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source: orxonox.OLD/branches/network/src/lib/particles/particle_system.cc @ 5604

Last change on this file since 5604 was 5446, checked in by bensch, 19 years ago

orxonox/trunk: removed debug-stuff

File size: 17.9 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
17
18#include "particle_system.h"
19
20#include "particle_emitter.h"
21#include "particle_engine.h"
22
23#include "field.h"
24
25#include "load_param.h"
26#include "compiler.h"
27#include "material.h"
28#include "state.h"
29#include "shell_command.h"
30
31#include "tinyxml.h"
32
33CREATE_FACTORY(ParticleSystem);
34SHELL_COMMAND(texture, ParticleSystem, setMaterialTexture)
35    ->defaultValues(1, "maps/evil-flower.png");
36
37using namespace std;
38
39/**
40 *  standard constructor
41 * @param maxCount the Count of particles in the System
42 * @param type The Type of the ParticleSystem
43*/
44ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type)
45{
46  this->init();
47
48  this->setMaxCount(maxCount);
49  this->setType(type, 1);
50}
51
52/**
53 * @brief creates a Particle System out of a XML-element
54 * @param root: the XML-element to load from
55 */
56ParticleSystem::ParticleSystem(const TiXmlElement* root)
57{
58  this->init();
59
60  this->loadParams(root);
61}
62
63/**
64 *  standard deconstructor
65*/
66ParticleSystem::~ParticleSystem()
67{
68  // delete what has to be deleted here
69   ParticleEngine::getInstance()->removeSystem(this);
70
71   // deleting all the living Particles
72   while (this->particles)
73     {
74       Particle* tmpDelPart = this->particles;
75       this->particles = this->particles->next;
76       delete tmpDelPart;
77     }
78
79   // deleting all the dead particles
80   while (this->deadList)
81     {
82       Particle* tmpDelPart = this->deadList;
83       this->deadList = this->deadList->next;
84       delete tmpDelPart;
85     }
86
87   if (this->material)
88     delete this->material;
89}
90
91/**
92  \brief initializes the ParticleSystem with default values
93*/
94void ParticleSystem::init()
95{
96  this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem");
97
98  this->material = NULL;
99  this->setMaxCount(PARTICLE_DEFAULT_MAX_COUNT);
100  this->count = 0;
101  this->particles = NULL;
102  this->deadList = NULL;
103  this->setConserve(1);
104  this->setLifeSpan(1);
105  this->glID = NULL;
106  this->setType(PARTICLE_DEFAULT_TYPE, 1);
107  ParticleEngine::getInstance()->addSystem(this);
108}
109
110
111/**
112 * loads Parameters from a TiXmlElement
113 * @param root the XML-element to load from.
114 */
115void ParticleSystem::loadParams(const TiXmlElement* root)
116{
117  static_cast<WorldEntity*>(this)->loadParams(root);
118  static_cast<PhysicsInterface*>(this)->loadParams(root);
119
120  LoadParam<ParticleSystem>(root, "max-count", this, &ParticleSystem::setMaxCount)
121      .describe("the maximal count of Particles, that can be emitted into this system");
122
123  //LoadParam<ParticleSystem>(root, "type", this, &ParticleSystem::setType);
124  LoadParam<ParticleSystem>(root, "life-span", this, &ParticleSystem::setLifeSpan)
125      .describe("sets the life-span of the Particles.");
126
127  LoadParam<ParticleSystem>(root, "conserve", this, &ParticleSystem::setConserve)
128      .describe("sets the Conserve facrot of the Particles (1.0: they keep all their energy, 0.0:they keep no energy)");
129
130  LoadParam<ParticleSystem>(root, "type", this, &ParticleSystem::setType)
131      .describe("sets the type of the Particles, (dot, spark, sprite or model)");
132
133  const TiXmlElement* element = root->FirstChildElement();
134  while (element != NULL)
135  {
136
137  // PER-PARTICLE-ATTRIBUTES:
138    LoadParam<ParticleSystem>(element, "radius", this, &ParticleSystem::setRadius, true)
139        .describe("The Radius of each particle over time (TimeIndex [0-1], radius at TimeIndex, randomRadius at TimeIndex)");
140
141    LoadParam<ParticleSystem>(element, "mass", this, &ParticleSystem::setMass, true)
142        .describe("The Mass of each particle over time (TimeIndex: [0-1], mass at TimeIndex, randomMass at TimeIndex)");
143
144    LoadParam<ParticleSystem>(element, "color", this, &ParticleSystem::setColor, true)
145        .describe("The Color of each particle over time (TimeIndex: [0-1], red: [0-1], green: [0-1], blue: [0-1], alpha: [0-1])");
146    element = element->NextSiblingElement();
147  }
148
149}
150
151/**
152* @param maxCount the maximum count of particles that can be emitted
153 */
154void ParticleSystem::setMaxCount(int maxCount)
155{
156  this->maxCount = maxCount;
157}
158
159
160/**
161 * @param particleType the type of particles in this System
162 * @param count how many particles (in PARTICLE_MULTI-mode)
163   @todo this will be different
164*/
165void ParticleSystem::setType(const char* particleType)
166{
167  if (!strcmp(particleType, "dot"))
168    this->setType(PARTICLE_DOT);
169  else if(!strcmp(particleType, "spark"))
170    this->setType(PARTICLE_SPARK);
171  else if(!strcmp(particleType, "model"))
172    this->setType(PARTICLE_MODEL);
173  else // if (strcmp(particleType, "SPRITE"))
174    this->setType(PARTICLE_SPRITE);
175}
176
177/**
178 * @param particleType the type of particles in this System
179 * @param count how many particles (in PARTICLE_MULTI-mode)
180   @todo this MUST be different
181*/
182void ParticleSystem::setType(PARTICLE_TYPE particleType, int count)
183{
184  this->particleType = particleType;
185  this->dialectCount = count;
186  //  if (glID != NULL)
187  //    delete glID;
188
189  //  glID = new GLuint[count];
190  //  for (int i = 0; i< count; i++)
191  //    glID[i] = 0;
192
193  //  glID[0] = glGenLists(count);
194  if (this->material)
195    delete this->material;
196  this->material = NULL;
197
198  switch (this->particleType)
199    {
200      case PARTICLE_SPRITE:
201        this->material = new Material("transperencyMap");
202        this->material->setDiffuseMap("maps/radialTransparency.png");
203      //  material->setTransparency(.5);
204        break;
205  }
206}
207
208// setting properties
209/**
210 *  sets the material to an external material
211 * @param material: the material to set this material to.
212
213   !! important if the extern material gets deleted it MUST be unregistered here or segfault !!
214*/
215void ParticleSystem::setMaterial(Material* material)
216{
217  this->material = material;
218}
219
220void ParticleSystem::setMaterialTexture(const char* textureFile)
221{
222  if (this->material != NULL)
223    this->material->setDiffuseMap(textureFile);
224}
225
226/**
227 *  Sets the lifespan of newly created particles
228*/
229void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan)
230{
231  this->lifeSpan = lifeSpan;
232  this->randomLifeSpan = randomLifeSpan;
233}
234
235/**
236 *  sets the conserve Factor of newly created particles
237*/
238void ParticleSystem::setConserve(float conserve)
239{
240  if (conserve > 1.0)
241    this->conserve = 1.0;
242  else if (conserve < 0.0)
243    this->conserve = 0.0;
244  else
245    this->conserve = conserve;
246}
247
248/////////////////////////////
249/* Per-Particle Attributes */
250/////////////////////////////
251/**
252 *  sets a key in the radius-animation on a per-particle basis
253 * @param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1]
254 * @param radius the radius at this position
255 * @param randRadius the randRadius at this position
256*/
257void ParticleSystem::setRadius(float lifeCycleTime, float radius, float randRadius)
258{
259  this->radiusAnim.changeEntry(lifeCycleTime, radius);
260  this->randRadiusAnim.changeEntry(lifeCycleTime, randRadius);
261}
262
263/**
264 *  sets a key in the mass-animation on a per-particle basis
265 * @param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1]
266 * @param mass the mass at this position
267 * @param randMass the randomMass at this position
268*/
269void ParticleSystem::setMass(float lifeCycleTime, float mass, float randMass)
270{
271  this->massAnim.changeEntry(lifeCycleTime, mass);
272  this->randMassAnim.changeEntry(lifeCycleTime, randMass);
273}
274
275/**
276 *  sets a key in the color-animation on a per-particle basis
277 * @param lifeCycleTime: the time (partilceLifeTime/particleAge) [0-1]
278 * @param red: red
279 * @param green: green
280 * @param blue: blue
281 * @param alpha: alpha
282*/
283void ParticleSystem::setColor(float lifeCycleTime, float red, float green, float blue, float alpha)
284{
285  this->colorAnim[0].changeEntry(lifeCycleTime, red);
286  this->colorAnim[1].changeEntry(lifeCycleTime, green);
287  this->colorAnim[2].changeEntry(lifeCycleTime, blue);
288  this->colorAnim[3].changeEntry(lifeCycleTime, alpha);
289}
290
291/**
292 *  ticks the system.
293 * @param dt the time to tick all the Particles of the System
294
295   this is used to get all the particles some motion
296*/
297void ParticleSystem::tick(float dt)
298{
299  Particle* tickPart = particles;  // the particle to Tick
300  Particle* prevPart = NULL;
301  while (likely(tickPart != NULL))
302    {
303      // applying force to the System.
304      if (likely (tickPart->mass > 0.0))
305        tickPart->velocity += tickPart->extForce / tickPart->mass * dt;
306      // rendering new position.
307      tickPart->position += tickPart->velocity * dt;
308      tickPart->orientation += tickPart->momentum *dt;
309
310      tickPart->radius = radiusAnim.getValue(tickPart->lifeCycle)
311        + randRadiusAnim.getValue(tickPart->lifeCycle) * tickPart->radiusRand;
312
313      tickPart->mass = massAnim.getValue(tickPart->lifeCycle)
314        + randMassAnim.getValue(tickPart->lifeCycle) * tickPart->massRand;
315
316      tickPart->extForce = Vector(0,0,0);
317
318      // applying Color
319      tickPart->color[0] = this->colorAnim[0].getValue(tickPart->lifeCycle);
320      tickPart->color[1] = this->colorAnim[1].getValue(tickPart->lifeCycle);
321      tickPart->color[2] = this->colorAnim[2].getValue(tickPart->lifeCycle);
322      tickPart->color[3] = this->colorAnim[3].getValue(tickPart->lifeCycle);
323
324      // many more to come
325
326      if (this->conserve < 1.0)
327      {
328        tickPart->velocity *= this->conserve;
329        tickPart->momentum *= this->conserve;
330      }
331      // find out if we have to delete tickPart
332      if (unlikely((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0))
333        {
334          // remove the particle from the list
335          if (likely(prevPart != NULL))
336            {
337              prevPart->next = tickPart->next;
338              tickPart->next = this->deadList;
339              this->deadList = tickPart;
340              tickPart = prevPart->next;
341            }
342          else
343            {
344              prevPart = NULL;
345              this->particles = tickPart->next;
346              tickPart->next = this->deadList;
347              this->deadList = tickPart;
348              tickPart = this->particles;
349            }
350          --this->count;
351        }
352      else
353        {
354          prevPart = tickPart;
355          tickPart = tickPart->next;
356        }
357    }
358}
359
360/**
361  *  applies some force to a Particle.
362  * @param field the Field to apply.
363 */
364void ParticleSystem::applyField(Field* field)
365{
366  Particle* tickPart = particles;
367  while (tickPart)
368    {
369      tickPart->extForce += field->calcForce(tickPart->position);
370      tickPart = tickPart->next;
371    }
372}
373
374
375/**
376 * @returns the count of Faces of this ParticleSystem
377 */
378unsigned int ParticleSystem::getFaceCount() const
379{
380  switch (this->particleType)
381  {
382    case PARTICLE_SPRITE:
383      return this->count;
384      break;
385    case PARTICLE_MODEL:
386      if (this->model)
387        return this->count * this->model->getFaceCount();
388      break;
389  }
390}
391
392
393/**
394 *  draws all the Particles of this System
395
396   The Cases in this Function all do the same:
397   Drawing all the particles with the appropriate Type.
398   This is just the fastest Way to do this, but will most likely be changed in the future.
399 */
400void ParticleSystem::draw() const
401{
402  glPushAttrib(GL_ENABLE_BIT);
403
404  Particle* drawPart = particles;
405
406  switch (this->particleType)
407  {
408    default:
409    case PARTICLE_SPRITE:
410      glDisable(GL_LIGHTING);
411      glMatrixMode(GL_MODELVIEW);
412      glDepthMask(GL_FALSE);
413
414      material->select();
415      glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
416
417      //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
418
419
420      while (likely(drawPart != NULL))
421      {
422        glColor4fv(drawPart->color);
423          //! @todo implement a faster code for the look-at Camera algorithm.
424
425        const PNode* camera = State::getCamera();  //!< @todo MUST be different
426        Vector cameraPos = camera->getAbsCoor();
427        Vector cameraTargetPos = State::getCameraTarget()->getAbsCoor();
428        Vector view = cameraTargetPos - cameraPos;
429        Vector up = Vector(0, 1, 0);
430        up = camera->getAbsDir().apply(up);
431        Vector h = up.cross(view);
432        Vector v = h.cross(view);
433        h.normalize();
434        v.normalize();
435        v *= .5 * drawPart->radius;
436        h *= .5 * drawPart->radius;
437
438        glBegin(GL_TRIANGLE_STRIP);
439        glTexCoord2i(1, 1);
440        glVertex3f(drawPart->position.x - h.x - v.x,
441                   drawPart->position.y - h.y - v.y,
442                   drawPart->position.z - h.z - v.z);
443        glTexCoord2i(0, 1);
444        glVertex3f(drawPart->position.x - h.x + v.x,
445                   drawPart->position.y - h.y + v.y,
446                   drawPart->position.z - h.z + v.z);
447        glTexCoord2i(1, 0);
448        glVertex3f(drawPart->position.x + h.x - v.x,
449                   drawPart->position.y + h.y - v.y,
450                   drawPart->position.z + h.z - v.z);
451        glTexCoord2i(0, 0);
452        glVertex3f(drawPart->position.x + h.x + v.x,
453                   drawPart->position.y + h.y + v.y,
454                   drawPart->position.z + h.z + v.z);
455
456        glEnd();
457
458        drawPart = drawPart->next;
459      }
460      glDepthMask(GL_TRUE);
461      break;
462
463    case PARTICLE_SPARK:
464      glDisable(GL_LIGHTING);
465      glDepthMask(GL_FALSE);
466      //glEnable(GL_LINE_SMOOTH);
467      glEnable(GL_BLEND);
468
469      glBegin(GL_LINES);
470      while (likely(drawPart != NULL))
471      {
472        glColor4fv(drawPart->color);
473        glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z);
474        glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius,
475                   drawPart->position.y - drawPart->velocity.y * drawPart->radius,
476                   drawPart->position.z - drawPart->velocity.z * drawPart->radius);
477        drawPart = drawPart->next;
478      }
479      glEnd();
480      break;
481
482    case PARTICLE_MODEL:
483      {
484        GLfloat matrix[4][4];
485
486        if (likely(this->model != NULL))
487          while (likely(drawPart != NULL))
488        {
489          glPushMatrix();
490          glMatrixMode(GL_MODELVIEW);
491          /* move */
492          glTranslatef(drawPart->position.x, drawPart->position.y, drawPart->position.z);
493          /* scale */
494          glScalef(drawPart->radius, drawPart->radius, drawPart->radius);
495          /* rotate */
496          drawPart->orientation.matrix (matrix);
497          glMultMatrixf((float*)matrix);
498
499          this->model->draw();
500
501          glPopMatrix();
502          drawPart = drawPart->next;
503        }
504        else
505          PRINTF(2)("no model loaded onto ParticleSystem-%s\n", this->getName());
506      }
507      break;
508
509    case PARTICLE_DOT:
510      glDisable(GL_LIGHTING);
511      glBegin(GL_POINTS);
512      while (likely(drawPart != NULL))
513      {
514        glColor4fv(drawPart->color);
515
516        glLineWidth(drawPart->radius);
517
518        glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z);
519        drawPart = drawPart->next;
520      }
521      glEnd();
522      break;
523  }
524  glPopAttrib();
525}
526
527/**
528 *  adds a new Particle to the System
529 * @param position the initial position, where the particle gets emitted.
530 * @param velocity the initial velocity of the particle.
531 * @param orientation the initial orientation of the Paritcle.
532 * @param momentum the initial momentum of the Particle (the speed of its rotation).
533 * @param data some more data given by the emitter
534*/
535void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, const Quaternion& orientation, const Quaternion& momentum, unsigned int data)
536{
537  if (this->count <= this->maxCount)
538    {
539      // if it is the first Particle
540      if (unlikely(particles == NULL))
541        {
542          if (likely(deadList != NULL))
543            {
544              this->particles = this->deadList;
545              deadList = deadList->next;
546            }
547          else
548            {
549              PRINTF(5)("Generating new Particle\n");
550              this->particles = new Particle;
551            }
552          this->particles->next = NULL;
553        }
554      // filling the List from the beginning
555      else
556        {
557          Particle* tmpPart;
558          if (likely(deadList != NULL))
559            {
560              tmpPart = this->deadList;
561              deadList = deadList->next;
562            }
563          else
564            {
565              PRINTF(5)("Generating new Particle\n");
566              tmpPart = new Particle;
567            }
568          tmpPart->next = this->particles;
569          this->particles = tmpPart;
570        }
571      particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan;
572      particles->lifeCycle = 0.0;
573      particles->position = position;
574      particles->velocity = velocity;
575
576      particles->orientation = orientation;
577      particles->momentum = momentum;
578
579      //  particle->rotation = ; //! @todo rotation is once again something to be done.
580      particles->massRand = 2*(float)rand()/RAND_MAX -1;
581      particles->radiusRand = 2* (float)rand()/RAND_MAX -1;
582      particles->mass = this->massAnim.getValue(0.0) + this->randMassAnim.getValue(0.0)*particles->massRand;
583      particles->radius = this->radiusAnim.getValue(0.0) + this->randRadiusAnim.getValue(0.0)*particles->radiusRand;
584
585      ++this->count;
586    }
587  else
588    PRINTF(5)("maximum count of particles reached not adding any more\n");
589}
590
591/**
592 *  outputs some nice debug information
593*/
594void ParticleSystem::debug() const
595{
596  PRINT(0)("  ParticleSystem %s, type: ", this->getName());
597  {
598      if (this->particleType == PARTICLE_MODEL)
599        PRINT(0)("model");
600      else if (this->particleType == PARTICLE_SPRITE)
601        PRINT(0)("sprite");
602      else if (this->particleType == PARTICLE_DOT)
603        PRINT(0)("dot");
604      else if (this->particleType == PARTICLE_SPARK)
605        PRINT(0)("spark");
606
607      PRINT(0)("\n");
608  }
609
610  PRINT(0)("  ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount);
611  if (deadList)
612    {
613      PRINT(0)("  - ParticleDeadList is used: ");
614      int i = 1;
615      Particle* tmpPart = this->deadList;
616      while (tmpPart = tmpPart->next) ++i;
617      PRINT(0)("count: %d\n", i);
618    }
619}
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