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source: orxonox.OLD/trunk/src/lib/particles/particle_system.cc @ 5711

Last change on this file since 5711 was 5671, checked in by bensch, 19 years ago

orxonox/trunk: renamed class LoadParam to CLoadParam and Macro LoadParamNew to LoadParam

File size: 17.7 KB
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[4597]1/*
[1853]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.
[1855]10
11   ### File Specific:
[3925]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
[1853]17
[3925]18#include "particle_system.h"
[1853]19
[3930]20#include "particle_emitter.h"
21#include "particle_engine.h"
[4338]22
23#include "field.h"
[5511]24#include "model.h"
[4338]25
[5155]26#include "load_param.h"
[5652]27#include "factory.h"
[3942]28#include "material.h"
[4338]29#include "state.h"
[5446]30#include "shell_command.h"
[3930]31
[4602]32#include "tinyxml.h"
[4338]33
[4725]34CREATE_FACTORY(ParticleSystem);
[5446]35SHELL_COMMAND(texture, ParticleSystem, setMaterialTexture)
36    ->defaultValues(1, "maps/evil-flower.png");
[4725]37
[1856]38using namespace std;
[1853]39
[3245]40/**
[4836]41 *  standard constructor
42 * @param maxCount the Count of particles in the System
43 * @param type The Type of the ParticleSystem
[3245]44*/
[4762]45ParticleSystem::ParticleSystem (unsigned int maxCount, PARTICLE_TYPE type)
[3365]46{
[4602]47  this->init();
[4597]48
[4727]49  this->setMaxCount(maxCount);
[4338]50  this->setType(type, 1);
[3365]51}
[1853]52
[4677]53/**
[5445]54 * @brief creates a Particle System out of a XML-element
55 * @param root: the XML-element to load from
[4677]56 */
[4762]57ParticleSystem::ParticleSystem(const TiXmlElement* root)
[4602]58{
59  this->init();
[4725]60
[4602]61  this->loadParams(root);
62}
[1853]63
[3245]64/**
[4836]65 *  standard deconstructor
[3245]66*/
[4176]67ParticleSystem::~ParticleSystem()
[3543]68{
69  // delete what has to be deleted here
[3935]70   ParticleEngine::getInstance()->removeSystem(this);
[4123]71
72   // deleting all the living Particles
73   while (this->particles)
74     {
75       Particle* tmpDelPart = this->particles;
76       this->particles = this->particles->next;
77       delete tmpDelPart;
78     }
79
80   // deleting all the dead particles
81   while (this->deadList)
82     {
83       Particle* tmpDelPart = this->deadList;
84       this->deadList = this->deadList->next;
85       delete tmpDelPart;
86     }
[4176]87
88   if (this->material)
89     delete this->material;
[3543]90}
[1853]91
[3945]92/**
[4602]93  \brief initializes the ParticleSystem with default values
94*/
[4746]95void ParticleSystem::init()
[4602]96{
97  this->setClassID(CL_PARTICLE_SYSTEM, "ParticleSystem");
98
99  this->material = NULL;
[4727]100  this->setMaxCount(PARTICLE_DEFAULT_MAX_COUNT);
[4602]101  this->count = 0;
102  this->particles = NULL;
103  this->deadList = NULL;
104  this->setConserve(1);
105  this->setLifeSpan(1);
106  this->glID = NULL;
107  this->setType(PARTICLE_DEFAULT_TYPE, 1);
108  ParticleEngine::getInstance()->addSystem(this);
109}
110
111
112/**
113 * loads Parameters from a TiXmlElement
114 * @param root the XML-element to load from.
115 */
116void ParticleSystem::loadParams(const TiXmlElement* root)
117{
118  static_cast<WorldEntity*>(this)->loadParams(root);
119  static_cast<PhysicsInterface*>(this)->loadParams(root);
120
[5671]121  LoadParam(root, "max-count", this, ParticleSystem, setMaxCount)
[4727]122      .describe("the maximal count of Particles, that can be emitted into this system");
123
[5671]124  LoadParam(root, "life-span", this, ParticleSystem, setLifeSpan)
[4725]125      .describe("sets the life-span of the Particles.");
[4602]126
[5671]127  LoadParam(root, "conserve", this, ParticleSystem, setConserve)
[5652]128      .describe("sets the Conserve factor of the Particles (1.0: they keep all their energy, 0.0:they keep no energy)");
[4725]129
[5671]130  LoadParam(root, "type", this, ParticleSystem, setType)
[4732]131      .describe("sets the type of the Particles, (dot, spark, sprite or model)");
132
[5654]133  LOAD_PARAM_START_CYCLE(root, element);
[4727]134  {
[5654]135    element->ToText();
[4725]136  // PER-PARTICLE-ATTRIBUTES:
[5654]137    LoadParam_CYCLE(element, "radius", this, ParticleSystem, setRadius)
[4727]138        .describe("The Radius of each particle over time (TimeIndex [0-1], radius at TimeIndex, randomRadius at TimeIndex)");
[4725]139
[5654]140    LoadParam_CYCLE(element, "mass", this, ParticleSystem, setMass)
[4727]141        .describe("The Mass of each particle over time (TimeIndex: [0-1], mass at TimeIndex, randomMass at TimeIndex)");
[4725]142
[5654]143    LoadParam_CYCLE(element, "color", this, ParticleSystem, setColor)
[4727]144        .describe("The Color of each particle over time (TimeIndex: [0-1], red: [0-1], green: [0-1], blue: [0-1], alpha: [0-1])");
145  }
[5654]146  LOAD_PARAM_END_CYCLE(element);
[4727]147
[4602]148}
[4727]149
[4725]150/**
[4836]151* @param maxCount the maximum count of particles that can be emitted
[4727]152 */
153void ParticleSystem::setMaxCount(int maxCount)
154{
155  this->maxCount = maxCount;
156}
157
158
159/**
[4836]160 * @param particleType the type of particles in this System
161 * @param count how many particles (in PARTICLE_MULTI-mode)
162   @todo this will be different
[4725]163*/
164void ParticleSystem::setType(const char* particleType)
165{
[4726]166  if (!strcmp(particleType, "dot"))
[4725]167    this->setType(PARTICLE_DOT);
[4726]168  else if(!strcmp(particleType, "spark"))
[4725]169    this->setType(PARTICLE_SPARK);
[4726]170  else if(!strcmp(particleType, "model"))
[4725]171    this->setType(PARTICLE_MODEL);
172  else // if (strcmp(particleType, "SPRITE"))
173    this->setType(PARTICLE_SPRITE);
174}
[4602]175
176/**
[4836]177 * @param particleType the type of particles in this System
178 * @param count how many particles (in PARTICLE_MULTI-mode)
[5446]179   @todo this MUST be different
[3945]180*/
[3942]181void ParticleSystem::setType(PARTICLE_TYPE particleType, int count)
182{
183  this->particleType = particleType;
184  this->dialectCount = count;
[4338]185  //  if (glID != NULL)
186  //    delete glID;
[3942]187
[4338]188  //  glID = new GLuint[count];
189  //  for (int i = 0; i< count; i++)
190  //    glID[i] = 0;
[3942]191
[4338]192  //  glID[0] = glGenLists(count);
193  if (this->material)
194    delete this->material;
195  this->material = NULL;
[3946]196
[4663]197  switch (this->particleType)
[4338]198    {
[4663]199      case PARTICLE_SPRITE:
200        this->material = new Material("transperencyMap");
[5445]201        this->material->setDiffuseMap("maps/radialTransparency.png");
[4338]202      //  material->setTransparency(.5);
[4663]203        break;
[4726]204  }
[3942]205}
206
[3932]207// setting properties
[4478]208/**
[4836]209 *  sets the material to an external material
210 * @param material: the material to set this material to.
[4478]211
212   !! important if the extern material gets deleted it MUST be unregistered here or segfault !!
213*/
[3932]214void ParticleSystem::setMaterial(Material* material)
215{
[3935]216  this->material = material;
[3932]217}
[3931]218
[5446]219void ParticleSystem::setMaterialTexture(const char* textureFile)
220{
221  if (this->material != NULL)
222    this->material->setDiffuseMap(textureFile);
223}
224
[3938]225/**
[4836]226 *  Sets the lifespan of newly created particles
[4597]227*/
[3932]228void ParticleSystem::setLifeSpan(float lifeSpan, float randomLifeSpan)
229{
[3934]230  this->lifeSpan = lifeSpan;
231  this->randomLifeSpan = randomLifeSpan;
[3932]232}
233
[3945]234/**
[4836]235 *  sets the conserve Factor of newly created particles
[3945]236*/
[4430]237void ParticleSystem::setConserve(float conserve)
[3932]238{
[4430]239  if (conserve > 1.0)
240    this->conserve = 1.0;
241  else if (conserve < 0.0)
242    this->conserve = 0.0;
243  else
244    this->conserve = conserve;
[3932]245}
246
[4430]247/////////////////////////////
248/* Per-Particle Attributes */
249/////////////////////////////
[3945]250/**
[4836]251 *  sets a key in the radius-animation on a per-particle basis
252 * @param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1]
253 * @param radius the radius at this position
254 * @param randRadius the randRadius at this position
[4378]255*/
[4430]256void ParticleSystem::setRadius(float lifeCycleTime, float radius, float randRadius)
[4378]257{
[4649]258  this->radiusAnim.changeEntry(lifeCycleTime, radius);
259  this->randRadiusAnim.changeEntry(lifeCycleTime, randRadius);
[4378]260}
261
262/**
[4836]263 *  sets a key in the mass-animation on a per-particle basis
264 * @param lifeCycleTime the time (partilceLifeTime/particleAge) [0-1]
265 * @param mass the mass at this position
266 * @param randMass the randomMass at this position
[3945]267*/
[4430]268void ParticleSystem::setMass(float lifeCycleTime, float mass, float randMass)
[3932]269{
[4649]270  this->massAnim.changeEntry(lifeCycleTime, mass);
271  this->randMassAnim.changeEntry(lifeCycleTime, randMass);
[3932]272}
273
[3945]274/**
[4836]275 *  sets a key in the color-animation on a per-particle basis
276 * @param lifeCycleTime: the time (partilceLifeTime/particleAge) [0-1]
277 * @param red: red
278 * @param green: green
279 * @param blue: blue
280 * @param alpha: alpha
[4338]281*/
[4725]282void ParticleSystem::setColor(float lifeCycleTime, float red, float green, float blue, float alpha)
[4338]283{
[4649]284  this->colorAnim[0].changeEntry(lifeCycleTime, red);
285  this->colorAnim[1].changeEntry(lifeCycleTime, green);
286  this->colorAnim[2].changeEntry(lifeCycleTime, blue);
287  this->colorAnim[3].changeEntry(lifeCycleTime, alpha);
[4338]288}
289
290/**
[4836]291 *  ticks the system.
292 * @param dt the time to tick all the Particles of the System
[3932]293
[3945]294   this is used to get all the particles some motion
295*/
[3931]296void ParticleSystem::tick(float dt)
297{
[3934]298  Particle* tickPart = particles;  // the particle to Tick
[4692]299  Particle* prevPart = NULL;
[3934]300  while (likely(tickPart != NULL))
[3932]301    {
[4378]302      // applying force to the System.
[4385]303      if (likely (tickPart->mass > 0.0))
[4597]304        tickPart->velocity += tickPart->extForce / tickPart->mass * dt;
[4378]305      // rendering new position.
[4687]306      tickPart->position += tickPart->velocity * dt;
307      tickPart->orientation += tickPart->momentum *dt;
308
[4434]309      tickPart->radius = radiusAnim.getValue(tickPart->lifeCycle)
[4597]310        + randRadiusAnim.getValue(tickPart->lifeCycle) * tickPart->radiusRand;
[4434]311
312      tickPart->mass = massAnim.getValue(tickPart->lifeCycle)
[4597]313        + randMassAnim.getValue(tickPart->lifeCycle) * tickPart->massRand;
314
[4338]315      tickPart->extForce = Vector(0,0,0);
316
317      // applying Color
[4431]318      tickPart->color[0] = this->colorAnim[0].getValue(tickPart->lifeCycle);
319      tickPart->color[1] = this->colorAnim[1].getValue(tickPart->lifeCycle);
320      tickPart->color[2] = this->colorAnim[2].getValue(tickPart->lifeCycle);
321      tickPart->color[3] = this->colorAnim[3].getValue(tickPart->lifeCycle);
322
[3932]323      // many more to come
324
[3935]325      if (this->conserve < 1.0)
[4691]326      {
327        tickPart->velocity *= this->conserve;
328        tickPart->momentum *= this->conserve;
329      }
[3934]330      // find out if we have to delete tickPart
[4385]331      if (unlikely((tickPart->lifeCycle += dt/tickPart->lifeTime) >= 1.0))
[4597]332        {
333          // remove the particle from the list
334          if (likely(prevPart != NULL))
335            {
336              prevPart->next = tickPart->next;
337              tickPart->next = this->deadList;
338              this->deadList = tickPart;
339              tickPart = prevPart->next;
340            }
341          else
342            {
343              prevPart = NULL;
344              this->particles = tickPart->next;
345              tickPart->next = this->deadList;
346              this->deadList = tickPart;
347              tickPart = this->particles;
348            }
349          --this->count;
350        }
[3934]351      else
[4597]352        {
353          prevPart = tickPart;
354          tickPart = tickPart->next;
355        }
[3932]356    }
357}
358
[4597]359/**
[4836]360  *  applies some force to a Particle.
361  * @param field the Field to apply.
[4338]362 */
[4395]363void ParticleSystem::applyField(Field* field)
[4338]364{
365  Particle* tickPart = particles;
366  while (tickPart)
367    {
[4395]368      tickPart->extForce += field->calcForce(tickPart->position);
[4338]369      tickPart = tickPart->next;
370    }
371}
372
373
[3945]374/**
[4836]375 * @returns the count of Faces of this ParticleSystem
[4677]376 */
[4746]377unsigned int ParticleSystem::getFaceCount() const
[4677]378{
379  switch (this->particleType)
380  {
381    case PARTICLE_SPRITE:
382      return this->count;
383      break;
384    case PARTICLE_MODEL:
385      if (this->model)
386        return this->count * this->model->getFaceCount();
387      break;
388  }
389}
390
391
392/**
[4836]393 *  draws all the Particles of this System
[4338]394
395   The Cases in this Function all do the same:
396   Drawing all the particles with the appropriate Type.
397   This is just the fastest Way to do this, but will most likely be changed in the future.
[4663]398 */
[4746]399void ParticleSystem::draw() const
[3932]400{
[4176]401  glPushAttrib(GL_ENABLE_BIT);
[4338]402
[4176]403  Particle* drawPart = particles;
[4597]404
[4176]405  switch (this->particleType)
[4663]406  {
[4338]407    default:
[4176]408    case PARTICLE_SPRITE:
[4667]409      glDisable(GL_LIGHTING);
[4176]410      glMatrixMode(GL_MODELVIEW);
[4515]411      glDepthMask(GL_FALSE);
[4338]412
[4597]413      material->select();
[4863]414      glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
415
[4357]416      //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
[4338]417
[4597]418
[3934]419      while (likely(drawPart != NULL))
[4663]420      {
421        glColor4fv(drawPart->color);
[4836]422          //! @todo implement a faster code for the look-at Camera algorithm.
[4338]423
[4836]424        const PNode* camera = State::getCamera();  //!< @todo MUST be different
[4663]425        Vector cameraPos = camera->getAbsCoor();
[4827]426        Vector cameraTargetPos = State::getCameraTarget()->getAbsCoor();
[4663]427        Vector view = cameraTargetPos - cameraPos;
428        Vector up = Vector(0, 1, 0);
429        up = camera->getAbsDir().apply(up);
430        Vector h = up.cross(view);
431        Vector v = h.cross(view);
432        h.normalize();
433        v.normalize();
434        v *= .5 * drawPart->radius;
435        h *= .5 * drawPart->radius;
[4338]436
[4663]437        glBegin(GL_TRIANGLE_STRIP);
438        glTexCoord2i(1, 1);
439        glVertex3f(drawPart->position.x - h.x - v.x,
440                   drawPart->position.y - h.y - v.y,
441                   drawPart->position.z - h.z - v.z);
442        glTexCoord2i(0, 1);
443        glVertex3f(drawPart->position.x - h.x + v.x,
444                   drawPart->position.y - h.y + v.y,
445                   drawPart->position.z - h.z + v.z);
446        glTexCoord2i(1, 0);
447        glVertex3f(drawPart->position.x + h.x - v.x,
448                   drawPart->position.y + h.y - v.y,
449                   drawPart->position.z + h.z - v.z);
450        glTexCoord2i(0, 0);
451        glVertex3f(drawPart->position.x + h.x + v.x,
452                   drawPart->position.y + h.y + v.y,
453                   drawPart->position.z + h.z + v.z);
[4338]454
[4663]455        glEnd();
[4597]456
[4663]457        drawPart = drawPart->next;
458      }
[4515]459      glDepthMask(GL_TRUE);
[4176]460      break;
461
462    case PARTICLE_SPARK:
[4667]463      glDisable(GL_LIGHTING);
[4716]464      glDepthMask(GL_FALSE);
465      //glEnable(GL_LINE_SMOOTH);
466      glEnable(GL_BLEND);
467
[4176]468      glBegin(GL_LINES);
469      while (likely(drawPart != NULL))
[4663]470      {
471        glColor4fv(drawPart->color);
472        glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z);
[4716]473        glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius,
474                   drawPart->position.y - drawPart->velocity.y * drawPart->radius,
475                   drawPart->position.z - drawPart->velocity.z * drawPart->radius);
[4663]476        drawPart = drawPart->next;
477      }
[4176]478      glEnd();
479      break;
[4597]480
[4663]481    case PARTICLE_MODEL:
482      {
[4687]483        GLfloat matrix[4][4];
[4663]484
[4687]485        if (likely(this->model != NULL))
486          while (likely(drawPart != NULL))
487        {
488          glPushMatrix();
489          glMatrixMode(GL_MODELVIEW);
490          /* move */
491          glTranslatef(drawPart->position.x, drawPart->position.y, drawPart->position.z);
492          /* scale */
493          glScalef(drawPart->radius, drawPart->radius, drawPart->radius);
494          /* rotate */
495          drawPart->orientation.matrix (matrix);
496          glMultMatrixf((float*)matrix);
[4663]497
[4687]498          this->model->draw();
[4663]499
[4687]500          glPopMatrix();
501          drawPart = drawPart->next;
502        }
[4726]503        else
[4732]504          PRINTF(2)("no model loaded onto ParticleSystem-%s\n", this->getName());
[4663]505      }
506      break;
507
[4176]508    case PARTICLE_DOT:
[4667]509      glDisable(GL_LIGHTING);
[4176]510      glBegin(GL_POINTS);
511      while (likely(drawPart != NULL))
[4663]512      {
513        glColor4fv(drawPart->color);
[4338]514
[4663]515        glLineWidth(drawPart->radius);
[4176]516
[4663]517        glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z);
518        drawPart = drawPart->next;
519      }
[4176]520      glEnd();
521      break;
[4663]522  }
[4176]523  glPopAttrib();
[3932]524}
525
[3945]526/**
[4836]527 *  adds a new Particle to the System
528 * @param position the initial position, where the particle gets emitted.
529 * @param velocity the initial velocity of the particle.
530 * @param orientation the initial orientation of the Paritcle.
531 * @param momentum the initial momentum of the Particle (the speed of its rotation).
532 * @param data some more data given by the emitter
[3945]533*/
[4690]534void ParticleSystem::addParticle(const Vector& position, const Vector& velocity, const Quaternion& orientation, const Quaternion& momentum, unsigned int data)
[3932]535{
[3934]536  if (this->count <= this->maxCount)
[3932]537    {
[3934]538      // if it is the first Particle
539      if (unlikely(particles == NULL))
[4597]540        {
541          if (likely(deadList != NULL))
542            {
543              this->particles = this->deadList;
544              deadList = deadList->next;
545            }
546          else
547            {
548              PRINTF(5)("Generating new Particle\n");
549              this->particles = new Particle;
550            }
551          this->particles->next = NULL;
552        }
[3934]553      // filling the List from the beginning
554      else
[4597]555        {
556          Particle* tmpPart;
557          if (likely(deadList != NULL))
558            {
559              tmpPart = this->deadList;
560              deadList = deadList->next;
561            }
562          else
563            {
564              PRINTF(5)("Generating new Particle\n");
565              tmpPart = new Particle;
566            }
567          tmpPart->next = this->particles;
568          this->particles = tmpPart;
569        }
[4338]570      particles->lifeTime = this->lifeSpan + (float)(rand()/RAND_MAX)* this->randomLifeSpan;
571      particles->lifeCycle = 0.0;
[3934]572      particles->position = position;
573      particles->velocity = velocity;
[3951]574
[4690]575      particles->orientation = orientation;
576      particles->momentum = momentum;
[4687]577
[4836]578      //  particle->rotation = ; //! @todo rotation is once again something to be done.
[4434]579      particles->massRand = 2*(float)rand()/RAND_MAX -1;
580      particles->radiusRand = 2* (float)rand()/RAND_MAX -1;
581      particles->mass = this->massAnim.getValue(0.0) + this->randMassAnim.getValue(0.0)*particles->massRand;
582      particles->radius = this->radiusAnim.getValue(0.0) + this->randRadiusAnim.getValue(0.0)*particles->radiusRand;
[3934]583
584      ++this->count;
[3932]585    }
586  else
[4017]587    PRINTF(5)("maximum count of particles reached not adding any more\n");
[3932]588}
[3931]589
[3944]590/**
[4836]591 *  outputs some nice debug information
[3944]592*/
[4746]593void ParticleSystem::debug() const
[3944]594{
[4726]595  PRINT(0)("  ParticleSystem %s, type: ", this->getName());
596  {
597      if (this->particleType == PARTICLE_MODEL)
598        PRINT(0)("model");
599      else if (this->particleType == PARTICLE_SPRITE)
600        PRINT(0)("sprite");
601      else if (this->particleType == PARTICLE_DOT)
602        PRINT(0)("dot");
603      else if (this->particleType == PARTICLE_SPARK)
604        PRINT(0)("spark");
605
606      PRINT(0)("\n");
607  }
608
[3944]609  PRINT(0)("  ParticleCount: %d, maximumCount: %d :: filled %d%%\n", this->count, this->maxCount, 100*this->count/this->maxCount);
[4123]610  if (deadList)
611    {
612      PRINT(0)("  - ParticleDeadList is used: ");
613      int i = 1;
614      Particle* tmpPart = this->deadList;
615      while (tmpPart = tmpPart->next) ++i;
616      PRINT(0)("count: %d\n", i);
617    }
[3944]618}
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