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 maxCount 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 | ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type) : PhysicsInterface(this) |
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41 | { |
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42 | this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem"); |
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43 | this->material = NULL; |
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44 | this->maxCount = maxCount; |
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45 | this->count = 0; |
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46 | this->particles = NULL; |
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47 | this->deadList = NULL; |
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48 | this->setConserve(1); |
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49 | this->setLifeSpan(1); |
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50 | this->glID = NULL; |
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51 | this->setType(type, 1); |
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52 | ParticleEngine::getInstance()->addSystem(this); |
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53 | } |
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54 | |
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55 | |
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56 | /** |
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57 | \brief standard deconstructor |
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58 | */ |
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59 | ParticleSystem::~ParticleSystem() |
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60 | { |
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61 | // delete what has to be deleted here |
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62 | ParticleEngine::getInstance()->removeSystem(this); |
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63 | |
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64 | // deleting all the living Particles |
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65 | while (this->particles) |
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66 | { |
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67 | Particle* tmpDelPart = this->particles; |
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68 | this->particles = this->particles->next; |
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69 | delete tmpDelPart; |
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70 | } |
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71 | |
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72 | // deleting all the dead particles |
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73 | while (this->deadList) |
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74 | { |
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75 | Particle* tmpDelPart = this->deadList; |
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76 | this->deadList = this->deadList->next; |
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77 | delete tmpDelPart; |
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78 | } |
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79 | |
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80 | if (this->material) |
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81 | delete this->material; |
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82 | } |
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83 | |
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84 | /** |
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85 | \param particleType the type of particles in this System |
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86 | \param count how many particles (in PARTICLE_MULTI-mode) |
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87 | \todo this will be different |
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88 | */ |
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89 | void ParticleSystem::setType(PARTICLE_TYPE particleType, int count) |
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90 | { |
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91 | this->particleType = particleType; |
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92 | this->dialectCount = count; |
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93 | // if (glID != NULL) |
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94 | // delete glID; |
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95 | |
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96 | // glID = new GLuint[count]; |
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97 | // for (int i = 0; i< count; i++) |
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98 | // glID[i] = 0; |
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99 | |
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100 | // glID[0] = glGenLists(count); |
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101 | if (this->material) |
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102 | delete this->material; |
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103 | this->material = NULL; |
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104 | |
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105 | if (this->particleType == PARTICLE_SPRITE) |
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106 | { |
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107 | this->material = new Material("transperencyMap"); |
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108 | this->material->setDiffuseMap("pictures/radialTransparency.png"); |
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109 | // material->setTransparency(.5); |
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110 | } |
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111 | } |
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112 | |
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113 | // setting properties |
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114 | /** |
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115 | \brief sets the material to an external material |
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116 | \param material: the material to set this material to. |
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117 | |
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118 | !! important if the extern material gets deleted it MUST be unregistered here or segfault !! |
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119 | */ |
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120 | void ParticleSystem::setMaterial(Material* material) |
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121 | { |
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122 | this->material = material; |
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123 | } |
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124 | |
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125 | /** |
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126 | \brief Sets the lifespan of newly created particles |
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127 | */ |
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128 | void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan) |
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129 | { |
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130 | this->lifeSpan = lifeSpan; |
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131 | this->randomLifeSpan = randomLifeSpan; |
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132 | } |
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133 | |
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134 | /** |
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135 | \brief sets the conserve Factor of newly created particles |
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136 | */ |
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137 | void ParticleSystem::setConserve(float conserve) |
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138 | { |
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139 | if (conserve > 1.0) |
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140 | this->conserve = 1.0; |
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141 | else if (conserve < 0.0) |
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142 | this->conserve = 0.0; |
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143 | else |
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144 | this->conserve = conserve; |
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145 | } |
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146 | |
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147 | ///////////////////////////// |
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148 | /* Per-Particle Attributes */ |
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149 | ///////////////////////////// |
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150 | /** |
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151 | \brief sets a key in the radius-animation on a per-particle basis |
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152 | \param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1] |
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153 | \param radius the radius at this position |
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154 | \param randRadius the randRadius at this position |
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155 | */ |
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156 | void ParticleSystem::setRadius(float lifeCycleTime, float radius, float randRadius) |
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157 | { |
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158 | this->radiusAnim.addEntry(lifeCycleTime, radius); |
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159 | this->randRadiusAnim.addEntry(lifeCycleTime, randRadius); |
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160 | } |
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161 | |
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162 | /** |
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163 | \brief sets a key in the mass-animation on a per-particle basis |
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164 | \param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1] |
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165 | \param mass the mass at this position |
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166 | \param randMass the randomMass at this position |
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167 | */ |
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168 | void ParticleSystem::setMass(float lifeCycleTime, float mass, float randMass) |
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169 | { |
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170 | this->massAnim.addEntry(lifeCycleTime, mass); |
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171 | this->randMassAnim.addEntry(lifeCycleTime, randMass); |
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172 | } |
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173 | |
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174 | /** |
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175 | \brief sets a key in the color-animation on a per-particle basis |
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176 | \param lifeCycleTime: the time (partilceLifeTime/particleAge) [0-1] |
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177 | \param red: red |
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178 | \param green: green |
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179 | \param blue: blue |
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180 | \param alpha: alpha |
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181 | */ |
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182 | void ParticleSystem::setColor(float lifeCycleTime, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
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183 | { |
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184 | this->colorAnim[0].addEntry(lifeCycleTime, red); |
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185 | this->colorAnim[1].addEntry(lifeCycleTime, green); |
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186 | this->colorAnim[2].addEntry(lifeCycleTime, blue); |
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187 | this->colorAnim[3].addEntry(lifeCycleTime, alpha); |
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188 | } |
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189 | |
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190 | /** |
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191 | \brief ticks the system. |
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192 | \param dt the time to tick all the Particles of the System |
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193 | |
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194 | this is used to get all the particles some motion |
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195 | */ |
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196 | void ParticleSystem::tick(float dt) |
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197 | { |
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198 | Particle* tickPart = particles; // the particle to Tick |
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199 | Particle* prevPart = NULL; // |
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200 | while (likely(tickPart != NULL)) |
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201 | { |
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202 | // applying force to the System. |
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203 | if (likely (tickPart->mass > 0.0)) |
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204 | tickPart->velocity += tickPart->extForce / tickPart->mass * dt; |
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205 | |
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206 | // rendering new position. |
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207 | tickPart->position = tickPart->position + tickPart->velocity * dt; |
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208 | tickPart->radius = radiusAnim.getValue(tickPart->lifeCycle) |
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209 | + randRadiusAnim.getValue(tickPart->lifeCycle) * tickPart->radiusRand; |
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210 | |
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211 | tickPart->mass = massAnim.getValue(tickPart->lifeCycle) |
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212 | + randMassAnim.getValue(tickPart->lifeCycle) * tickPart->massRand; |
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213 | |
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214 | tickPart->extForce = Vector(0,0,0); |
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215 | |
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216 | // applying Color |
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217 | tickPart->color[0] = this->colorAnim[0].getValue(tickPart->lifeCycle); |
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218 | tickPart->color[1] = this->colorAnim[1].getValue(tickPart->lifeCycle); |
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219 | tickPart->color[2] = this->colorAnim[2].getValue(tickPart->lifeCycle); |
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220 | tickPart->color[3] = this->colorAnim[3].getValue(tickPart->lifeCycle); |
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221 | |
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222 | // many more to come |
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223 | |
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224 | if (this->conserve < 1.0) |
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225 | tickPart->velocity = tickPart->velocity * this->conserve; |
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226 | // find out if we have to delete tickPart |
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227 | if (unlikely((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0)) |
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228 | { |
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229 | // remove the particle from the list |
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230 | if (likely(prevPart != NULL)) |
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231 | { |
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232 | prevPart->next = tickPart->next; |
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233 | tickPart->next = this->deadList; |
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234 | this->deadList = tickPart; |
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235 | tickPart = prevPart->next; |
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236 | } |
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237 | else |
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238 | { |
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239 | prevPart = NULL; |
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240 | this->particles = tickPart->next; |
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241 | tickPart->next = this->deadList; |
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242 | this->deadList = tickPart; |
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243 | tickPart = this->particles; |
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244 | } |
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245 | --this->count; |
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246 | } |
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247 | else |
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248 | { |
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249 | prevPart = tickPart; |
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250 | tickPart = tickPart->next; |
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251 | } |
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252 | } |
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253 | } |
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254 | |
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255 | /** |
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256 | \brief applies some force to a Particle. |
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257 | \param field the Field to apply. |
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258 | */ |
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259 | void ParticleSystem::applyField(Field* field) |
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260 | { |
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261 | Particle* tickPart = particles; |
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262 | while (tickPart) |
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263 | { |
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264 | tickPart->extForce += field->calcForce(tickPart->position); |
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265 | tickPart = tickPart->next; |
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266 | } |
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267 | } |
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268 | |
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269 | |
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270 | /** |
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271 | \brief draws all the Particles of this System |
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272 | |
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273 | The Cases in this Function all do the same: |
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274 | Drawing all the particles with the appropriate Type. |
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275 | This is just the fastest Way to do this, but will most likely be changed in the future. |
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276 | */ |
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277 | void ParticleSystem::draw(void) const |
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278 | { |
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279 | glPushAttrib(GL_ENABLE_BIT); |
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280 | glDisable(GL_LIGHTING); |
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281 | |
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282 | Particle* drawPart = particles; |
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283 | |
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284 | switch (this->particleType) |
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285 | { |
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286 | default: |
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287 | case PARTICLE_SPRITE: |
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288 | glMatrixMode(GL_MODELVIEW); |
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289 | glDepthMask(GL_FALSE); |
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290 | |
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291 | material->select(); |
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292 | //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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293 | |
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294 | |
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295 | while (likely(drawPart != NULL)) |
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296 | { |
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297 | glColor4fv(drawPart->color); |
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298 | //! \todo implement a faster code for the look-at Camera algorithm. |
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299 | |
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300 | const PNode* camera = State::getInstance()->getCamera(); //!< \todo MUST be different |
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301 | Vector cameraPos = camera->getAbsCoor(); |
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302 | Vector cameraTargetPos = State::getInstance()->getCameraTarget()->getAbsCoor(); |
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303 | Vector view = cameraTargetPos - cameraPos; |
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304 | Vector up = Vector(0, 1, 0); |
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305 | up = camera->getAbsDir().apply(up); |
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306 | Vector h = up.cross(view); |
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307 | Vector v = h.cross(view); |
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308 | h.normalize(); |
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309 | v.normalize(); |
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310 | v *= .5 * drawPart->radius; |
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311 | h *= .5 * drawPart->radius; |
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312 | |
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313 | glBegin(GL_TRIANGLE_STRIP); |
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314 | glTexCoord2i(1, 1); |
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315 | glVertex3f(drawPart->position.x - h.x - v.x, |
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316 | drawPart->position.y - h.y - v.y, |
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317 | drawPart->position.z - h.z - v.z); |
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318 | glTexCoord2i(0, 1); |
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319 | glVertex3f(drawPart->position.x - h.x + v.x, |
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320 | drawPart->position.y - h.y + v.y, |
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321 | drawPart->position.z - h.z + v.z); |
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322 | glTexCoord2i(1, 0); |
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323 | glVertex3f(drawPart->position.x + h.x - v.x, |
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324 | drawPart->position.y + h.y - v.y, |
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325 | drawPart->position.z + h.z - v.z); |
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326 | glTexCoord2i(0, 0); |
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327 | glVertex3f(drawPart->position.x + h.x + v.x, |
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328 | drawPart->position.y + h.y + v.y, |
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329 | drawPart->position.z + h.z + v.z); |
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330 | |
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331 | glEnd(); |
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332 | |
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333 | drawPart = drawPart->next; |
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334 | } |
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335 | glDepthMask(GL_TRUE); |
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336 | break; |
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337 | |
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338 | case PARTICLE_SPARK: |
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339 | glEnable(GL_LINE_SMOOTH); |
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340 | glBegin(GL_LINES); |
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341 | while (likely(drawPart != NULL)) |
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342 | { |
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343 | glColor4fv(drawPart->color); |
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344 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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345 | glVertex3f(drawPart->position.x - drawPart->velocity.x, |
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346 | drawPart->position.y - drawPart->velocity.y, |
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347 | drawPart->position.z - drawPart->velocity.z); |
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348 | drawPart = drawPart->next; |
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349 | } |
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350 | glEnd(); |
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351 | break; |
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352 | |
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353 | case PARTICLE_DOT: |
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354 | glBegin(GL_POINTS); |
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355 | while (likely(drawPart != NULL)) |
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356 | { |
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357 | glColor4fv(drawPart->color); |
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358 | |
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359 | glLineWidth(drawPart->radius); |
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360 | |
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361 | glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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362 | drawPart = drawPart->next; |
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363 | } |
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364 | glEnd(); |
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365 | break; |
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366 | } |
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367 | glPopAttrib(); |
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368 | } |
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369 | |
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370 | /** |
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371 | \brief adds a new Particle to the System |
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372 | \param position the position where the particle gets emitted. |
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373 | \param velocity the Starting velocity of the particle. |
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374 | \param data some more data given by the emitter |
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375 | */ |
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376 | void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, unsigned int data) |
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377 | { |
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378 | if (this->count <= this->maxCount) |
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379 | { |
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380 | // if it is the first Particle |
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381 | if (unlikely(particles == NULL)) |
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382 | { |
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383 | if (likely(deadList != NULL)) |
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384 | { |
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385 | this->particles = this->deadList; |
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386 | deadList = deadList->next; |
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387 | } |
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388 | else |
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389 | { |
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390 | PRINTF(5)("Generating new Particle\n"); |
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391 | this->particles = new Particle; |
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392 | } |
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393 | this->particles->next = NULL; |
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394 | } |
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395 | // filling the List from the beginning |
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396 | else |
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397 | { |
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398 | Particle* tmpPart; |
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399 | if (likely(deadList != NULL)) |
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400 | { |
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401 | tmpPart = this->deadList; |
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402 | deadList = deadList->next; |
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403 | } |
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404 | else |
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405 | { |
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406 | PRINTF(5)("Generating new Particle\n"); |
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407 | tmpPart = new Particle; |
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408 | } |
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409 | tmpPart->next = this->particles; |
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410 | this->particles = tmpPart; |
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411 | } |
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412 | |
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413 | particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan; |
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414 | particles->lifeCycle = 0.0; |
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415 | particles->position = position; |
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416 | particles->velocity = velocity; |
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417 | |
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418 | // particle->rotation = ; //! \todo rotation is once again something to be done. |
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419 | particles->massRand = 2*(float)rand()/RAND_MAX -1; |
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420 | particles->radiusRand = 2* (float)rand()/RAND_MAX -1; |
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421 | particles->mass = this->massAnim.getValue(0.0) + this->randMassAnim.getValue(0.0)*particles->massRand; |
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422 | particles->radius = this->radiusAnim.getValue(0.0) + this->randRadiusAnim.getValue(0.0)*particles->radiusRand; |
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423 | |
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424 | ++this->count; |
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425 | } |
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426 | else |
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427 | PRINTF(5)("maximum count of particles reached not adding any more\n"); |
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428 | } |
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429 | |
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430 | /** |
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431 | \brief outputs some nice debug information |
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432 | */ |
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433 | void ParticleSystem::debug(void) |
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434 | { |
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435 | PRINT(0)(" ParticleSystem %s\n", this->getName()); |
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436 | PRINT(0)(" ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount); |
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437 | if (deadList) |
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438 | { |
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439 | PRINT(0)(" - ParticleDeadList is used: "); |
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440 | int i = 1; |
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441 | Particle* tmpPart = this->deadList; |
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442 | while (tmpPart = tmpPart->next) ++i; |
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443 | PRINT(0)("count: %d\n", i); |
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444 | } |
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445 | } |
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