
|
|
}
|
|
return &particles[minEnergyParticle];
|
|
}
|
|
|
|
void ParticleSystem::initParticle(Particle *p, int particleIndex) {
|
|
p->pos= pos;
|
|
p->lastPos= p->pos;
|
|
p->speed= Vec3f(0.0f);
|
|
p->accel= Vec3f(0.0f);
|
|
p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
|
|
p->size= particleSize;
|
|
p->size = truncateDecimal<float>(p->size,6);
|
|
p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
|
|
}
|
|
|
|
void ParticleSystem::updateParticle(Particle *p) {
|
|
p->lastPos= p->pos;
|
|
p->pos= p->pos + p->speed;
|
|
p->speed= p->speed + p->accel;
|
|
p->energy--;
|
|
}
|
|
|
|
bool ParticleSystem::deathTest(Particle *p) {
|
|
return p->energy <= 0;
|
|
}
|
|
|
|
void ParticleSystem::killParticle(Particle *p) {
|
|
aliveParticleCount--;
|
|
}
|
|
|
|
void ParticleSystem::setFactionColor(Vec3f factionColor){
|
|
this->factionColor= factionColor;
|
|
Vec3f tmpCol;
|
|
|
|
if(teamcolorEnergy){
|
|
this->color= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->color.w);
|
|
}
|
|
if(teamcolorNoEnergy){
|
|
this->colorNoEnergy= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->colorNoEnergy.w);
|
|
}
|
|
for(int i=getChildCount()-1; i>=0; i--)
|
|
getChild(i)->setFactionColor(factionColor);
|
|
}
|
|
|
|
// ===========================================================================
|
|
// FireParticleSystem
|
|
// ===========================================================================
|
|
|
|
|
|
FireParticleSystem::FireParticleSystem(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));
|
|
}
|
|
|
|
void FireParticleSystem::initParticle(Particle *p, int particleIndex){
|
|
ParticleSystem::initParticle(p, particleIndex);
|
|
|
|
float ang= random.randRange(-2.0f * pi, 2.0f * pi);
|
|
#ifdef USE_STREFLOP
|
|
float mod= streflop::fabsf(static_cast<streflop::Simple>(random.randRange(-radius, radius)));
|
|
|
|
float x= streflop::sinf(static_cast<streflop::Simple>(ang))*mod;
|
|
float y= streflop::cosf(static_cast<streflop::Simple>(ang))*mod;
|
|
|
|
float radRatio= streflop::sqrtf(static_cast<streflop::Simple>(mod/radius));
|
|
#else
|
|
float mod= fabsf(random.randRange(-radius, radius));
|
|
|
|
float x= sinf(ang) * mod;
|
|
float y= cosf(ang) * mod;
|
|
|
|
float radRatio= sqrtf((mod / radius));
|
|
#endif
|
|
|
|
p->color= colorNoEnergy * 0.5f + colorNoEnergy * 0.5f * radRatio;
|
|
p->energy= static_cast<int> (maxParticleEnergy * radRatio)
|
|
+ random.randRange(-varParticleEnergy, varParticleEnergy);
|
|
p->pos= Vec3f(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
p->lastPos= pos;
|
|
p->size= particleSize;
|
|
p->speed= Vec3f(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
}
|
|
|
|
void FireParticleSystem::updateParticle(Particle *p){
|
|
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;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
}
|
|
|
|
string FireParticleSystem::toString() const {
|
|
string result = ParticleSystem::toString();
|
|
|
|
result += "\nFireParticleSystem ";
|
|
result += "\nradius = " + floatToStr(radius);
|
|
result += "\nwindSpeed = " + windSpeed.getString();
|
|
|
|
return result;
|
|
}
|
|
// ================= SET PARAMS ====================
|
|
|
|
void FireParticleSystem::setRadius(float radius){
|
|
this->radius= radius;
|
|
}
|
|
|
|
void FireParticleSystem::setWind(float windAngle, float windSpeed) {
|
|
#ifdef USE_STREFLOP
|
|
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
#else
|
|
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
|
|
#endif
|
|
|
|
this->windSpeed.x = truncateDecimal<float>(this->windSpeed.x,6);
|
|
this->windSpeed.y = truncateDecimal<float>(this->windSpeed.y,6);
|
|
this->windSpeed.z = truncateDecimal<float>(this->windSpeed.z,6);
|
|
}
|
|
|
|
void FireParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *fireParticleSystemNode = rootNode->addChild("FireParticleSystem");
|
|
|
|
ParticleSystem::saveGame(fireParticleSystemNode);
|
|
|
|
// float radius;
|
|
fireParticleSystemNode->addAttribute("radius",floatToStr(radius,6), mapTagReplacements);
|
|
// Vec3f windSpeed;
|
|
fireParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
|
|
}
|
|
void FireParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *fireParticleSystemNode = rootNode;
|
|
|
|
ParticleSystem::loadGame(fireParticleSystemNode);
|
|
|
|
// float radius;
|
|
radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
|
|
// Vec3f windSpeed;
|
|
windSpeed = Vec3f::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
|
|
}
|
|
|
|
Checksum FireParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = ParticleSystem::getCRC();
|
|
|
|
//float radius;
|
|
//Vec3f windSpeed;
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// GameParticleSystem
|
|
// ===========================================================================
|
|
|
|
GameParticleSystem::GameParticleSystem(int particleCount):
|
|
ParticleSystem(particleCount),
|
|
primitive(pQuad),
|
|
model(NULL),
|
|
modelCycle(0.0f),
|
|
tween(0.0f),
|
|
offset(0.0f),
|
|
direction(0.0f, 1.0f, 0.0f)
|
|
{}
|
|
|
|
GameParticleSystem::~GameParticleSystem(){
|
|
for(Children::iterator it= children.begin(); it != children.end(); ++it){
|
|
(*it)->setParent(NULL);
|
|
(*it)->fade();
|
|
}
|
|
}
|
|
|
|
GameParticleSystem::Primitive GameParticleSystem::strToPrimitive(const string &str){
|
|
if(str == "quad"){
|
|
return pQuad;
|
|
}
|
|
else if(str == "line"){
|
|
return pLine;
|
|
}
|
|
else{
|
|
throw megaglest_runtime_error("Unknown particle primitive: " + str);
|
|
}
|
|
}
|
|
|
|
int GameParticleSystem::getChildCount(){
|
|
return (int)children.size();
|
|
}
|
|
|
|
ParticleSystem* GameParticleSystem::getChild(int i){
|
|
return children.at(i); // does bounds checking
|
|
}
|
|
|
|
void GameParticleSystem::addChild(UnitParticleSystem* child) {
|
|
assert(!child->getParent());
|
|
child->setParent(this);
|
|
children.push_back(child);
|
|
}
|
|
|
|
void GameParticleSystem::removeChild(UnitParticleSystem* child){
|
|
assert(this == child->getParent());
|
|
Children::iterator it = std::find(children.begin(),children.end(),child);
|
|
assert(it != children.end());
|
|
children.erase(it);
|
|
}
|
|
|
|
void GameParticleSystem::setPos(Vec3f pos){
|
|
this->pos= pos;
|
|
positionChildren();
|
|
}
|
|
|
|
void GameParticleSystem::positionChildren() {
|
|
Vec3f child_pos = pos - offset;
|
|
for(int i=getChildCount()-1; i>=0; i--)
|
|
getChild(i)->setPos(child_pos);
|
|
}
|
|
|
|
void GameParticleSystem::setOffset(Vec3f offset){
|
|
this->offset= offset;
|
|
positionChildren();
|
|
}
|
|
|
|
void GameParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
|
if(active){
|
|
if(model != NULL){
|
|
pr->renderModel(this, mr);
|
|
}
|
|
switch(primitive){
|
|
case pQuad:
|
|
pr->renderSystem(this);
|
|
break;
|
|
case pLine:
|
|
pr->renderSystemLine(this);
|
|
break;
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameParticleSystem::setTween(float relative,float absolute) {
|
|
if(model) {
|
|
// animation?
|
|
//printf("#1 Particle model meshcount [%d] modelCycle = %f, relative = %f, absolute = %f\n",model->getMeshCount(),modelCycle,relative,absolute);
|
|
if(modelCycle == 0.0f) {
|
|
tween= relative;
|
|
}
|
|
else {
|
|
#ifdef USE_STREFLOP
|
|
if(streflop::fabs(static_cast<streflop::Simple>(absolute)) <= 0.00001f){
|
|
#else
|
|
if(fabs(absolute) <= 0.00001f) {
|
|
#endif
|
|
tween = 0.0f;
|
|
}
|
|
else {
|
|
#ifdef USE_STREFLOP
|
|
tween= streflop::fmod(static_cast<streflop::Simple>(absolute), static_cast<streflop::Simple>(modelCycle));
|
|
#else
|
|
tween= fmod(absolute, modelCycle);
|
|
#endif
|
|
tween /= modelCycle;
|
|
}
|
|
}
|
|
|
|
tween = truncateDecimal<float>(tween,6);
|
|
if(tween < 0.0f || tween > 1.0f) {
|
|
//printf("In [%s::%s Line: %d] WARNING setting tween to [%f] clamping tween, modelCycle [%f] absolute [%f] relative [%f]\n",__FILE__,__FUNCTION__,__LINE__,tween,modelCycle,absolute,relative);
|
|
//assert(tween >= 0.0f && tween <= 1.0f);
|
|
}
|
|
|
|
tween= clamp(tween, 0.0f, 1.0f);
|
|
|
|
//printf("#2 Particle model meshcount [%d] modelCycle = %f, relative = %f, absolute = %f\n",model->getMeshCount(),modelCycle,relative,absolute);
|
|
}
|
|
for(Children::iterator it= children.begin(); it != children.end(); ++it) {
|
|
(*it)->setTween(relative,absolute);
|
|
}
|
|
}
|
|
|
|
string GameParticleSystem::getModelFileLoadDeferred() {
|
|
return modelFileLoadDeferred;
|
|
}
|
|
|
|
void GameParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
|
|
|
|
ParticleSystem::saveGame(gameParticleSystemNode);
|
|
|
|
// Children children;
|
|
for(unsigned int i = 0; i < children.size(); ++i) {
|
|
if(children[i] != NULL) {
|
|
children[i]->saveGame(gameParticleSystemNode);
|
|
}
|
|
}
|
|
// Primitive primitive;
|
|
gameParticleSystemNode->addAttribute("primitive",intToStr(primitive), mapTagReplacements);
|
|
// Model *model;
|
|
if(model != NULL) {
|
|
gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
|
|
}
|
|
// float modelCycle;
|
|
gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle,6), mapTagReplacements);
|
|
// Vec3f offset;
|
|
gameParticleSystemNode->addAttribute("offset",offset.getString(), mapTagReplacements);
|
|
// Vec3f direction;
|
|
gameParticleSystemNode->addAttribute("direction",direction.getString(), mapTagReplacements);
|
|
// float tween;
|
|
gameParticleSystemNode->addAttribute("tween",floatToStr(tween,6), mapTagReplacements);
|
|
}
|
|
void GameParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *gameParticleSystemNode = rootNode->getChild("GameParticleSystem");
|
|
|
|
//printf("Load Smoke particle (GameParticleSystem)\n");
|
|
ParticleSystem::loadGame(gameParticleSystemNode);
|
|
|
|
// Children children;
|
|
// for(unsigned int i = 0; i < children.size(); ++i) {
|
|
// children[i]->saveGame(gameParticleSystemNode);
|
|
// }
|
|
vector<XmlNode *> childrenNodeList = gameParticleSystemNode->getChildList("UnitParticleSystem");
|
|
for(unsigned int i = 0; i < childrenNodeList.size(); ++i) {
|
|
XmlNode *node = childrenNodeList[i];
|
|
|
|
UnitParticleSystem *ups = new UnitParticleSystem();
|
|
//ups->setParticleOwner(!!!);
|
|
ups->loadGame(node);
|
|
|
|
//children.push_back(ups);
|
|
addChild(ups);
|
|
}
|
|
|
|
// Primitive primitive;
|
|
primitive = static_cast<Primitive>(gameParticleSystemNode->getAttribute("primitive")->getIntValue());
|
|
// Model *model;
|
|
//if(model != NULL) {
|
|
// gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
|
|
//}
|
|
if(gameParticleSystemNode->hasAttribute("model") == true) {
|
|
modelFileLoadDeferred = gameParticleSystemNode->getAttribute("model")->getValue();
|
|
}
|
|
|
|
// float modelCycle;
|
|
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
|
|
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
|
|
// Vec3f offset;
|
|
offset = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("offset")->getValue());
|
|
// Vec3f direction;
|
|
direction = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
|
|
// float tween;
|
|
tween = gameParticleSystemNode->getAttribute("tween")->getFloatValue();
|
|
}
|
|
|
|
Checksum GameParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = ParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string GameParticleSystem::toString() const {
|
|
string result = ParticleSystem::toString();
|
|
|
|
result += "\nGameParticleSystem ";
|
|
result += "\nchildren = " + intToStr(children.size());
|
|
result += "\nprimitive = " + intToStr(primitive);
|
|
|
|
//string modelFileLoadDeferred;
|
|
//Model *model;
|
|
result += "\nmodelCycle = " + floatToStr(modelCycle);
|
|
result += "\noffset = " + offset.getString();
|
|
result += "\ndirection = " + direction.getString();
|
|
result += "\ntween = " + floatToStr(tween);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// UnitParticleSystem
|
|
// ===========================================================================
|
|
bool UnitParticleSystem::isNight= false;
|
|
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
|
|
|
|
UnitParticleSystem::UnitParticleSystem(int particleCount) :
|
|
GameParticleSystem(particleCount), parent(NULL) {
|
|
radius= 0.5f;
|
|
speed= 0.01f;
|
|
windSpeed= Vec3f(0.0f);
|
|
minRadius = 0.0;
|
|
|
|
setParticleSize(0.6f);
|
|
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
|
|
sizeNoEnergy=1.0f;
|
|
|
|
primitive= pQuad;
|
|
gravity= 0.0f;
|
|
|
|
fixed= false;
|
|
shape = UnitParticleSystem::sLinear;
|
|
angle= 0.0f;
|
|
rotation= 0.0f;
|
|
relativeDirection= true;
|
|
relative= false;
|
|
staticParticleCount= 0;
|
|
|
|
isVisibleAtNight= true;
|
|
isVisibleAtDay= true;
|
|
isDaylightAffected= false;
|
|
|
|
cRotation= Vec3f(1.0f, 1.0f, 1.0f);
|
|
fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
|
|
//prepare system for given staticParticleCount
|
|
if(staticParticleCount > 0){
|
|
emissionState= (float) staticParticleCount;
|
|
}
|
|
energyUp= false;
|
|
|
|
delay = 0; // none
|
|
lifetime = -1; // forever
|
|
emissionRateFade=0.0f;
|
|
|
|
startTime = 0;
|
|
endTime = 1;
|
|
|
|
radiusBasedStartenergy = false;
|
|
}
|
|
|
|
UnitParticleSystem::~UnitParticleSystem(){
|
|
if(parent){
|
|
parent->removeChild(this);
|
|
}
|
|
}
|
|
|
|
bool UnitParticleSystem::getVisible() const{
|
|
if((isNight==true) && (isVisibleAtNight==true)){
|
|
return visible;
|
|
}
|
|
else if((isNight==false) && (isVisibleAtDay==true)){
|
|
return visible;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void UnitParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr) {
|
|
GameParticleSystem::render(pr,mr);
|
|
}
|
|
|
|
void UnitParticleSystem::setRotation(float rotation){
|
|
this->rotation= rotation;
|
|
for(Children::iterator it= children.begin(); it != children.end(); ++it)
|
|
(*it)->setRotation(rotation);
|
|
}
|
|
|
|
void UnitParticleSystem::fade(){
|
|
if(!parent || (lifetime<=0 && !(emissionRateFade && emissionRate > 0))){ // particle has its own lifetime?
|
|
GameParticleSystem::fade();
|
|
}
|
|
}
|
|
|
|
UnitParticleSystem::Shape UnitParticleSystem::strToShape(const string& str){
|
|
if(str == "spherical"){
|
|
return sSpherical;
|
|
}
|
|
else if(str == "conical"){
|
|
return sConical;
|
|
}
|
|
else if(str == "linear"){
|
|
return sLinear;
|
|
}
|
|
else{
|
|
throw megaglest_runtime_error("Unknown particle shape: " + str);
|
|
}
|
|
}
|
|
|
|
void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
|
|
ParticleSystem::initParticle(p, particleIndex);
|
|
|
|
const float ang= random.randRange(-2.0f * pi, 2.0f * pi);
|
|
#ifdef USE_STREFLOP
|
|
const float mod= streflop::fabsf(static_cast<streflop::Simple>(random.randRange(-radius, radius)));
|
|
const float radRatio= streflop::sqrtf(static_cast<streflop::Simple>(mod/radius));
|
|
#else
|
|
const float mod= fabsf(random.randRange(-radius, radius));
|
|
const float radRatio= sqrtf(mod / radius);
|
|
#endif
|
|
p->color= color;
|
|
|
|
if(isDaylightAffected==true) {
|
|
p->color.x=p->color.x*lightColor.x;
|
|
p->color.y=p->color.y*lightColor.y;
|
|
p->color.z=p->color.z*lightColor.z;
|
|
}
|
|
if(radiusBasedStartenergy == true) {
|
|
p->energy= static_cast<int> (maxParticleEnergy * radRatio) +
|
|
random.randRange(-varParticleEnergy,varParticleEnergy);
|
|
}
|
|
else {
|
|
p->energy= static_cast<int> (maxParticleEnergy) +
|
|
random.randRange(-varParticleEnergy, varParticleEnergy);
|
|
}
|
|
|
|
p->lastPos= pos;
|
|
oldPosition= pos;
|
|
p->size= particleSize;
|
|
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
|
p->accel.x = truncateDecimal<float>(p->accel.x,6);
|
|
p->accel.y = truncateDecimal<float>(p->accel.y,6);
|
|
p->accel.z = truncateDecimal<float>(p->accel.z,6);
|
|
|
|
// work out where we start for our shape (set speed and pos)
|
|
switch(shape){
|
|
case sSpherical:
|
|
angle = (float)random.randRange(0,360);
|
|
// fall through
|
|
case sConical:{
|
|
Vec2f horiz = Vec2f(1,0).rotate(ang);
|
|
Vec2f vert = Vec2f(1,0).rotate(degToRad(angle));
|
|
Vec3f start = Vec3f(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
|
|
p->speed = start * speed;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
start = start * random.randRange(minRadius,radius);
|
|
p->pos = pos + offset + start;
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
} break;
|
|
case sLinear:{
|
|
#ifdef USE_STREFLOP
|
|
float x= streflop::sinf(static_cast<streflop::Simple>(ang))*mod;
|
|
float y= streflop::cosf(static_cast<streflop::Simple>(ang))*mod;
|
|
#else
|
|
float x= sinf(ang) * mod;
|
|
float y= cosf(ang) * mod;
|
|
#endif
|
|
const float rad= degToRad(rotation);
|
|
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);
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
}
|
|
else {// rotate it according to rotation
|
|
#ifdef USE_STREFLOP
|
|
p->pos= Vec3f(pos.x+x+offset.z*streflop::sinf(static_cast<streflop::Simple>(rad))+offset.x*streflop::cosf(static_cast<streflop::Simple>(rad)), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*streflop::cosf(static_cast<streflop::Simple>(rad))-offset.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
|
|
#else
|
|
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)));
|
|
#endif
|
|
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
}
|
|
p->speed= Vec3f(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
|
|
* random.randRange(-0.5f, 0.5f), direction.z + direction.z * random.randRange(-0.5f, 0.5f));
|
|
p->speed= p->speed * speed;
|
|
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
if(relative && relativeDirection) {
|
|
#ifdef USE_STREFLOP
|
|
p->speed=Vec3f(p->speed.z*streflop::sinf(
|
|
static_cast<streflop::Simple>(rad)) + p->speed.x *
|
|
streflop::cosf(static_cast<streflop::Simple>(rad)),
|
|
p->speed.y, (p->speed.z * streflop::cosf(
|
|
static_cast<streflop::Simple>(rad)) - p->speed.x *
|
|
streflop::sinf(static_cast<streflop::Simple>(rad))));
|
|
#else
|
|
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)));
|
|
#endif
|
|
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
}
|
|
} break;
|
|
default: throw megaglest_runtime_error("bad shape");
|
|
}
|
|
}
|
|
|
|
void UnitParticleSystem::update(){
|
|
// delay and timeline are only applicable for child particles
|
|
if(parent && delay > 0 && delay--) {
|
|
return;
|
|
}
|
|
if(parent && lifetime > 0 && !--lifetime) {
|
|
fade();
|
|
}
|
|
if(state != sPause) {
|
|
emissionRate-= emissionRateFade;
|
|
emissionRate = truncateDecimal<float>(emissionRate,6);
|
|
|
|
if(parent && emissionRate < 0.0f) {
|
|
fade();
|
|
}
|
|
}
|
|
if(fixed) {
|
|
fixedAddition= Vec3f(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
|
|
fixedAddition.x = truncateDecimal<float>(fixedAddition.x,6);
|
|
fixedAddition.y = truncateDecimal<float>(fixedAddition.y,6);
|
|
fixedAddition.z = truncateDecimal<float>(fixedAddition.z,6);
|
|
|
|
oldPosition= pos;
|
|
}
|
|
ParticleSystem::update();
|
|
}
|
|
|
|
void UnitParticleSystem::updateParticle(Particle *p){
|
|
float energyRatio;
|
|
if(alternations > 0){
|
|
int interval= (maxParticleEnergy / alternations);
|
|
float moduloValue= (float)((int)(static_cast<float> (p->energy)) % interval);
|
|
|
|
if(moduloValue < interval / 2){
|
|
energyRatio= (interval - moduloValue) / interval;
|
|
}
|
|
else{
|
|
energyRatio= moduloValue / interval;
|
|
}
|
|
energyRatio= clamp(energyRatio, 0.f, 1.f);
|
|
}
|
|
else{
|
|
energyRatio= clamp(static_cast<float> (p->energy) / maxParticleEnergy, 0.f, 1.f);
|
|
}
|
|
|
|
energyRatio = truncateDecimal<float>(energyRatio,6);
|
|
|
|
p->lastPos += p->speed;
|
|
p->lastPos.x = truncateDecimal<float>(p->lastPos.x,6);
|
|
p->lastPos.y = truncateDecimal<float>(p->lastPos.y,6);
|
|
p->lastPos.z = truncateDecimal<float>(p->lastPos.z,6);
|
|
|
|
p->pos += p->speed;
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
if(fixed) {
|
|
p->lastPos += fixedAddition;
|
|
p->lastPos.x = truncateDecimal<float>(p->lastPos.x,6);
|
|
p->lastPos.y = truncateDecimal<float>(p->lastPos.y,6);
|
|
p->lastPos.z = truncateDecimal<float>(p->lastPos.z,6);
|
|
|
|
p->pos += fixedAddition;
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
}
|
|
p->speed += p->accel;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
|
|
if(isDaylightAffected==true) {
|
|
p->color.x=p->color.x*lightColor.x;
|
|
p->color.y=p->color.y*lightColor.y;
|
|
p->color.z=p->color.z*lightColor.z;
|
|
}
|
|
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
|
|
p->size = truncateDecimal<float>(p->size,6);
|
|
|
|
if(state == ParticleSystem::sFade || staticParticleCount < 1){
|
|
p->energy--;
|
|
}
|
|
else{
|
|
if(maxParticleEnergy > 2){
|
|
if(energyUp){
|
|
p->energy++;
|
|
}
|
|
else{
|
|
p->energy--;
|
|
}
|
|
|
|
if(p->energy == 1){
|
|
energyUp= true;
|
|
}
|
|
if(p->energy == maxParticleEnergy){
|
|
energyUp= false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ================= SET PARAMS ====================
|
|
|
|
void UnitParticleSystem::setWind(float windAngle, float windSpeed){
|
|
#ifdef USE_STREFLOP
|
|
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
#else
|
|
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
|
|
#endif
|
|
|
|
this->windSpeed.x = truncateDecimal<float>(this->windSpeed.x,6);
|
|
this->windSpeed.y = truncateDecimal<float>(this->windSpeed.y,6);
|
|
this->windSpeed.z = truncateDecimal<float>(this->windSpeed.z,6);
|
|
}
|
|
|
|
void UnitParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *unitParticleSystemNode = rootNode->addChild("UnitParticleSystem");
|
|
|
|
GameParticleSystem::saveGame(unitParticleSystemNode);
|
|
|
|
// float radius;
|
|
unitParticleSystemNode->addAttribute("radius",floatToStr(radius,6), mapTagReplacements);
|
|
// float minRadius;
|
|
unitParticleSystemNode->addAttribute("minRadius",floatToStr(minRadius,6), mapTagReplacements);
|
|
// Vec3f windSpeed;
|
|
unitParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
|
|
// Vec3f cRotation;
|
|
unitParticleSystemNode->addAttribute("cRotation",cRotation.getString(), mapTagReplacements);
|
|
// Vec3f fixedAddition;
|
|
unitParticleSystemNode->addAttribute("fixedAddition",fixedAddition.getString(), mapTagReplacements);
|
|
// Vec3f oldPosition;
|
|
unitParticleSystemNode->addAttribute("oldPosition",oldPosition.getString(), mapTagReplacements);
|
|
// bool energyUp;
|
|
unitParticleSystemNode->addAttribute("energyUp",intToStr(energyUp), mapTagReplacements);
|
|
// float startTime;
|
|
unitParticleSystemNode->addAttribute("startTime",floatToStr(startTime,6), mapTagReplacements);
|
|
// float endTime;
|
|
unitParticleSystemNode->addAttribute("endTime",floatToStr(endTime,6), mapTagReplacements);
|
|
// bool relative;
|
|
unitParticleSystemNode->addAttribute("relative",intToStr(relative), mapTagReplacements);
|
|
// bool relativeDirection;
|
|
unitParticleSystemNode->addAttribute("relativeDirection",intToStr(relativeDirection), mapTagReplacements);
|
|
// bool fixed;
|
|
unitParticleSystemNode->addAttribute("fixed",intToStr(fixed), mapTagReplacements);
|
|
// Shape shape;
|
|
unitParticleSystemNode->addAttribute("shape",intToStr(shape), mapTagReplacements);
|
|
// float angle;
|
|
unitParticleSystemNode->addAttribute("angle",floatToStr(angle,6), mapTagReplacements);
|
|
// float sizeNoEnergy;
|
|
unitParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy,6), mapTagReplacements);
|
|
// float gravity;
|
|
unitParticleSystemNode->addAttribute("gravity",floatToStr(gravity,6), mapTagReplacements);
|
|
// float rotation;
|
|
unitParticleSystemNode->addAttribute("rotation",floatToStr(rotation,6), mapTagReplacements);
|
|
// bool isVisibleAtNight;
|
|
unitParticleSystemNode->addAttribute("isVisibleAtNight",intToStr(isVisibleAtNight), mapTagReplacements);
|
|
// bool isVisibleAtDay;
|
|
unitParticleSystemNode->addAttribute("isVisibleAtDay",intToStr(isVisibleAtDay), mapTagReplacements);
|
|
// bool isDaylightAffected;
|
|
unitParticleSystemNode->addAttribute("isDaylightAffected",intToStr(isDaylightAffected), mapTagReplacements);
|
|
// bool radiusBasedStartenergy;
|
|
unitParticleSystemNode->addAttribute("radiusBasedStartenergy",intToStr(radiusBasedStartenergy), mapTagReplacements);
|
|
// int staticParticleCount;
|
|
unitParticleSystemNode->addAttribute("staticParticleCount",intToStr(staticParticleCount), mapTagReplacements);
|
|
// int delay;
|
|
unitParticleSystemNode->addAttribute("delay",intToStr(delay), mapTagReplacements);
|
|
// int lifetime;
|
|
unitParticleSystemNode->addAttribute("lifetime",intToStr(lifetime), mapTagReplacements);
|
|
// float emissionRateFade;
|
|
unitParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade,6), mapTagReplacements);
|
|
// GameParticleSystem* parent;
|
|
//if(parent != NULL) {
|
|
// parent->saveGame(unitParticleSystemNode);
|
|
//}
|
|
}
|
|
|
|
void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *unitParticleSystemNode = rootNode;
|
|
|
|
//printf("Load Smoke particle (UnitParticleSystem)\n");
|
|
GameParticleSystem::loadGame(unitParticleSystemNode);
|
|
|
|
// float radius;
|
|
radius = unitParticleSystemNode->getAttribute("radius")->getFloatValue();
|
|
// float minRadius;
|
|
minRadius = unitParticleSystemNode->getAttribute("minRadius")->getFloatValue();
|
|
// Vec3f windSpeed;
|
|
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
|
|
// Vec3f cRotation;
|
|
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
|
|
// Vec3f fixedAddition;
|
|
fixedAddition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("fixedAddition")->getValue());
|
|
// Vec3f oldPosition;
|
|
oldPosition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("oldPosition")->getValue());
|
|
// bool energyUp;
|
|
energyUp = unitParticleSystemNode->getAttribute("energyUp")->getIntValue() != 0;
|
|
// float startTime;
|
|
startTime = unitParticleSystemNode->getAttribute("startTime")->getFloatValue();
|
|
// float endTime;
|
|
endTime = unitParticleSystemNode->getAttribute("endTime")->getFloatValue();
|
|
// bool relative;
|
|
relative = unitParticleSystemNode->getAttribute("relative")->getIntValue() != 0;
|
|
// bool relativeDirection;
|
|
relativeDirection = unitParticleSystemNode->getAttribute("relativeDirection")->getIntValue() != 0;
|
|
// bool fixed;
|
|
fixed = unitParticleSystemNode->getAttribute("fixed")->getIntValue() != 0;
|
|
// Shape shape;
|
|
shape = static_cast<Shape>(unitParticleSystemNode->getAttribute("shape")->getIntValue());
|
|
// float angle;
|
|
angle = unitParticleSystemNode->getAttribute("angle")->getFloatValue();
|
|
// float sizeNoEnergy;
|
|
sizeNoEnergy = unitParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
|
|
// float gravity;
|
|
gravity = unitParticleSystemNode->getAttribute("gravity")->getFloatValue();
|
|
// float rotation;
|
|
rotation = unitParticleSystemNode->getAttribute("rotation")->getFloatValue();
|
|
// bool isVisibleAtNight;
|
|
isVisibleAtNight = unitParticleSystemNode->getAttribute("isVisibleAtNight")->getIntValue() != 0;
|
|
// bool isVisibleAtDay;
|
|
isVisibleAtDay = unitParticleSystemNode->getAttribute("isVisibleAtDay")->getIntValue() != 0;
|
|
// bool isDaylightAffected;
|
|
isDaylightAffected = unitParticleSystemNode->getAttribute("isDaylightAffected")->getIntValue() != 0;
|
|
// bool radiusBasedStartenergy;
|
|
radiusBasedStartenergy = unitParticleSystemNode->getAttribute("radiusBasedStartenergy")->getIntValue() != 0;
|
|
// int staticParticleCount;
|
|
staticParticleCount = unitParticleSystemNode->getAttribute("staticParticleCount")->getIntValue();
|
|
// int delay;
|
|
delay = unitParticleSystemNode->getAttribute("delay")->getIntValue();
|
|
// int lifetime;
|
|
lifetime = unitParticleSystemNode->getAttribute("lifetime")->getIntValue();
|
|
// float emissionRateFade;
|
|
emissionRateFade = unitParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
|
|
// GameParticleSystem* parent;
|
|
parent = NULL;
|
|
//if(parent != NULL) {
|
|
// parent->saveGame(unitParticleSystemNode);
|
|
//}
|
|
|
|
//if(unitParticleSystemNode->hasChild("GameParticleSystem") == true) {
|
|
// void GameParticleSystem::saveGame(XmlNode *rootNode)
|
|
// std::map<string,string> mapTagReplacements;
|
|
// XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
|
|
//XmlNode *gameParticleSystemNode = unitParticleSystemNode->getChild("GameParticleSystem");
|
|
//!!!
|
|
//}
|
|
}
|
|
|
|
Checksum UnitParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = GameParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string UnitParticleSystem::toString() const {
|
|
string result = GameParticleSystem::toString();
|
|
|
|
result += "\nUnitParticleSystem ";
|
|
result += "\nradius = " + floatToStr(radius);
|
|
result += "\nminRadius = " + floatToStr(minRadius);
|
|
result += "\nwindSpeed = " + windSpeed.getString();
|
|
result += "\ncRotation = " + cRotation.getString();
|
|
result += "\nfixedAddition = " + fixedAddition.getString();
|
|
result += "\noldPosition = " + oldPosition.getString();
|
|
result += "\nenergyUp = " + intToStr(energyUp);
|
|
result += "\nstartTime = " + floatToStr(startTime);
|
|
result += "\nendTime = " + floatToStr(endTime);
|
|
result += "\nrelative = " + intToStr(relative);
|
|
result += "\nrelativeDirection = " + intToStr(relativeDirection);
|
|
result += "\nfixed = " + intToStr(fixed);
|
|
result += "\nshape = " + intToStr(shape);
|
|
|
|
result += "\nangle = " + floatToStr(angle);
|
|
result += "\nsizeNoEnergy = " + floatToStr(sizeNoEnergy);
|
|
result += "\ngravity = " + floatToStr(gravity);
|
|
result += "\nrotation = " + floatToStr(rotation);
|
|
result += "\nisVisibleAtNight = " + intToStr(isVisibleAtNight);
|
|
result += "\nisVisibleAtDay = " + intToStr(isVisibleAtDay);
|
|
result += "\nisDaylightAffected = " + intToStr(isDaylightAffected);
|
|
result += "\nradiusBasedStartenergy = " + intToStr(radiusBasedStartenergy);
|
|
result += "\nstaticParticleCount = " + intToStr(staticParticleCount);
|
|
result += "\ndelay = " + intToStr(delay);
|
|
result += "\nlifetime = " + intToStr(lifetime);
|
|
result += "\nemissionRateFade = " + floatToStr(emissionRateFade);
|
|
//GameParticleSystem* parent;
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// RainParticleSystem
|
|
// ===========================================================================
|
|
RainParticleSystem::RainParticleSystem(int particleCount) :
|
|
ParticleSystem(particleCount){
|
|
setWind(0.0f, 0.0f);
|
|
setRadius(20.0f);
|
|
|
|
setEmissionRate(25.0f);
|
|
setParticleSize(3.0f);
|
|
setColor(Vec4f(0.5f, 0.5f, 0.5f, 0.3f));
|
|
setSpeed(0.2f);
|
|
}
|
|
|
|
void RainParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
|
|
pr->renderSystemLineAlpha(this);
|
|
}
|
|
|
|
void RainParticleSystem::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->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
p->lastPos= p->pos;
|
|
p->speed= Vec3f(random.randRange(-speed / 10, speed / 10), -speed,
|
|
random.randRange(-speed / 10, speed / 10)) + windSpeed;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
}
|
|
|
|
bool RainParticleSystem::deathTest(Particle *p){
|
|
return p->pos.y < 0;
|
|
}
|
|
|
|
void RainParticleSystem::setRadius(float radius) {
|
|
this->radius= radius;
|
|
}
|
|
|
|
void RainParticleSystem::setWind(float windAngle, float windSpeed){
|
|
#ifdef USE_STREFLOP
|
|
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
#else
|
|
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
|
|
#endif
|
|
|
|
this->windSpeed.x = truncateDecimal<float>(this->windSpeed.x,6);
|
|
this->windSpeed.y = truncateDecimal<float>(this->windSpeed.y,6);
|
|
this->windSpeed.z = truncateDecimal<float>(this->windSpeed.z,6);
|
|
}
|
|
|
|
Checksum RainParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = ParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string RainParticleSystem::toString() const {
|
|
string result = ParticleSystem::toString();
|
|
|
|
result += "\nRainParticleSystem ";
|
|
result += "\nwindSpeed = " + windSpeed.getString();
|
|
result += "\nradius = " + floatToStr(radius);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// SnowParticleSystem
|
|
// ===========================================================================
|
|
|
|
SnowParticleSystem::SnowParticleSystem(int particleCount) :
|
|
ParticleSystem(particleCount){
|
|
setWind(0.0f, 0.0f);
|
|
setRadius(30.0f);
|
|
|
|
setEmissionRate(2.0f);
|
|
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->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
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);
|
|
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
}
|
|
|
|
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){
|
|
#ifdef USE_STREFLOP
|
|
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
|
|
#else
|
|
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
|
|
this->windSpeed.y= 0.0f;
|
|
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
|
|
#endif
|
|
|
|
this->windSpeed.x = truncateDecimal<float>(this->windSpeed.x,6);
|
|
this->windSpeed.y = truncateDecimal<float>(this->windSpeed.y,6);
|
|
this->windSpeed.z = truncateDecimal<float>(this->windSpeed.z,6);
|
|
|
|
}
|
|
|
|
Checksum SnowParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = ParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string SnowParticleSystem::toString() const {
|
|
string result = ParticleSystem::toString();
|
|
|
|
result += "\nSnowParticleSystem ";
|
|
result += "\nwindSpeed = " + windSpeed.getString();
|
|
result += "\nradius = " + floatToStr(radius);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// AttackParticleSystem
|
|
// ===========================================================================
|
|
|
|
AttackParticleSystem::AttackParticleSystem(int particleCount) :
|
|
GameParticleSystem(particleCount){
|
|
primitive= pQuad;
|
|
gravity= 0.0f;
|
|
sizeNoEnergy = 0.0;
|
|
}
|
|
|
|
void AttackParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *attackParticleSystemNode = rootNode->addChild("AttackParticleSystem");
|
|
|
|
GameParticleSystem::saveGame(attackParticleSystemNode);
|
|
|
|
// float sizeNoEnergy;
|
|
attackParticleSystemNode->addAttribute("sizeNoEnergy",floatToStr(sizeNoEnergy,6), mapTagReplacements);
|
|
// float gravity;
|
|
attackParticleSystemNode->addAttribute("gravity",floatToStr(gravity,6), mapTagReplacements);
|
|
|
|
}
|
|
void AttackParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *attackParticleSystemNode = rootNode;
|
|
|
|
GameParticleSystem::loadGame(attackParticleSystemNode);
|
|
|
|
// float sizeNoEnergy;
|
|
sizeNoEnergy = attackParticleSystemNode->getAttribute("sizeNoEnergy")->getFloatValue();
|
|
// float gravity;
|
|
gravity = attackParticleSystemNode->getAttribute("gravity")->getFloatValue();
|
|
}
|
|
|
|
Checksum AttackParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = GameParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string AttackParticleSystem::toString() const {
|
|
string result = GameParticleSystem::toString();
|
|
|
|
result += "\nAttackParticleSystem ";
|
|
result += "\nsizeNoEnergy = " + floatToStr(sizeNoEnergy);
|
|
result += "\ngravity = " + floatToStr(gravity);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// ProjectileParticleSystem
|
|
// ===========================================================================
|
|
|
|
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount) :
|
|
AttackParticleSystem(particleCount){
|
|
setEmissionRate(20.0f);
|
|
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;
|
|
modelCycle=0.0f;
|
|
|
|
nextParticleSystem= NULL;
|
|
arriveDestinationDistance = 0.0f;
|
|
//printf("#aXX trajectorySpeed = %f\n",trajectorySpeed);
|
|
}
|
|
|
|
ProjectileParticleSystem::~ProjectileParticleSystem(){
|
|
if(nextParticleSystem != NULL){
|
|
nextParticleSystem->prevParticleSystem= NULL;
|
|
}
|
|
}
|
|
|
|
void ProjectileParticleSystem::link(SplashParticleSystem *particleSystem){
|
|
nextParticleSystem= particleSystem;
|
|
nextParticleSystem->setVisible(false);
|
|
nextParticleSystem->setState(sPause);
|
|
nextParticleSystem->prevParticleSystem= this;
|
|
}
|
|
|
|
void ProjectileParticleSystem::update(){
|
|
//printf("Projectile particle system updating...\n");
|
|
if(state == sPlay){
|
|
|
|
lastPos = pos;
|
|
flatPos += zVector * truncateDecimal<float>(trajectorySpeed,6);
|
|
flatPos.x = truncateDecimal<float>(flatPos.x,6);
|
|
flatPos.y = truncateDecimal<float>(flatPos.y,6);
|
|
flatPos.z = truncateDecimal<float>(flatPos.z,6);
|
|
|
|
Vec3f targetVector = endPos - startPos;
|
|
targetVector.x = truncateDecimal<float>(targetVector.x,6);
|
|
targetVector.y = truncateDecimal<float>(targetVector.y,6);
|
|
targetVector.z = truncateDecimal<float>(targetVector.z,6);
|
|
|
|
Vec3f currentVector = flatPos - startPos;
|
|
currentVector.x = truncateDecimal<float>(currentVector.x,6);
|
|
currentVector.y = truncateDecimal<float>(currentVector.y,6);
|
|
currentVector.z = truncateDecimal<float>(currentVector.z,6);
|
|
|
|
// ratio
|
|
float relative= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
|
|
relative = truncateDecimal<float>(relative,6);
|
|
|
|
float absolute = relative;
|
|
setTween(relative,absolute);
|
|
|
|
// trajectory
|
|
switch(trajectory) {
|
|
case tLinear: {
|
|
pos= flatPos;
|
|
}
|
|
break;
|
|
|
|
case tParabolic: {
|
|
float scaledT = truncateDecimal<float>(2.0f * (relative - 0.5f),6);
|
|
float paraboleY = truncateDecimal<float>((1.0f - scaledT * scaledT) * trajectoryScale,6);
|
|
|
|
pos= flatPos;
|
|
pos.y += paraboleY;
|
|
pos.y = truncateDecimal<float>(pos.y,6);
|
|
}
|
|
break;
|
|
|
|
case tSpiral: {
|
|
pos= flatPos;
|
|
#ifdef USE_STREFLOP
|
|
pos+= xVector * streflop::cos(static_cast<streflop::Simple>(relative * trajectoryFrequency * targetVector.length())) * trajectoryScale;
|
|
pos.x = truncateDecimal<float>(pos.x,6);
|
|
pos.y = truncateDecimal<float>(pos.y,6);
|
|
pos.z = truncateDecimal<float>(pos.z,6);
|
|
|
|
pos+= yVector * streflop::sin(static_cast<streflop::Simple>(relative * trajectoryFrequency * targetVector.length())) * trajectoryScale;
|
|
#else
|
|
pos+= xVector * cos(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
|
|
pos.x = truncateDecimal<float>(pos.x,6);
|
|
pos.y = truncateDecimal<float>(pos.y,6);
|
|
pos.z = truncateDecimal<float>(pos.z,6);
|
|
|
|
pos+= yVector * sin(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
|
|
#endif
|
|
pos.x = truncateDecimal<float>(pos.x,6);
|
|
pos.y = truncateDecimal<float>(pos.y,6);
|
|
pos.z = truncateDecimal<float>(pos.z,6);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
|
|
direction= (pos - lastPos);
|
|
direction.x = truncateDecimal<float>(direction.x,6);
|
|
direction.y = truncateDecimal<float>(direction.y,6);
|
|
direction.z = truncateDecimal<float>(direction.z,6);
|
|
|
|
direction.normalize();
|
|
direction.x = truncateDecimal<float>(direction.x,6);
|
|
direction.y = truncateDecimal<float>(direction.y,6);
|
|
direction.z = truncateDecimal<float>(direction.z,6);
|
|
|
|
// trigger update of child particles
|
|
positionChildren();
|
|
rotateChildren();
|
|
|
|
//arrive destination
|
|
arriveDestinationDistance = truncateDecimal<float>(flatPos.dist(endPos),6);
|
|
|
|
if(this->particleOwner != NULL) {
|
|
char szBuf[8096]="";
|
|
snprintf(szBuf,8095,"LINE: %d arriveDestinationDistance = %f",__LINE__,arriveDestinationDistance);
|
|
this->particleOwner->logParticleInfo(szBuf);
|
|
}
|
|
|
|
if(arriveDestinationDistance < 0.5f) {
|
|
fade();
|
|
model= NULL;
|
|
|
|
if(particleObserver != NULL){
|
|
particleObserver->update(this);
|
|
particleObserver=NULL;
|
|
}
|
|
|
|
if(nextParticleSystem != NULL){
|
|
nextParticleSystem->setVisible(getVisible());
|
|
nextParticleSystem->setState(sPlay);
|
|
nextParticleSystem->setPos(endPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
ParticleSystem::update();
|
|
}
|
|
|
|
void ProjectileParticleSystem::rotateChildren() {
|
|
//### only on horizontal plane :(
|
|
#ifdef USE_STREFLOP
|
|
float rotation = truncateDecimal<float>(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)),6);
|
|
#else
|
|
float rotation = truncateDecimal<float>(atan2(direction.x, direction.z),6);
|
|
#endif
|
|
rotation = truncateDecimal<float>(radToDeg(rotation),6);
|
|
for(Children::iterator it = children.begin(); it != children.end(); ++it)
|
|
(*it)->setRotation(rotation);
|
|
}
|
|
|
|
void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
|
|
|
|
ParticleSystem::initParticle(p, particleIndex);
|
|
|
|
float t= static_cast<float> (particleIndex) / emissionRate;
|
|
t = truncateDecimal<float>(t,6);
|
|
|
|
p->pos= pos + (lastPos - pos) * t;
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
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->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
|
p->accel.x = truncateDecimal<float>(p->accel.x,6);
|
|
p->accel.y = truncateDecimal<float>(p->accel.y,6);
|
|
p->accel.z = truncateDecimal<float>(p->accel.z,6);
|
|
|
|
updateParticle(p);
|
|
}
|
|
|
|
void ProjectileParticleSystem::updateParticle(Particle *p){
|
|
float energyRatio= clamp(static_cast<float> (p->energy) / maxParticleEnergy, 0.f, 1.f);
|
|
energyRatio = truncateDecimal<float>(energyRatio,6);
|
|
|
|
p->lastPos += p->speed;
|
|
p->lastPos.x = truncateDecimal<float>(p->lastPos.x,6);
|
|
p->lastPos.y = truncateDecimal<float>(p->lastPos.y,6);
|
|
p->lastPos.z = truncateDecimal<float>(p->lastPos.z,6);
|
|
|
|
p->pos += p->speed;
|
|
p->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
p->speed += p->accel;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
|
|
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
|
|
p->size = truncateDecimal<float>(p->size,6);
|
|
p->energy--;
|
|
}
|
|
|
|
void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos) {
|
|
startPos.x = truncateDecimal<float>(startPos.x,6);
|
|
startPos.y = truncateDecimal<float>(startPos.y,6);
|
|
startPos.z = truncateDecimal<float>(startPos.z,6);
|
|
|
|
endPos.x = truncateDecimal<float>(endPos.x,6);
|
|
endPos.y = truncateDecimal<float>(endPos.y,6);
|
|
endPos.z = truncateDecimal<float>(endPos.z,6);
|
|
|
|
//compute axis
|
|
zVector= endPos - startPos;
|
|
zVector.x = truncateDecimal<float>(zVector.x,6);
|
|
zVector.y = truncateDecimal<float>(zVector.y,6);
|
|
zVector.z = truncateDecimal<float>(zVector.z,6);
|
|
|
|
zVector.normalize();
|
|
zVector.x = truncateDecimal<float>(zVector.x,6);
|
|
zVector.y = truncateDecimal<float>(zVector.y,6);
|
|
zVector.z = truncateDecimal<float>(zVector.z,6);
|
|
|
|
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
|
xVector= zVector.cross(yVector);
|
|
xVector.x = truncateDecimal<float>(xVector.x,6);
|
|
xVector.y = truncateDecimal<float>(xVector.y,6);
|
|
xVector.z = truncateDecimal<float>(xVector.z,6);
|
|
|
|
//apply offset
|
|
startPos += xVector * offset.x;
|
|
startPos.x = truncateDecimal<float>(startPos.x,6);
|
|
startPos.y = truncateDecimal<float>(startPos.y,6);
|
|
startPos.z = truncateDecimal<float>(startPos.z,6);
|
|
|
|
startPos+= yVector * offset.y;
|
|
startPos.x = truncateDecimal<float>(startPos.x,6);
|
|
startPos.y = truncateDecimal<float>(startPos.y,6);
|
|
startPos.z = truncateDecimal<float>(startPos.z,6);
|
|
|
|
startPos+= zVector * offset.z;
|
|
startPos.x = truncateDecimal<float>(startPos.x,6);
|
|
startPos.y = truncateDecimal<float>(startPos.y,6);
|
|
startPos.z = truncateDecimal<float>(startPos.z,6);
|
|
|
|
pos= startPos;
|
|
lastPos= startPos;
|
|
flatPos= startPos;
|
|
|
|
//recompute axis
|
|
zVector= endPos - startPos;
|
|
zVector.x = truncateDecimal<float>(zVector.x,6);
|
|
zVector.y = truncateDecimal<float>(zVector.y,6);
|
|
zVector.z = truncateDecimal<float>(zVector.z,6);
|
|
|
|
zVector.normalize();
|
|
zVector.x = truncateDecimal<float>(zVector.x,6);
|
|
zVector.y = truncateDecimal<float>(zVector.y,6);
|
|
zVector.z = truncateDecimal<float>(zVector.z,6);
|
|
|
|
yVector= Vec3f(0.0f, 1.0f, 0.0f);
|
|
xVector= zVector.cross(yVector);
|
|
xVector.x = truncateDecimal<float>(xVector.x,6);
|
|
xVector.y = truncateDecimal<float>(xVector.y,6);
|
|
xVector.z = truncateDecimal<float>(xVector.z,6);
|
|
|
|
// set members
|
|
this->startPos= startPos;
|
|
this->endPos= endPos;
|
|
|
|
// direction
|
|
direction = (endPos - lastPos);
|
|
direction.x = truncateDecimal<float>(direction.x,6);
|
|
direction.y = truncateDecimal<float>(direction.y,6);
|
|
direction.z = truncateDecimal<float>(direction.z,6);
|
|
|
|
direction.normalize();
|
|
direction.x = truncateDecimal<float>(direction.x,6);
|
|
direction.y = truncateDecimal<float>(direction.y,6);
|
|
direction.z = truncateDecimal<float>(direction.z,6);
|
|
|
|
rotateChildren();
|
|
}
|
|
|
|
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 megaglest_runtime_error("Unknown particle system trajectory: " + str);
|
|
}
|
|
}
|
|
|
|
void ProjectileParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *projectileParticleSystemNode = rootNode->addChild("ProjectileParticleSystem");
|
|
|
|
AttackParticleSystem::saveGame(projectileParticleSystemNode);
|
|
|
|
// SplashParticleSystem *nextParticleSystem;
|
|
if(nextParticleSystem != NULL) {
|
|
nextParticleSystem->saveGame(projectileParticleSystemNode);
|
|
}
|
|
// Vec3f lastPos;
|
|
projectileParticleSystemNode->addAttribute("lastPos",lastPos.getString(), mapTagReplacements);
|
|
// Vec3f startPos;
|
|
projectileParticleSystemNode->addAttribute("startPos",startPos.getString(), mapTagReplacements);
|
|
// Vec3f endPos;
|
|
projectileParticleSystemNode->addAttribute("endPos",endPos.getString(), mapTagReplacements);
|
|
// Vec3f flatPos;
|
|
projectileParticleSystemNode->addAttribute("flatPos",flatPos.getString(), mapTagReplacements);
|
|
//
|
|
// Vec3f xVector;
|
|
projectileParticleSystemNode->addAttribute("xVector",xVector.getString(), mapTagReplacements);
|
|
// Vec3f yVector;
|
|
projectileParticleSystemNode->addAttribute("yVector",yVector.getString(), mapTagReplacements);
|
|
// Vec3f zVector;
|
|
projectileParticleSystemNode->addAttribute("zVector",zVector.getString(), mapTagReplacements);
|
|
// Trajectory trajectory;
|
|
projectileParticleSystemNode->addAttribute("trajectory",intToStr(trajectory), mapTagReplacements);
|
|
// float trajectorySpeed;
|
|
projectileParticleSystemNode->addAttribute("trajectorySpeed",floatToStr(trajectorySpeed,6), mapTagReplacements);
|
|
// //parabolic
|
|
// float trajectoryScale;
|
|
projectileParticleSystemNode->addAttribute("trajectoryScale",floatToStr(trajectoryScale,6), mapTagReplacements);
|
|
// float trajectoryFrequency;
|
|
projectileParticleSystemNode->addAttribute("trajectoryFrequency",floatToStr(trajectoryFrequency,6), mapTagReplacements);
|
|
}
|
|
|
|
void ProjectileParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *projectileParticleSystemNode = rootNode;
|
|
|
|
AttackParticleSystem::loadGame(projectileParticleSystemNode);
|
|
|
|
// SplashParticleSystem *nextParticleSystem;
|
|
// if(nextParticleSystem != NULL) {
|
|
// nextParticleSystem->saveGame(projectileParticleSystemNode);
|
|
// }
|
|
if(projectileParticleSystemNode->hasChild("SplashParticleSystem") == true) {
|
|
XmlNode *splashParticleSystemNode = projectileParticleSystemNode->getChild("SplashParticleSystem");
|
|
nextParticleSystem = new SplashParticleSystem();
|
|
nextParticleSystem->setParticleOwner(this->getParticleOwner());
|
|
nextParticleSystem->loadGame(splashParticleSystemNode);
|
|
}
|
|
// Vec3f lastPos;
|
|
lastPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("lastPos")->getValue());
|
|
// Vec3f startPos;
|
|
startPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("startPos")->getValue());
|
|
// Vec3f endPos;
|
|
endPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("endPos")->getValue());
|
|
// Vec3f flatPos;
|
|
flatPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("flatPos")->getValue());
|
|
//
|
|
// Vec3f xVector;
|
|
xVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("xVector")->getValue());
|
|
// Vec3f yVector;
|
|
yVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("yVector")->getValue());
|
|
// Vec3f zVector;
|
|
zVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("zVector")->getValue());
|
|
// Trajectory trajectory;
|
|
trajectory = static_cast<Trajectory>(projectileParticleSystemNode->getAttribute("trajectory")->getIntValue());
|
|
// float trajectorySpeed;
|
|
trajectorySpeed = projectileParticleSystemNode->getAttribute("trajectorySpeed")->getFloatValue();
|
|
// //parabolic
|
|
// float trajectoryScale;
|
|
trajectoryScale = projectileParticleSystemNode->getAttribute("trajectoryScale")->getFloatValue();
|
|
// float trajectoryFrequency;
|
|
trajectoryFrequency = projectileParticleSystemNode->getAttribute("trajectoryFrequency")->getFloatValue();
|
|
}
|
|
|
|
Checksum ProjectileParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = AttackParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string ProjectileParticleSystem::toString() const {
|
|
string result = AttackParticleSystem::toString();
|
|
|
|
result += "\nProjectileParticleSystem ";
|
|
if(nextParticleSystem != NULL) {
|
|
//result += "\nnextParticleSystem = " + nextParticleSystem->toString() + "\n";
|
|
result += "\nnextParticleSystem = NOT NULL\n";
|
|
}
|
|
result += "\nlastPos = " + lastPos.getString();
|
|
result += "\nstartPos = " + startPos.getString();
|
|
result += "\nendPos = " + endPos.getString();
|
|
result += "\nflatPos = " + flatPos.getString();
|
|
|
|
result += "\nxVector = " + xVector.getString();
|
|
result += "\nyVector = " + yVector.getString();
|
|
result += "\nzVector = " + zVector.getString();
|
|
|
|
result += "\ntrajectory = " + intToStr(trajectory);
|
|
result += "\ntrajectorySpeed = " + floatToStr(trajectorySpeed);
|
|
result += "\ntrajectoryScale = " + floatToStr(trajectoryScale);
|
|
result += "\ntrajectoryFrequency = " + floatToStr(trajectoryFrequency);
|
|
|
|
result += "\narriveDestinationDistance = " + floatToStr(arriveDestinationDistance);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
|
|
// 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= 1.0f;
|
|
verticalSpreadA= 1.0f;
|
|
verticalSpreadB= 0.0f;
|
|
horizontalSpreadA= 1.0f;
|
|
horizontalSpreadB= 0.0f;
|
|
startEmissionRate= 0.0f;
|
|
}
|
|
|
|
SplashParticleSystem::~SplashParticleSystem(){
|
|
if(prevParticleSystem != NULL){
|
|
prevParticleSystem->nextParticleSystem= NULL;
|
|
}
|
|
}
|
|
|
|
void SplashParticleSystem::initParticleSystem() {
|
|
startEmissionRate = emissionRate;
|
|
}
|
|
|
|
void SplashParticleSystem::update() {
|
|
ParticleSystem::update();
|
|
if(state != sPause) {
|
|
emissionRate -= emissionRateFade;
|
|
emissionRate = truncateDecimal<float>(emissionRate,6);
|
|
|
|
float t = 1.0f - ((emissionRate + startEmissionRate) / (startEmissionRate * 2.0f));
|
|
t = truncateDecimal<float>(t,6);
|
|
|
|
t= clamp(t, 0.0f, 1.0f);
|
|
setTween(t,t);
|
|
|
|
if(this->particleOwner != NULL) {
|
|
char szBuf[8096]="";
|
|
snprintf(szBuf,8095,"LINE: %d emissionRate = %f",__LINE__,emissionRate);
|
|
this->particleOwner->logParticleInfo(szBuf);
|
|
}
|
|
|
|
if(emissionRate < 0.0f) {//otherwise this system lives forever!
|
|
fade();
|
|
}
|
|
}
|
|
}
|
|
|
|
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.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->speed.normalize();
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->speed= p->speed * speed;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->accel= Vec3f(0.0f, -gravity, 0.0f);
|
|
p->accel.x = truncateDecimal<float>(p->accel.x,6);
|
|
p->accel.y = truncateDecimal<float>(p->accel.y,6);
|
|
p->accel.z = truncateDecimal<float>(p->accel.z,6);
|
|
|
|
}
|
|
|
|
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->pos.x = truncateDecimal<float>(p->pos.x,6);
|
|
p->pos.y = truncateDecimal<float>(p->pos.y,6);
|
|
p->pos.z = truncateDecimal<float>(p->pos.z,6);
|
|
|
|
p->speed= p->speed + p->accel;
|
|
p->speed.x = truncateDecimal<float>(p->speed.x,6);
|
|
p->speed.y = truncateDecimal<float>(p->speed.y,6);
|
|
p->speed.z = truncateDecimal<float>(p->speed.z,6);
|
|
|
|
p->energy--;
|
|
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
|
|
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
|
|
p->size = truncateDecimal<float>(p->size,6);
|
|
}
|
|
|
|
void SplashParticleSystem::saveGame(XmlNode *rootNode) {
|
|
std::map<string,string> mapTagReplacements;
|
|
XmlNode *splashParticleSystemNode = rootNode->addChild("SplashParticleSystem");
|
|
|
|
AttackParticleSystem::saveGame(splashParticleSystemNode);
|
|
|
|
// ProjectileParticleSystem *prevParticleSystem;
|
|
if(prevParticleSystem != NULL) {
|
|
prevParticleSystem->saveGame(splashParticleSystemNode);
|
|
}
|
|
|
|
// float emissionRateFade;
|
|
splashParticleSystemNode->addAttribute("emissionRateFade",floatToStr(emissionRateFade,6), mapTagReplacements);
|
|
// float verticalSpreadA;
|
|
splashParticleSystemNode->addAttribute("verticalSpreadA",floatToStr(verticalSpreadA,6), mapTagReplacements);
|
|
// float verticalSpreadB;
|
|
splashParticleSystemNode->addAttribute("verticalSpreadB",floatToStr(verticalSpreadB,6), mapTagReplacements);
|
|
// float horizontalSpreadA;
|
|
splashParticleSystemNode->addAttribute("horizontalSpreadA",floatToStr(horizontalSpreadA,6), mapTagReplacements);
|
|
// float horizontalSpreadB;
|
|
splashParticleSystemNode->addAttribute("horizontalSpreadB",floatToStr(horizontalSpreadB,6), mapTagReplacements);
|
|
//
|
|
// float startEmissionRate;
|
|
splashParticleSystemNode->addAttribute("startEmissionRate",floatToStr(startEmissionRate,6), mapTagReplacements);
|
|
}
|
|
|
|
void SplashParticleSystem::loadGame(const XmlNode *rootNode) {
|
|
const XmlNode *splashParticleSystemNode = rootNode;
|
|
|
|
AttackParticleSystem::loadGame(splashParticleSystemNode);
|
|
|
|
// ProjectileParticleSystem *prevParticleSystem;
|
|
// if(nextParticleSystem != NULL) {
|
|
// nextParticleSystem->saveGame(projectileParticleSystemNode);
|
|
// }
|
|
if(splashParticleSystemNode->hasChild("ProjectileParticleSystem") == true) {
|
|
XmlNode *projectileParticleSystemNode = splashParticleSystemNode->getChild("ProjectileParticleSystem");
|
|
prevParticleSystem = new ProjectileParticleSystem();
|
|
prevParticleSystem->setParticleOwner(this->getParticleOwner());
|
|
prevParticleSystem->loadGame(projectileParticleSystemNode);
|
|
}
|
|
|
|
// float emissionRateFade;
|
|
emissionRateFade = splashParticleSystemNode->getAttribute("emissionRateFade")->getFloatValue();
|
|
// float verticalSpreadA;
|
|
verticalSpreadA = splashParticleSystemNode->getAttribute("verticalSpreadA")->getFloatValue();
|
|
// float verticalSpreadB;
|
|
verticalSpreadB = splashParticleSystemNode->getAttribute("verticalSpreadB")->getFloatValue();
|
|
// float horizontalSpreadA;
|
|
horizontalSpreadA = splashParticleSystemNode->getAttribute("horizontalSpreadA")->getFloatValue();
|
|
// float horizontalSpreadB;
|
|
horizontalSpreadB = splashParticleSystemNode->getAttribute("horizontalSpreadB")->getFloatValue();
|
|
// float startEmissionRate;
|
|
startEmissionRate = splashParticleSystemNode->getAttribute("startEmissionRate")->getFloatValue();
|
|
}
|
|
|
|
Checksum SplashParticleSystem::getCRC() {
|
|
Checksum crcForParticleSystem = AttackParticleSystem::getCRC();
|
|
|
|
return crcForParticleSystem;
|
|
}
|
|
|
|
string SplashParticleSystem::toString() const {
|
|
string result = AttackParticleSystem::toString();
|
|
|
|
result += "\nSplashParticleSystem ";
|
|
if(prevParticleSystem != NULL) {
|
|
//result += "\nprevParticleSystem = " + prevParticleSystem->toString() + "\n";
|
|
result += "\nprevParticleSystem = NOT NULL\n";
|
|
}
|
|
|
|
result += "\nemissionRateFade = " + floatToStr(emissionRateFade);
|
|
result += "\nverticalSpreadA = " + floatToStr(verticalSpreadA);
|
|
result += "\nverticalSpreadB = " + floatToStr(verticalSpreadB);
|
|
result += "\nhorizontalSpreadA = " + floatToStr(horizontalSpreadA);
|
|
result += "\nhorizontalSpreadB = " + floatToStr(horizontalSpreadB);
|
|
result += "\nstartEmissionRate = " + floatToStr(startEmissionRate);
|
|
|
|
return result;
|
|
}
|
|
|
|
// ===========================================================================
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|
// ParticleManager
|
|
// ===========================================================================
|
|
|
|
ParticleManager::ParticleManager() {
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|
}
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|
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|
ParticleManager::~ParticleManager() {
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end();
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|
}
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|
|
|
void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
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|
for(unsigned int i= 0; i < particleSystems.size(); i++){
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ParticleSystem *ps= particleSystems[i];
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|
if(ps != NULL && ps->getVisible()){
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|
ps->render(pr, mr);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ParticleManager::hasActiveParticleSystem(ParticleSystem::ParticleSystemType type) const{
|
|
bool result= false;
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|
|
|
//size_t particleSystemCount= particleSystems.size();
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|
//int currentParticleCount= 0;
|
|
|
|
//vector<ParticleSystem *> cleanupParticleSystemsList;
|
|
for(unsigned int i= 0; i < particleSystems.size(); i++){
|
|
ParticleSystem *ps= particleSystems[i];
|
|
if(ps != NULL){
|
|
//currentParticleCount+= ps->getAliveParticleCount();
|
|
|
|
bool showParticle= true;
|
|
if(dynamic_cast<UnitParticleSystem *> (ps) != NULL ||
|
|
dynamic_cast<FireParticleSystem *> (ps) != NULL) {
|
|
showParticle= ps->getVisible() || (ps->getState() == ParticleSystem::sFade);
|
|
}
|
|
if(showParticle == true){
|
|
//printf("Looking for [%d] current id [%d] i = %d\n",type,ps->getParticleSystemType(),i);
|
|
|
|
if(type == ParticleSystem::pst_All || type == ps->getParticleSystemType()){
|
|
//printf("FOUND particle system type match for [%d] current id [%d] i = %d\n",type,ps->getParticleSystemType(),i);
|
|
result= true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void ParticleManager::update(int renderFps){
|
|
Chrono chrono;
|
|
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
|
|
|
|
size_t particleSystemCount= particleSystems.size();
|
|
int currentParticleCount= 0;
|
|
|
|
vector<ParticleSystem *> cleanupParticleSystemsList;
|
|
for(unsigned int i= 0; i < particleSystems.size(); i++){
|
|
ParticleSystem *ps= particleSystems[i];
|
|
if(ps != NULL && validateParticleSystemStillExists(ps) == true) {
|
|
currentParticleCount+= ps->getAliveParticleCount();
|
|
|
|
bool showParticle= true;
|
|
if( dynamic_cast<UnitParticleSystem *> (ps) != NULL ||
|
|
dynamic_cast<FireParticleSystem *> (ps) != NULL) {
|
|
showParticle = ps->getVisible() || (ps->getState() == ParticleSystem::sFade);
|
|
}
|
|
if(showParticle == true){
|
|
ps->update();
|
|
if(ps->isEmpty() && ps->getState() == ParticleSystem::sFade) {
|
|
cleanupParticleSystemsList.push_back(ps);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//particleSystems.remove(NULL);
|
|
cleanupParticleSystems(cleanupParticleSystemsList);
|
|
|
|
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0)
|
|
SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld, particleSystemCount = %d, currentParticleCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),particleSystemCount,currentParticleCount);
|
|
}
|
|
|
|
bool ParticleManager::validateParticleSystemStillExists(ParticleSystem * particleSystem) const{
|
|
int index= findParticleSystems(particleSystem, this->particleSystems);
|
|
return (index >= 0);
|
|
}
|
|
|
|
void ParticleManager::removeParticleSystemsForParticleOwner(ParticleOwner *particleOwner) {
|
|
if(particleOwner != NULL && particleSystems.empty() == false) {
|
|
vector<ParticleSystem *> cleanupParticleSystemsList;
|
|
|
|
for(unsigned int index = 0; index < particleSystems.size(); ++index) {
|
|
ParticleSystem *ps= particleSystems[index];
|
|
if(ps != NULL && ps->getParticleOwner() == particleOwner) {
|
|
cleanupParticleSystemsList.push_back(ps);
|
|
}
|
|
}
|
|
if(cleanupParticleSystemsList.empty() == false) {
|
|
cleanupParticleSystems(cleanupParticleSystemsList);
|
|
}
|
|
}
|
|
}
|
|
|
|
int ParticleManager::findParticleSystems(ParticleSystem *psFind, const vector<ParticleSystem *> &particleSystems) const{
|
|
int result= -1;
|
|
for(unsigned int i= 0; i < particleSystems.size(); i++){
|
|
ParticleSystem *ps= particleSystems[i];
|
|
if(ps != NULL && psFind != NULL && psFind == ps){
|
|
result= i;
|
|
break;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void ParticleManager::cleanupParticleSystems(ParticleSystem *ps) {
|
|
|
|
int index= findParticleSystems(ps, this->particleSystems);
|
|
if(ps != NULL && index >= 0) {
|
|
// printf("-- Delete cleanupParticleSystems [%p]\n",ps);
|
|
// static map<void *,int> deleteList;
|
|
// if(deleteList.find(ps) != deleteList.end()) {
|
|
// assert(deleteList.find(ps) == deleteList.end());
|
|
// }
|
|
// deleteList[ps]++;
|
|
|
|
// This code causes segfault on game end, no need to fade, just delete
|
|
//if(ps->getState() != ParticleSystem::sFade) {
|
|
// ps->fade();
|
|
//}
|
|
|
|
if(ps != NULL) {
|
|
ps->callParticleOwnerEnd(ps);
|
|
}
|
|
|
|
delete ps;
|
|
this->particleSystems.erase(this->particleSystems.begin() + index);
|
|
}
|
|
}
|
|
|
|
void ParticleManager::cleanupParticleSystems(vector<ParticleSystem *> &cleanupParticleSystemsList){
|
|
if(cleanupParticleSystemsList.empty() == false) {
|
|
for(int i= (int)cleanupParticleSystemsList.size()-1; i >= 0; i--) {
|
|
ParticleSystem *ps= cleanupParticleSystemsList[i];
|
|
cleanupParticleSystems(ps);
|
|
}
|
|
|
|
cleanupParticleSystemsList.clear();
|
|
}
|
|
}
|
|
|
|
void ParticleManager::cleanupUnitParticleSystems(vector<UnitParticleSystem *> &cleanupParticleSystemsList){
|
|
if(cleanupParticleSystemsList.empty() == false) {
|
|
for(int i= (int)cleanupParticleSystemsList.size()-1; i >= 0; i--) {
|
|
ParticleSystem *ps= cleanupParticleSystemsList[i];
|
|
cleanupParticleSystems(ps);
|
|
}
|
|
cleanupParticleSystemsList.clear();
|
|
}
|
|
}
|
|
|
|
void ParticleManager::manage(ParticleSystem *ps){
|
|
assert((std::find(particleSystems.begin(),particleSystems.end(),ps) == particleSystems.end()) && "particle cannot be added twice");
|
|
particleSystems.push_back(ps);
|
|
for(int i = ps->getChildCount() - 1; i >= 0; i--) {
|
|
manage(ps->getChild(i));
|
|
}
|
|
}
|
|
|
|
void ParticleManager::end(){
|
|
while(particleSystems.empty() == false){
|
|
ParticleSystem *ps = particleSystems.back();
|
|
|
|
// printf("-- Delete end() [%p]\n",ps);
|
|
// static map<void *,int> deleteList;
|
|
// if(deleteList.find(ps) != deleteList.end()) {
|
|
// assert(deleteList.find(ps) == deleteList.end());
|
|
// }
|
|
// deleteList[ps]++;
|
|
|
|
if(ps != NULL) {
|
|
ps->callParticleOwnerEnd(ps);
|
|
}
|
|
delete ps;
|
|
particleSystems.pop_back();
|
|
}
|
|
}
|
|
|
|
}
|
|
}//end namespace
|