1 | /*! |
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2 | * @file particle_system.h |
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3 | |
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4 | */ |
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5 | |
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6 | #ifndef _PARTICLE_SYSTEM_H |
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7 | #define _PARTICLE_SYSTEM_H |
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8 | |
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9 | #include "world_entity.h" |
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10 | #include "physics_interface.h" |
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11 | |
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12 | #include "glincl.h" |
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13 | #include "vector.h" |
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14 | |
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15 | #include "quick_animation.h" |
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16 | |
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17 | // Forward Declaration |
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18 | class TiXmlElement; |
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19 | |
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20 | #define PARTICLE_DOT_MASK 0x000001 //!< A Mask if the Particles should be displayed as DOTs |
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21 | #define PARTICLE_SPARK_MASK 0x000010 //!< A Mask if the Particles should be displayed as SPARKs |
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22 | #define PARTICLE_SPRITE_MASK 0x000100 //!< A Mask if the Particles should be displayed as SPRITESs |
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23 | #define PARTICLE_MODEL_MASK 0x001000 //!< A Mask if the Particles should be displayed as MODELSs |
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24 | #define PARTICLE_WORDL_ENTITY_MASK 0x010000 //!< A Mask if the Particles should be displayed as WORLD_ENTITIEs |
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25 | #define PARTICLE_MULTI_MASK 0x100000 //!< A Mask if they are Multi-partilces |
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26 | |
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27 | //! An enumerator for the different types of particles. |
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28 | typedef enum PARTICLE_TYPE |
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29 | { |
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30 | PARTICLE_DOT = PARTICLE_DOT_MASK, |
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31 | PARTICLE_SPARK = PARTICLE_SPARK_MASK, |
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32 | PARTICLE_SPRITE = PARTICLE_SPRITE_MASK, |
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33 | PARTICLE_MULTI_SPRITE = PARTICLE_SPRITE_MASK | PARTICLE_MULTI_MASK, |
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34 | PARTICLE_MODEL = PARTICLE_MODEL_MASK, |
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35 | PARTICLE_MULTI_MODE = PARTICLE_MODEL_MASK | PARTICLE_MULTI_MASK |
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36 | }; |
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37 | |
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38 | #define PARTICLE_DEFAULT_MAX_COUNT 200 //!< A default count of particles in the system. |
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39 | #define PARTICLE_DEFAULT_TYPE PARTICLE_SPRITE //!< A default type of the system. |
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40 | |
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41 | // FORWARD DECLARATION |
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42 | class Material; |
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43 | class ParticleEmitter; |
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44 | class Field; |
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45 | |
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46 | //! A struct for one Particle |
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47 | typedef struct Particle |
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48 | { |
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49 | float lifeTime; //!< The time this particle has to live. |
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50 | float lifeCycle; //!< The fraction of time passed. (in percentage of its lifeTime) |
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51 | |
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52 | Vector position; //!< The current position of this particle. |
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53 | Vector velocity; //!< The current velocity of this Particle. |
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54 | Vector extForce; //!< The external Force that influences this Particle. |
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55 | Quaternion orientation; //!< The current orientation of this Particle. |
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56 | Quaternion momentum; //!< The current angular momentum (spin) of this Particle. |
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57 | float mass; //!< The mass of this Particle. |
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58 | float massRand; //!< A random mass |
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59 | float radius; //!< The current size of this Particle. |
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60 | float radiusRand; //!< a random Radius |
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61 | GLfloat color [4]; //!< A Color for the particles. |
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62 | |
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63 | Particle* next; //!< pointer to the next particle in the List. (NULL if no preceding one) |
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64 | }; |
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65 | |
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66 | //! A class to handle ParticleSystems |
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67 | class ParticleSystem : public WorldEntity, public PhysicsInterface { |
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68 | |
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69 | public: |
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70 | ParticleSystem(unsigned int maxCount = PARTICLE_DEFAULT_MAX_COUNT, |
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71 | PARTICLE_TYPE type = PARTICLE_DEFAULT_TYPE); |
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72 | ParticleSystem(const TiXmlElement* root); |
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73 | virtual ~ParticleSystem(); |
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74 | |
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75 | void init(); |
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76 | virtual void loadParams(const TiXmlElement* root); |
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77 | |
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78 | void setType(const char* particleType); |
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79 | void setType(PARTICLE_TYPE particleType, int count = 0); |
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80 | void setMaterial(Material* material); |
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81 | void setMaterialTexture(const char* textureFile); |
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82 | void setModel(const char* modelName = NULL); |
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83 | void setLifeSpan(float lifeSpan, float randomLifeSpan = 0.0); |
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84 | void setConserve(float conserve); |
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85 | void setMaxCount(int maxCount); |
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86 | |
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87 | /* Per-Particle-Attributes */ |
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88 | void setRadius(float lifeCycleTime, float radius, float randRadius = 0.0); |
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89 | void setMass(float lifeCycleTime, float mass, float randMass = 0.0); |
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90 | void setColor(float lifeCycleTime, float red, float green, float blue, float alpha); |
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91 | |
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92 | /** @returns the Type of the particles */ |
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93 | inline PARTICLE_TYPE getType() const { return this->particleType; }; |
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94 | /** @returns the Material that lies on this particles */ |
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95 | inline const Material* getMaterial() const { return this->material; }; |
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96 | /** @returns the lifespan of the particles */ |
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97 | inline float getLifeSpan() const { return this->lifeSpan; }; |
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98 | /** @returns the starting-radius of the particles */ |
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99 | inline float getStartRadius() { return this->radiusAnim.getValue(0.0); }; |
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100 | /** @returns the end-radius of the particles */ |
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101 | inline float getEndRadius() { return this->radiusAnim.getValue(1.0); }; |
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102 | /** @returns the conserve-factor of the particles */ |
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103 | inline float getConserve() const { return this->conserve; }; |
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104 | /** @returns the initial mass of the particles */ |
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105 | inline float getMass() const { return this->initialMass; }; |
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106 | |
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107 | virtual unsigned int getFaceCount() const; |
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108 | |
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109 | |
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110 | virtual void applyField(Field* field); |
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111 | /** \brief this is an empty function, because the Physics are implemented in tick @param dt: useless here */ |
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112 | virtual void tickPhys(float dt) {}; |
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113 | |
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114 | void addParticle(const Vector& position, const Vector& velocity, const Quaternion& orientation, const Quaternion& momentum, unsigned int data = 0); |
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115 | |
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116 | virtual void tick(float dt); |
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117 | virtual void draw() const; |
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118 | |
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119 | void debug() const; |
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120 | |
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121 | private: |
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122 | float conserve; //!< How much energy gets conserved to the next Tick. |
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123 | float lifeSpan; //!< Initial lifetime of a Particle. |
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124 | float randomLifeSpan; //!< A random value for the Lifespan (around the initial lifetime) |
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125 | float initialMass; //!< The initial Mass of the Particle |
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126 | float randomInitialMass; //!< The random initial Mass of the Particle |
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127 | |
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128 | int maxCount; //!< The maximum count of Particles. |
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129 | int count; //!< The current count of Particles. |
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130 | PARTICLE_TYPE particleType; //!< A type for all the Particles |
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131 | Material* material; //!< A Material for all the Particles. |
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132 | Particle* particles; //!< A list of particles of this System. |
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133 | Particle* deadList; //!< A list of dead Particles in the System. |
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134 | |
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135 | GLuint* glID; //!< A List of different gl-List-ID's |
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136 | GLuint dialectCount; //!< How many different types of particles are there in the Particle System |
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137 | |
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138 | // per particle attributes |
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139 | QuickAnimation radiusAnim; //!< Animation of the radius |
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140 | QuickAnimation randRadiusAnim; //!< Animation of the random Value of the radius |
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141 | QuickAnimation massAnim; //!< Animation of the mass |
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142 | QuickAnimation randMassAnim; //!< Animation of the random Mass |
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143 | QuickAnimation colorAnim[4]; //!< Animation of the 4 colors (r,g,b,a) |
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144 | }; |
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145 | |
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146 | #endif /* _PARTICLE_SYSTEM_H */ |
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