1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PARTICLE |
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17 | |
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18 | #include "particle_system.h" |
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19 | |
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20 | #include "particle_emitter.h" |
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21 | #include "particle_engine.h" |
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22 | |
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23 | #include "field.h" |
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24 | |
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25 | #include "compiler.h" |
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26 | #include "material.h" |
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27 | #include "state.h" |
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28 | |
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29 | |
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30 | // needed to find the Position of the Camera |
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31 | #include "world.h" |
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32 | |
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33 | using namespace std; |
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34 | |
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35 | /** |
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36 | \brief standard constructor |
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37 | \param count the Count of particles in the System |
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38 | \param type The Type of the ParticleSystem |
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39 | |
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40 | \todo this constructor is not jet implemented - do it |
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41 | */ |
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42 | ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type) : PhysicsInterface(this) |
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43 | { |
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44 | this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem"); |
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45 | this->material = NULL; |
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46 | this->name = NULL; |
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47 | this->maxCount = maxCount; |
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48 | this->count = 0; |
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49 | this->particles = NULL; |
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50 | this->deadList = NULL; |
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51 | this->setConserve(1); |
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52 | this->setLifeSpan(1); |
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53 | this->setInheritSpeed(0); |
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54 | this->glID = NULL; |
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55 | this->setRadius(1.0, 1.0, 0.0); |
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56 | this->setType(type, 1); |
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57 | this->setColor(1.0,1.0,1.0,1.0, .5,.5,.5,.5, .0,.0,.0,.0); |
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58 | this->setMass(1.0, 0.0); |
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59 | ParticleEngine::getInstance()->addSystem(this); |
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60 | } |
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61 | |
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62 | |
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63 | /** |
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64 | \brief standard deconstructor |
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65 | */ |
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66 | ParticleSystem::~ParticleSystem() |
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67 | { |
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68 | // delete what has to be deleted here |
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69 | ParticleEngine::getInstance()->removeSystem(this); |
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70 | |
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71 | // deleting all the living Particles |
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72 | while (this->particles) |
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73 | { |
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74 | Particle* tmpDelPart = this->particles; |
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75 | this->particles = this->particles->next; |
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76 | delete tmpDelPart; |
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77 | } |
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78 | |
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79 | // deleting all the dead particles |
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80 | while (this->deadList) |
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81 | { |
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82 | Particle* tmpDelPart = this->deadList; |
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83 | this->deadList = this->deadList->next; |
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84 | delete tmpDelPart; |
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85 | } |
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86 | |
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87 | if (this->material) |
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88 | delete this->material; |
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89 | } |
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90 | |
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91 | /** |
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92 | \brief sets the Name of the Particle System |
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93 | \param name the Name of the System |
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94 | */ |
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95 | void ParticleSystem::setName(const char* name) |
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96 | { |
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97 | if (this->name) |
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98 | delete this->name; |
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99 | this->name = new char[strlen(name)+1]; |
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100 | strcpy(this->name, name); |
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101 | } |
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102 | |
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103 | /** |
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104 | \returns the Name of the ParticleSystem |
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105 | */ |
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106 | const char* ParticleSystem::getName(void) const |
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107 | { |
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108 | return this->name; |
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109 | } |
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110 | |
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111 | /** |
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112 | \todo this will be different |
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113 | */ |
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114 | void ParticleSystem::setType(PARTICLE_TYPE particleType, int count) |
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115 | { |
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116 | this->particleType = particleType; |
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117 | this->dialectCount = count; |
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118 | // if (glID != NULL) |
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119 | // delete glID; |
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120 | |
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121 | // glID = new GLuint[count]; |
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122 | // for (int i = 0; i< count; i++) |
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123 | // glID[i] = 0; |
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124 | |
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125 | // glID[0] = glGenLists(count); |
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126 | if (this->material) |
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127 | delete this->material; |
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128 | this->material = NULL; |
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129 | |
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130 | if (this->particleType == PARTICLE_SPRITE) |
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131 | { |
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132 | this->material = new Material("transperencyMap"); |
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133 | this->material->setDiffuseMap("pictures/radialTransparency.png"); |
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134 | // material->setTransparency(.5); |
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135 | } |
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136 | } |
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137 | |
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138 | // setting properties |
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139 | void ParticleSystem::setMaterial(Material* material) |
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140 | { |
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141 | this->material = material; |
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142 | } |
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143 | |
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144 | |
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145 | |
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146 | /** |
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147 | \brief how much of the speed from the ParticleEmitter should flow onto the ParticleSystem |
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148 | \param value a Value between zero and one |
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149 | |
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150 | |
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151 | if you want to change the value of this variable during emission time (to make it more dynamic) |
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152 | you may want to use the animation class |
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153 | */ |
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154 | void ParticleSystem::setInheritSpeed(float value) |
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155 | { |
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156 | if (unlikely(value > 1.0)) |
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157 | this->inheritSpeed = 1; |
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158 | else if (unlikely(value < 0.0)) |
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159 | this->inheritSpeed = 0; |
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160 | else |
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161 | this->inheritSpeed = value; |
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162 | } |
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163 | |
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164 | /** |
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165 | \brief Sets the lifespan of newly created particles |
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166 | */ |
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167 | void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan) |
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168 | { |
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169 | this->lifeSpan = lifeSpan; |
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170 | this->randomLifeSpan = randomLifeSpan; |
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171 | } |
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172 | |
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173 | /** |
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174 | \brief sets the radius of newly created particles |
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175 | */ |
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176 | void ParticleSystem::setRadius(float startRadius, float endRadius, float randomStartRadius, float randomEndRadius) |
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177 | { |
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178 | this->startRadius = startRadius; |
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179 | this->endRadius = endRadius; |
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180 | this->randomStartRadius = randomStartRadius; |
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181 | this->randomEndRadius = randomEndRadius; |
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182 | } |
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183 | |
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184 | /** |
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185 | \brief sets the initial mass of any particle |
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186 | */ |
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187 | void ParticleSystem::setMass(float mass, float randomMass) |
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188 | { |
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189 | this->initialMass = mass; |
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190 | this->randomInitialMass = randomMass; |
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191 | } |
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192 | |
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193 | /** |
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194 | \brief sets the conserve Factor of newly created particles |
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195 | */ |
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196 | void ParticleSystem::setConserve(float conserve) |
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197 | { |
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198 | if (conserve > 1.0) |
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199 | this->conserve = 1.0; |
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200 | else if (conserve < 0.0) |
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201 | this->conserve = 0.0; |
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202 | else |
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203 | this->conserve = conserve; |
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204 | } |
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205 | |
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206 | |
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207 | /** |
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208 | \brief Tells the ParticleSystem how it should iterate the color over time |
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209 | \param .... |
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210 | */ |
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211 | void ParticleSystem::setColor(GLfloat br, GLfloat bg, GLfloat bb, GLfloat ba, |
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212 | GLfloat mr, GLfloat mg, GLfloat mb, GLfloat ma, |
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213 | GLfloat er, GLfloat eg, GLfloat eb, GLfloat ea) |
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214 | { |
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215 | this->startColor[0] = br; |
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216 | this->startColor[1] = bg; |
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217 | this->startColor[2] = bb; |
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218 | this->startColor[3] = ba; |
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219 | |
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220 | this->midColor[0] = mr; |
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221 | this->midColor[1] = mg; |
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222 | this->midColor[2] = mb; |
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223 | this->midColor[3] = ma; |
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224 | |
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225 | this->endColor[0] = er; |
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226 | this->endColor[1] = eg; |
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227 | this->endColor[2] = eb; |
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228 | this->endColor[3] = ea; |
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229 | } |
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230 | |
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231 | /** |
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232 | \brief ticks the system. |
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233 | \param dt the time to tick all the Particles of the System |
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234 | |
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235 | this is used to get all the particles some motion |
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236 | */ |
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237 | void ParticleSystem::tick(float dt) |
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238 | { |
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239 | Particle* tickPart = particles; // the particle to Tick |
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240 | Particle* prevPart = NULL; // |
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241 | while (likely(tickPart != NULL)) |
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242 | { |
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243 | // applying force to the System. |
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244 | if (likely (tickPart->mass > 0.0)) |
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245 | tickPart->velocity += tickPart->extForce / tickPart->mass * dt; |
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246 | |
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247 | // rendering new position. |
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248 | tickPart->position = tickPart->position + tickPart->velocity * dt; |
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249 | tickPart->radius += tickPart->radiusIt * dt; |
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250 | |
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251 | tickPart->extForce = Vector(0,0,0); |
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252 | |
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253 | // applying Color |
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254 | //! \todo better algorithm to do this \todo also implement the midColor |
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255 | if (tickPart->lifeCycle < .5) |
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256 | { |
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257 | tickPart->color[0] = this->startColor[0] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[0] *(tickPart->lifeCycle*2); |
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258 | tickPart->color[1] = this->startColor[1] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[1] *(tickPart->lifeCycle*2); |
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259 | tickPart->color[2] = this->startColor[2] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[2] *(tickPart->lifeCycle*2); |
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260 | tickPart->color[3] = this->startColor[3] *(1.0-tickPart->lifeCycle*2.0) + this->midColor[3] *(tickPart->lifeCycle*2); |
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261 | } |
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262 | else |
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263 | { |
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264 | tickPart->color[0] = this->midColor[0] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[0] *(tickPart->lifeCycle*2); |
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265 | tickPart->color[1] = this->midColor[1] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[1] *(tickPart->lifeCycle*2); |
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266 | tickPart->color[2] = this->midColor[2] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[2] *(tickPart->lifeCycle*2); |
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267 | tickPart->color[3] = this->midColor[3] *(2.0-tickPart->lifeCycle*2.0) + this->endColor[3] *(tickPart->lifeCycle*2); |
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268 | } |
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269 | // many more to come |
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270 | |
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271 | if (this->conserve < 1.0) |
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272 | tickPart->velocity = tickPart->velocity * this->conserve; |
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273 | // find out if we have to delete tickPart |
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274 | if (unlikely((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0)) |
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275 | { |
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276 | // remove the particle from the list |
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277 | if (likely(prevPart != NULL)) |
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278 | { |
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279 | prevPart->next = tickPart->next; |
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280 | tickPart->next = this->deadList; |
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281 | this->deadList = tickPart; |
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282 | tickPart = prevPart->next; |
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283 | } |
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284 | else |
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285 | { |
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286 | prevPart = NULL; |
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287 | this->particles = tickPart->next; |
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288 | tickPart->next = this->deadList; |
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289 | this->deadList = tickPart; |
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290 | tickPart = this->particles; |
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291 | } |
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292 | --this->count; |
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293 | } |
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294 | else |
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295 | { |
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296 | prevPart = tickPart; |
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297 | tickPart = tickPart->next; |
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298 | } |
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299 | } |
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300 | } |
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301 | |
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302 | /** |
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303 | \brief applies some force to a Particle. |
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304 | \param field the Field to apply. |
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305 | \param dt The time over which the field gets applied |
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306 | */ |
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307 | void ParticleSystem::applyField(Field* field) |
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308 | { |
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309 | Particle* tickPart = particles; |
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310 | while (tickPart) |
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311 | { |
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312 | tickPart->extForce += field->calcForce(tickPart->position); |
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313 | tickPart = tickPart->next; |
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314 | } |
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315 | } |
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316 | |
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317 | |
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318 | /** |
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319 | \brief draws all the Particles of this System |
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320 | \param the time passed in seconds (since the last draw) |
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321 | |
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322 | The Cases in this Function all do the same: |
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323 | Drawing all the particles with the appropriate Type. |
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324 | This is just the fastest Way to do this, but will most likely be changed in the future. |
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325 | */ |
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326 | void ParticleSystem::draw(void) const |
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327 | { |
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328 | glPushAttrib(GL_ENABLE_BIT); |
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329 | glDisable(GL_LIGHTING); |
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330 | |
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331 | Particle* drawPart = particles; |
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332 | |
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333 | switch (this->particleType) |
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334 | { |
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335 | default: |
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336 | case PARTICLE_SPRITE: |
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337 | glMatrixMode(GL_MODELVIEW); |
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338 | glDisable(GL_DEPTH_TEST); |
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339 | |
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340 | material->select(); |
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341 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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342 | |
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343 | |
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344 | while (likely(drawPart != NULL)) |
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345 | { |
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346 | glColor4fv(drawPart->color); |
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347 | //! \todo implement a faster code for the look-at Camera algorithm. |
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348 | |
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349 | const PNode* camera = State::getInstance()->getCamera(); //!< \todo MUST be different |
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350 | Vector cameraPos = camera->getAbsCoor(); |
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351 | Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor(); |
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352 | Vector view = cameraTargetPos - cameraPos; |
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353 | Vector up = Vector(0, 1, 0); |
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354 | up = camera->getAbsDir().apply(up); |
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355 | Vector h = up.cross(view); |
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356 | Vector v = h.cross(view); |
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357 | h.normalize(); |
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358 | v.normalize(); |
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359 | v *= .5 * drawPart->radius; |
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360 | h *= .5 * drawPart->radius; |
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361 | |
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362 | glBegin(GL_TRIANGLE_STRIP); |
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363 | glTexCoord2i(1, 1); |
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364 | glVertex3f(drawPart->position.x - h.x - v.x, |
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365 | drawPart->position.y - h.y - v.y, |
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366 | drawPart->position.z - h.z - v.z); |
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367 | glTexCoord2i(0, 1); |
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368 | glVertex3f(drawPart->position.x - h.x + v.x, |
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369 | drawPart->position.y - h.y + v.y, |
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370 | drawPart->position.z - h.z + v.z); |
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371 | glTexCoord2i(1, 0); |
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372 | glVertex3f(drawPart->position.x + h.x - v.x, |
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373 | drawPart->position.y + h.y - v.y, |
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374 | drawPart->position.z + h.z - v.z); |
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375 | glTexCoord2i(0, 0); |
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376 | glVertex3f(drawPart->position.x + h.x + v.x, |
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377 | drawPart->position.y + h.y + v.y, |
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378 | drawPart->position.z + h.z + v.z); |
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379 | |
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380 | glEnd(); |
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381 | |
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382 | drawPart = drawPart->next; |
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383 | } |
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384 | |
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385 | |
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386 | break; |
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387 | |
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388 | case PARTICLE_SPARK: |
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389 | glEnable(GL_LINE_SMOOTH); |
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390 | glBegin(GL_LINES); |
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391 | while (likely(drawPart != NULL)) |
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392 | { |
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393 | glColor4fv(drawPart->color); |
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394 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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395 | glVertex3f(drawPart->position.x - drawPart->velocity.x, |
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396 | drawPart->position.y - drawPart->velocity.y, |
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397 | drawPart->position.z - drawPart->velocity.z); |
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398 | drawPart = drawPart->next; |
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399 | } |
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400 | glEnd(); |
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401 | break; |
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402 | |
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403 | case PARTICLE_DOT: |
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404 | glBegin(GL_POINTS); |
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405 | while (likely(drawPart != NULL)) |
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406 | { |
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407 | glColor4fv(drawPart->color); |
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408 | |
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409 | glLineWidth(drawPart->radius); |
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410 | |
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411 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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412 | drawPart = drawPart->next; |
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413 | } |
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414 | glEnd(); |
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415 | break; |
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416 | } |
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417 | glPopAttrib(); |
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418 | } |
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419 | |
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420 | /** |
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421 | \brief adds a new Particle to the System |
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422 | \param position the position where the particle gets emitted. |
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423 | \param velocity the Starting velocity of the particle. |
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424 | \param data some more data given by the emitter |
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425 | */ |
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426 | void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, unsigned int data) |
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427 | { |
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428 | if (this->count <= this->maxCount) |
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429 | { |
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430 | // if it is the first Particle |
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431 | if (unlikely(particles == NULL)) |
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432 | { |
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433 | if (likely(deadList != NULL)) |
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434 | { |
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435 | this->particles = this->deadList; |
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436 | deadList = deadList->next; |
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437 | } |
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438 | else |
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439 | { |
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440 | PRINTF(5)("Generating new Particle\n"); |
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441 | this->particles = new Particle; |
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442 | } |
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443 | this->particles->next = NULL; |
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444 | } |
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445 | // filling the List from the beginning |
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446 | else |
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447 | { |
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448 | Particle* tmpPart; |
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449 | if (likely(deadList != NULL)) |
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450 | { |
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451 | tmpPart = this->deadList; |
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452 | deadList = deadList->next; |
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453 | } |
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454 | else |
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455 | { |
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456 | PRINTF(5)("Generating new Particle\n"); |
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457 | tmpPart = new Particle; |
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458 | } |
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459 | tmpPart->next = this->particles; |
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460 | this->particles = tmpPart; |
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461 | } |
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462 | |
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463 | particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan; |
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464 | particles->lifeCycle = 0.0; |
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465 | particles->position = position; |
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466 | particles->velocity = velocity; |
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467 | |
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468 | // particle->rotation = ; //! \todo rotation is once again something to be done. |
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469 | particles->mass = this->initialMass + (rand()/RAND_MAX -.5)* this->randomInitialMass; |
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470 | particles->radius = this->startRadius + (rand()/RAND_MAX-.5)*this->randomStartRadius; |
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471 | |
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472 | particles->radiusIt = (this->endRadius + (rand()/RAND_MAX-.5)*this->randomEndRadius - particles->radius) / particles->lifeTime; |
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473 | |
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474 | ++this->count; |
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475 | } |
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476 | else |
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477 | PRINTF(5)("maximum count of particles reached not adding any more\n"); |
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478 | } |
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479 | |
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480 | /** |
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481 | \brief outputs some nice debug information |
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482 | */ |
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483 | void ParticleSystem::debug(void) |
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484 | { |
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485 | PRINT(0)(" ParticleSystem %s\n", this->name); |
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486 | PRINT(0)(" ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount); |
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487 | if (deadList) |
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488 | { |
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489 | PRINT(0)(" - ParticleDeadList is used: "); |
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490 | int i = 1; |
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491 | Particle* tmpPart = this->deadList; |
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492 | while (tmpPart = tmpPart->next) ++i; |
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493 | PRINT(0)("count: %d\n", i); |
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494 | } |
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495 | } |
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