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Changes between Initial Version and Version 1 of ~archive/ParticleEngine


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Timestamp:
Nov 27, 2007, 10:35:36 PM (17 years ago)
Author:
landauf
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  • ~archive/ParticleEngine

    v1 v1  
     1= ParticleEngine =
     2Particles are an easy to use, fast and efficient way to produce many different volumetric effects like
     3  * snow
     4  * dust
     5  * smoke
     6  * fire
     7  * commets
     8  * and much more
     9normally they are quite tiny objects, that follow some laws like velocity, forces and so on...
     10
     11== properties ==
     12each particle has some properties that are given to it by its ParticleSystem.
     13those are:
     14{{{
     15#!cpp
     16  float         lifeTime;            //!< The time this particle has to live.
     17  float         lifeCycle;           //!< The fraction of time passed. (in percentage of its lifeTime)
     18
     19  Vector        position;            //!< The current position of this particle.
     20  Vector        velocity;            //!< The current velocity of this particle.
     21  Vector        extForce;            //!< The external Force that influences this Particle.
     22  Quaternion    rotation;            //!< The current rotation of this particle.
     23  float         mass;                //!< The mass of this particle.
     24  float         massRand;            //!< A random mass
     25  float         radius;              //!< The current size of this particle.
     26  float         radiusRand;          //!< a random Radius
     27  GLfloat       color [4];           //!< A Color for the particles.
     28}}}
     29through the ParticleSystem, they are all animatable.
     30(if you are interested in more detail how you can animate this stuff visit: [http://www.orxonox.ethz.ch/trunk/doc/html/annotated.html this] and goto ParticleSystem.
     31
     32== How It Works ==
     33https://www.orxonox.net/additionals/ParticleEngine.png
     34
     35__GENERAL IDEA__
     36
     37The Diagram above shows how the flow of the ParticleEngine works.
     38  1. The driver(world.cc) tells the ParticleEngine what to do (either tick or draw)
     39  2. The ParticleEngine tells the ParticleEmitter's to emitt into their ParticleSystem's
     40  3. The ParticleEngine telss the ParticleSystem's to tick themselves.
     41    moves/iterates/removes particles
     42  4. The ParticleEngine tells the ParticleSystem's to draw themselves
     43
     44__IN ORXONOX__
     45  1. All the ParticleSystems are WorldEntitites and as such are drawn within the internal engine. So our framework acts as ParticleEngine
     46  2. Emitters have one/or no ParticleSystem in which they emit into. The ParticleSystems tell them to emit
     47  3. Systems have multiple emitters, and they are tickt and drawn in ORXONOX OM_ENVIRON_TICK (see ObjectManager)
     48
     49== Creation ==
     50  1. hardcoded
     51{{{
     52#!cpp
     53/* create a ParticleSystem */
     54ParticleSystem* system = new SpriteParticles(100000);
     55/* create a ParticleEmitter */
     56ParticleEmitter* emitter = new ParticleEmitter(Vector(-1, 0, 0), M_PI_4, 400, .5);
     57/* let the emitter emit into system */
     58emitter->setSystem(system)
     59// or
     60system->addEmitter(emitter);
     61
     62}}}
     63  2. lodeable
     64   this is the easiest version see the LoadParam page for more information on howto do this
     65
     66you could also use one of the many functions, to let the Particles look better, but this is for you to decide.