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source: orxonox.OLD/trunk/src/lib/particles/particle_emitter.cc @ 9468

Last change on this file since 9468 was 9406, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy back

merged with commandsvn merge -r9346:HEAD https://svn.orxonox.net/orxonox/branches/proxy .

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File size: 5.9 KB
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[4597]1/*
[3926]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:
[3938]12   main-programmer: Benjamin Grauer
[3926]13   co-programmer: Patrick Boenzli
14*/
15
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
[3926]17
18#include "particle_emitter.h"
19
[3932]20#include "particle_system.h"
21
[7193]22#include "util/loading/load_param.h"
[4381]23#include "debug.h"
24#include "stdlibincl.h"
25
[3926]26
[9406]27
[3926]28/**
[4836]29 *  standard constructor
[3926]30*/
[6825]31ParticleEmitter::ParticleEmitter(float emissionRate, float velocity, float angle)
[3926]32{
[6822]33  this->setClassID(CL_PARTICLE_EMITTER, "ParticleEmitter");
[4726]34
[6822]35  this->system = NULL;
36
37  this->setInheritSpeed(PARTICLE_EMITTER_DEFAULT_INHERIT_SPEED);
38  this->setEmissionMomentum(0);
[4439]39  this->setSpread(angle);
40  this->setEmissionRate(emissionRate);
41  this->setEmissionVelocity(velocity);
[4437]42
[6822]43  this->saveTime = 0.0;
[3926]44}
45
46/**
[4836]47 *  standard destructor
[3926]48
[4496]49   removes the EmitterSystem from the ParticleEngine
[3926]50*/
[4597]51ParticleEmitter::~ParticleEmitter ()
[3935]52{
[6623]53  this->setSystem(NULL);
[3935]54}
[3929]55
[4478]56/**
[4836]57 *  loads a ParticleEmitter from a XML-element
58 * @param root the XML-element to load from
[4478]59*/
[4437]60void ParticleEmitter::loadParams(const TiXmlElement* root)
61{
[6512]62  PNode::loadParams(root);
[3929]63
[5671]64  LoadParam(root, "rate", this, ParticleEmitter, setEmissionRate)
[4437]65    .describe("How many particles should be emittet from this emitter");
66
[5671]67  LoadParam(root, "inherit-speed", this, ParticleEmitter, setInheritSpeed)
[4494]68    .describe("the extent, the speed of the emitter has on the particles");
69
[5671]70  LoadParam(root, "emission-velocity", this, ParticleEmitter, setEmissionVelocity)
[4437]71    .describe("How fast the particles are emittet (their initial speed)");
[4597]72
[5671]73  LoadParam(root, "emission-momentum", this, ParticleEmitter, setEmissionMomentum)
[4725]74      .describe("How fast the particles rotation is at emissiontime (their initial momentum)");
75
[5671]76  LoadParam(root, "spread", this, ParticleEmitter, setSpread)
[4437]77    .describe("The angle the particles are emitted from (angle, deviation)");
78}
79
[6619]80void ParticleEmitter::setSystem(ParticleSystem* system)
81{
82  if (system != NULL)
83    system->addEmitter(this);
84  else if (this->system != NULL)
85    this->system->removeEmitter(this);
86}
87
[3929]88/**
[4836]89 *  this start the emitter
[3929]90*/
91void ParticleEmitter::start() {}
92
93
94/**
[4836]95 *  this stops the emitter
[3929]96*/
97void ParticleEmitter::stop() {}
98
99
100/**
[4836]101 *  set the emission rate
102 * @param emissionRate: sets the number of particles emitted per second
[3929]103
104   if you want to change the value of this variable during emission time (to make it more dynamic)
[3930]105   you may want to use the animation class
[3929]106*/
[3931]107void ParticleEmitter::setEmissionRate(float emissionRate)
[3933]108{
[4338]109  if (emissionRate > 0.0)
110    this->emissionRate = emissionRate;
111  else
112    this->emissionRate = 0.0;
[3933]113}
[3929]114
115/**
[4836]116 *  how much of the speed from the ParticleEmitter should flow onto the ParticleSystem
117 * @param value a Value between zero and one
[4493]118
119   if you want to change the value of this variable during emission time (to make it more dynamic)
120   you may want to use the animation class
121*/
122void ParticleEmitter::setInheritSpeed(float value)
123{
124  if (unlikely(value > 1.0))
125    this->inheritSpeed = 1;
126  else if (unlikely(value < 0.0))
127    this->inheritSpeed = 0;
128  else
129    this->inheritSpeed = value;
130}
131
132/**
[4836]133 *  set the angle of the emitter
134 * @param angle around the direction in which there are particles to be emitted
135 * @param randomAngle A random spread-angle, the +- randomness of this option
[3929]136
137   if you want to change the value of this variable during emission time (to make it more dynamic)
[3930]138   you may want to use the animation class
[3929]139*/
[3931]140void ParticleEmitter::setSpread(float angle, float randomAngle)
[3935]141{
142  this->angle = angle;
143  this->randomAngle = randomAngle;
144}
[3929]145
146/**
[4836]147 *  sets the initial velocity of all particles emitted
148 * @param velocity The starting velocity of the emitted particles
149 * @param randomVelocity A random starting velocity, the +- randomness of this option
[3929]150
151   if you want to change the value of this variable during emission time (to make it more dynamic)
[3930]152   you may want to use the animation class
[3929]153*/
[4338]154void ParticleEmitter::setEmissionVelocity(float velocity, float randomVelocity)
[3935]155{
156  this->velocity = velocity;
157  this->randomVelocity = randomVelocity;
158}
[3929]159
160/**
[4836]161 *  sets the initial Momentum of all particles emitted
162 * @param momentum the new Momentum (just a float for being not too complicated).
163 * @param randomMomentum variation from the given value.
[4690]164 */
165void ParticleEmitter::setEmissionMomentum(float momentum, float randomMomentum)
166{
167  this->momentum = momentum;
168  this->momentumRandom = randomMomentum;
169}
170
171/**
[4836]172 *  this set the time to life of a particle, after which it will die
173 * @param dt: the time to live in seconds
174 * @param system: the system into which to emitt
[3929]175
176   if you want to change the value of this variable during emission time (to make it more dynamic)
[3930]177   you may want to use the animation class
[3929]178*/
[6620]179void ParticleEmitter::tick(float dt)
[3932]180{
[6620]181  assert (this->system != NULL);
[3950]182  if (likely(dt > 0.0 && this->emissionRate > 0.0))
183  {
[4692]184    // saving the time (particles only partly emitted in this timestep)
[3950]185    float count = (dt+this->saveTime) * this->emissionRate;
[4017]186    this->saveTime = modff(count, &count) / this->emissionRate;
[4692]187    PRINTF(5)("emitting %f particles, saving %f seconds for the next timestep\n", count, this->saveTime);
[7027]188    if (count + this->system->getCount() > this->system->getMaxCount())
189      count = this->system->getMaxCount() - this->system->getCount();
[6822]190    if (likely(count > 0.0f))
191      this->emitParticles((unsigned int)count);
[3950]192  }
[3932]193}
[3944]194
195/**
[4836]196 *  outputs some nice debug information
[3944]197*/
[4746]198void ParticleEmitter::debug() const
[3944]199{
[9406]200  PRINT(0)(" ParticleEmitter %s::%s\n", this->getClassCName(), this->getCName());
[4639]201  PRINT(0)("  EmissionRate: %f, Speed: %f, SpreadAngle: %f\n", this->getEmissionRate(), this->getEmissionVelocity(), this->getSpread());
[3944]202}
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