MegaGlest/source/shared_lib/sources/graphics/particle.cpp

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// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "math_wrapper.h"
#include "particle.h"
#include <stdexcept>
#include <cassert>
#include <algorithm>
#include "util.h"
#include "particle_renderer.h"
#include "math_util.h"
#include "platform_common.h"
#include "conversion.h"
#include "model.h"
#include "leak_dumper.h"
using namespace std;
using namespace Shared::Util;
using namespace Shared::PlatformCommon;
namespace Shared {
namespace Graphics {
// =====================================================
// class ParticleSystem
// =====================================================
const bool checkMemory = false;
static map<void *,int> memoryObjectList;
void Particle::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *particleNode = rootNode->addChild("Particle");
// Vec3f pos;
particleNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// Vec3f lastPos;
particleNode->addAttribute("lastPos",lastPos.getString(), mapTagReplacements);
// Vec3f speed;
particleNode->addAttribute("speed",speed.getString(), mapTagReplacements);
// Vec3f accel;
particleNode->addAttribute("accel",accel.getString(), mapTagReplacements);
// Vec4f color;
particleNode->addAttribute("color",color.getString(), mapTagReplacements);
// float size;
particleNode->addAttribute("size",floatToStr(size), mapTagReplacements);
// int energy;
particleNode->addAttribute("energy",intToStr(energy), mapTagReplacements);
}
void Particle::loadGame(const XmlNode *rootNode) {
const XmlNode *particleNode = rootNode;
//particleNode = aiNode->getAttribute("startLoc")->getIntValue();
// Vec3f pos;
pos = Vec3f::strToVec3(particleNode->getAttribute("pos")->getValue());
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(particleNode->getAttribute("lastPos")->getValue());
// Vec3f speed;
speed = Vec3f::strToVec3(particleNode->getAttribute("speed")->getValue());
// Vec3f accel;
accel = Vec3f::strToVec3(particleNode->getAttribute("accel")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleNode->getAttribute("color")->getValue());
// float size;
size = particleNode->getAttribute("size")->getFloatValue();
// int energy;
energy = particleNode->getAttribute("energy")->getIntValue();
}
ParticleSystem::ParticleSystem(int particleCount) {
if(checkMemory) {
printf("++ Create ParticleSystem [%p]\n",this);
memoryObjectList[this]++;
}
//assert(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == false);
//init particle vector
blendMode= bmOne;
//particles= new Particle[particleCount];
particles.clear();
//particles.reserve(particleCount);
particles.resize(particleCount);
state= sPlay;
aliveParticleCount= 0;
active= true;
visible= true;
//vars
texture= NULL;
particleObserver= NULL;
//params
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this->particleCount= particleCount;
//this->particleCount= particles.size();
maxParticleEnergy= 250;
varParticleEnergy= 50;
pos= Vec3f(0.0f);
color= Vec4f(1.0f);
colorNoEnergy= Vec4f(0.0f);
emissionRate= 15.0f;
emissionState= 1.0f; // initialized with 1 because we must have at least one particle in the beginning!
speed= 1.0f;
teamcolorNoEnergy= false;
teamcolorEnergy= false;
alternations= 0;
particleSystemStartDelay= 0;
}
ParticleSystem::~ParticleSystem(){
if(checkMemory) {
printf("-- Delete ParticleSystem [%p]\n",this);
memoryObjectList[this]--;
assert(memoryObjectList[this] == 0);
}
//delete [] particles;
particles.clear();
delete particleObserver;
particleObserver = NULL;
}
// =============== VIRTUAL ======================
//updates all living particles and creates new ones
void ParticleSystem::update(){
if(aliveParticleCount > (int) particles.size()){
throw runtime_error("aliveParticleCount >= particles.size()");
}
if(particleSystemStartDelay>0){
particleSystemStartDelay--;
}
else if(state != sPause){
for(int i= 0; i < aliveParticleCount; ++i){
updateParticle(&particles[i]);
if(deathTest(&particles[i])){
//kill the particle
killParticle(&particles[i]);
//maintain alive particles at front of the array
if(aliveParticleCount > 0){
particles[i]= particles[aliveParticleCount];
}
}
}
if(state != ParticleSystem::sFade){
emissionState= emissionState + emissionRate;
int emissionIntValue= (int) emissionState;
for(int i= 0; i < emissionIntValue; i++){
Particle *p= createParticle();
initParticle(p, i);
}
emissionState= emissionState - (float) emissionIntValue;
}
}
}
void ParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
if(active){
pr->renderSystem(this);
}
}
ParticleSystem::BlendMode ParticleSystem::strToBlendMode(const string &str){
if(str == "normal"){
return bmOne;
}
else if(str == "black"){
return bmOneMinusAlpha;
}
else{
throw runtime_error("Unknown particle mode: " + str);
}
}
// =============== SET ==========================
void ParticleSystem::setState(State state){
this->state= state;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setState(state);
}
void ParticleSystem::setTexture(Texture *texture){
this->texture= texture;
}
void ParticleSystem::setPos(Vec3f pos){
this->pos= pos;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setPos(pos);
}
void ParticleSystem::setColor(Vec4f color){
this->color= color;
}
void ParticleSystem::setColorNoEnergy(Vec4f colorNoEnergy){
this->colorNoEnergy= colorNoEnergy;
}
void ParticleSystem::setEmissionRate(float emissionRate){
this->emissionRate= emissionRate;
}
void ParticleSystem::setMaxParticleEnergy(int maxParticleEnergy){
this->maxParticleEnergy= maxParticleEnergy;
}
void ParticleSystem::setVarParticleEnergy(int varParticleEnergy){
this->varParticleEnergy= varParticleEnergy;
}
void ParticleSystem::setParticleSize(float particleSize){
this->particleSize= particleSize;
}
void ParticleSystem::setSpeed(float speed){
this->speed= speed;
}
void ParticleSystem::setActive(bool active){
this->active= active;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setActive(active);
}
void ParticleSystem::setObserver(ParticleObserver *particleObserver){
this->particleObserver= particleObserver;
}
ParticleSystem* ParticleSystem::getChild(int i){
throw std::out_of_range("ParticleSystem::getChild bad");
}
void ParticleSystem::setVisible(bool visible){
this->visible= visible;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setVisible(visible);
}
void ParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *particleSystemNode = rootNode->addChild("ParticleSystem");
// std::vector<Particle> particles;
for(unsigned int i = 0; i < particles.size(); ++i) {
Particle &particle = particles[i];
particle.saveGame(particleSystemNode);
}
// RandomGen random;
particleSystemNode->addAttribute("random",intToStr(random.getLastNumber()), mapTagReplacements);
// BlendMode blendMode;
particleSystemNode->addAttribute("blendMode",intToStr(blendMode), mapTagReplacements);
// State state;
particleSystemNode->addAttribute("state",intToStr(state), mapTagReplacements);
// bool active;
particleSystemNode->addAttribute("active",intToStr(active), mapTagReplacements);
// bool visible;
particleSystemNode->addAttribute("visible",intToStr(visible), mapTagReplacements);
// int aliveParticleCount;
particleSystemNode->addAttribute("aliveParticleCount",intToStr(aliveParticleCount), mapTagReplacements);
// int particleCount;
particleSystemNode->addAttribute("particleCount",intToStr(particleCount), mapTagReplacements);
//
// Texture *texture;
// Vec3f pos;
particleSystemNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// Vec4f color;
particleSystemNode->addAttribute("color",color.getString(), mapTagReplacements);
// Vec4f colorNoEnergy;
particleSystemNode->addAttribute("colorNoEnergy",colorNoEnergy.getString(), mapTagReplacements);
// float emissionRate;
particleSystemNode->addAttribute("emissionRate",floatToStr(emissionRate), mapTagReplacements);
// float emissionState;
particleSystemNode->addAttribute("emissionState",floatToStr(emissionState), mapTagReplacements);
// int maxParticleEnergy;
particleSystemNode->addAttribute("maxParticleEnergy",intToStr(maxParticleEnergy), mapTagReplacements);
// int varParticleEnergy;
particleSystemNode->addAttribute("varParticleEnergy",intToStr(varParticleEnergy), mapTagReplacements);
// float particleSize;
particleSystemNode->addAttribute("particleSize",floatToStr(particleSize), mapTagReplacements);
// float speed;
particleSystemNode->addAttribute("speed",floatToStr(speed), mapTagReplacements);
// Vec3f factionColor;
particleSystemNode->addAttribute("factionColor",factionColor.getString(), mapTagReplacements);
// bool teamcolorNoEnergy;
particleSystemNode->addAttribute("teamcolorNoEnergy",intToStr(teamcolorNoEnergy), mapTagReplacements);
// bool teamcolorEnergy;
particleSystemNode->addAttribute("teamcolorEnergy",intToStr(teamcolorEnergy), mapTagReplacements);
// int alternations;
particleSystemNode->addAttribute("alternations",intToStr(alternations), mapTagReplacements);
// int particleSystemStartDelay;
particleSystemNode->addAttribute("particleSystemStartDelay",intToStr(particleSystemStartDelay), mapTagReplacements);
// ParticleObserver *particleObserver;
if(particleObserver != NULL) {
particleObserver->saveGame(particleSystemNode);
}
}
void ParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *particleSystemNode = rootNode->getChild("ParticleSystem");
// std::vector<Particle> particles;
// for(unsigned int i = 0; i < particles.size(); ++i) {
// Particle &particle = particles[i];
// particle.saveGame(particleSystemNode);
// }
vector<XmlNode *> particleNodeList = particleSystemNode->getChildList("Particle");
for(unsigned int i = 0; i < particleNodeList.size(); ++i) {
XmlNode *node = particleNodeList[i];
Particle particle;
particle.loadGame(node);
particles.push_back(particle);
}
// RandomGen random;
random.setLastNumber(particleSystemNode->getAttribute("random")->getIntValue());
// BlendMode blendMode;
blendMode = static_cast<BlendMode>(particleSystemNode->getAttribute("blendMode")->getIntValue());
// State state;
state = static_cast<State>(particleSystemNode->getAttribute("state")->getIntValue());
// bool active;
active = particleSystemNode->getAttribute("active")->getIntValue();
// bool visible;
visible = particleSystemNode->getAttribute("visible")->getIntValue();
// int aliveParticleCount;
aliveParticleCount = particleSystemNode->getAttribute("aliveParticleCount")->getIntValue();
// int particleCount;
particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
//
// Texture *texture;
// Vec3f pos;
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleSystemNode->getAttribute("color")->getValue());
// Vec4f colorNoEnergy;
colorNoEnergy = Vec4f::strToVec4(particleSystemNode->getAttribute("colorNoEnergy")->getValue());
// float emissionRate;
emissionRate = particleSystemNode->getAttribute("emissionRate")->getFloatValue();
// float emissionState;
emissionState = particleSystemNode->getAttribute("emissionState")->getFloatValue();
// int maxParticleEnergy;
maxParticleEnergy = particleSystemNode->getAttribute("maxParticleEnergy")->getIntValue();
// int varParticleEnergy;
varParticleEnergy = particleSystemNode->getAttribute("varParticleEnergy")->getIntValue();
// float particleSize;
particleSize = particleSystemNode->getAttribute("particleSize")->getFloatValue();
// float speed;
speed = particleSystemNode->getAttribute("speed")->getFloatValue();
// Vec3f factionColor;
factionColor = Vec3f::strToVec3(particleSystemNode->getAttribute("factionColor")->getValue());
// bool teamcolorNoEnergy;
teamcolorNoEnergy = particleSystemNode->getAttribute("teamcolorNoEnergy")->getIntValue();
// bool teamcolorEnergy;
teamcolorEnergy = particleSystemNode->getAttribute("teamcolorEnergy")->getIntValue();
// int alternations;
alternations = particleSystemNode->getAttribute("alternations")->getIntValue();
// int particleSystemStartDelay;
particleSystemStartDelay = particleSystemNode->getAttribute("particleSystemStartDelay")->getIntValue();
// ParticleObserver *particleObserver;
//if(particleObserver != NULL) {
// particleObserver->loadGame(particleSystemNode);
//}
}
// =============== MISC =========================
void ParticleSystem::fade(){
if(particleObserver != NULL){
if(state != sPlay) {
char szBuf[4096]="";
sprintf(szBuf,"state != sPlay, state = [%d]",state);
//throw runtime_error(szBuf);
//printf(szBuf);
SystemFlags::OutputDebug(SystemFlags::debugError,"%s",szBuf);
}
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assert(state == sPlay);
}
state= sFade;
if(particleObserver != NULL){
particleObserver->update(this);
}
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->fade();
}
int ParticleSystem::isEmpty() const{
assert(aliveParticleCount>=0);
return aliveParticleCount == 0 && state != sPause;
}
// =============== PROTECTED =========================
// if there is one dead particle it returns it else, return the particle with
// less energy
Particle * ParticleSystem::createParticle(){
//if any dead particles
if(aliveParticleCount < particleCount){
++aliveParticleCount;
return &particles[aliveParticleCount - 1];
}
//if not
int minEnergy= particles[0].energy;
int minEnergyParticle= 0;
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for(int i= 0; i < particleCount; ++i){
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if(particles[i].energy < minEnergy){
minEnergy= particles[i].energy;
minEnergyParticle= i;
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}
}
return &particles[minEnergyParticle];
/*
//if any dead particles
if(aliveParticleCount < particleCount) {
++aliveParticleCount;
return &particles[aliveParticleCount-1];
}
//if not
int minEnergy = particles[0].energy;
int minEnergyParticle = 0;
for(int i = 0; i < particleCount; ++i){
if(particles[i].energy < minEnergy){
minEnergy = particles[i].energy;
minEnergyParticle = i;
}
}
return &particles[minEnergyParticle];
*/
}
void ParticleSystem::initParticle(Particle *p, int particleIndex){
p->pos= pos;
p->lastPos= p->pos;
p->speed= Vec3f(0.0f);
p->accel= Vec3f(0.0f);
p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
p->size= particleSize;
p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
}
void ParticleSystem::updateParticle(Particle *p){
p->lastPos= p->pos;
p->pos= p->pos + p->speed;
p->speed= p->speed + p->accel;
p->energy--;
}
bool ParticleSystem::deathTest(Particle *p){
return p->energy <= 0;
}
void ParticleSystem::killParticle(Particle *p){
aliveParticleCount--;
}
void ParticleSystem::setFactionColor(Vec3f factionColor){
this->factionColor= factionColor;
Vec3f tmpCol;
if(teamcolorEnergy){
this->color= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->color.w);
}
if(teamcolorNoEnergy){
this->colorNoEnergy= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->colorNoEnergy.w);
}
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setFactionColor(factionColor);
}
// ===========================================================================
// FireParticleSystem
// ===========================================================================
FireParticleSystem::FireParticleSystem(int particleCount) :
ParticleSystem(particleCount){
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
}
void FireParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float ang= random.randRange(-2.0f * pi, 2.0f * pi);
#ifdef USE_STREFLOP
float mod= streflop::fabsf(static_cast<streflop::Simple>(random.randRange(-radius, radius)));
float x= streflop::sinf(static_cast<streflop::Simple>(ang))*mod;
float y= streflop::cosf(static_cast<streflop::Simple>(ang))*mod;
float radRatio= streflop::sqrtf(static_cast<streflop::Simple>(mod/radius));
#else
float mod= fabsf(random.randRange(-radius, radius));
float x= sinf(ang) * mod;
float y= cosf(ang) * mod;
float radRatio= sqrtf((mod / radius));
#endif
p->color= colorNoEnergy * 0.5f + colorNoEnergy * 0.5f * radRatio;
p->energy= static_cast<int> (maxParticleEnergy * radRatio)
+ random.randRange(-varParticleEnergy, varParticleEnergy);
p->pos= Vec3f(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
p->lastPos= pos;
p->size= particleSize;
p->speed= Vec3f(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
}
void FireParticleSystem::updateParticle(Particle *p){
p->lastPos= p->pos;
p->pos= p->pos + p->speed;
p->energy--;
if(p->color.x > 0.0f)
p->color.x*= 0.98f;
if(p->color.y > 0.0f)
p->color.y*= 0.98f;
if(p->color.w > 0.0f)
p->color.w*= 0.98f;
p->speed.x*= 1.001f;
}
// ================= SET PARAMS ====================
void FireParticleSystem::setRadius(float radius){
this->radius= radius;
}
void FireParticleSystem::setWind(float windAngle, float windSpeed){
#ifdef USE_STREFLOP
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
#else
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
#endif
}
void FireParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *fireParticleSystemNode = rootNode->addChild("FireParticleSystem");
ParticleSystem::saveGame(fireParticleSystemNode);
// float radius;
fireParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// Vec3f windSpeed;
fireParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
}
void FireParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *fireParticleSystemNode = rootNode;
ParticleSystem::loadGame(fireParticleSystemNode);
// float radius;
radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
}
// ===========================================================================
// GameParticleSystem
// ===========================================================================
GameParticleSystem::GameParticleSystem(int particleCount):
ParticleSystem(particleCount),
primitive(pQuad),
model(NULL),
modelCycle(0.0f),
tween(0.0f),
offset(0.0f),
direction(0.0f, 1.0f, 0.0f)
{}
GameParticleSystem::~GameParticleSystem(){
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for(Children::iterator it= children.begin(); it != children.end(); ++it){
(*it)->setParent(NULL);
(*it)->fade();
}
}
GameParticleSystem::Primitive GameParticleSystem::strToPrimitive(const string &str){
if(str == "quad"){
return pQuad;
}
else if(str == "line"){
return pLine;
}
else{
throw runtime_error("Unknown particle primitive: " + str);
}
}
int GameParticleSystem::getChildCount(){
return children.size();
}
ParticleSystem* GameParticleSystem::getChild(int i){
return children.at(i); // does bounds checking
}
void GameParticleSystem::addChild(UnitParticleSystem* child) {
assert(!child->getParent());
child->setParent(this);
children.push_back(child);
}
void GameParticleSystem::removeChild(UnitParticleSystem* child){
assert(this == child->getParent());
Children::iterator it = std::find(children.begin(),children.end(),child);
assert(it != children.end());
children.erase(it);
}
void GameParticleSystem::setPos(Vec3f pos){
this->pos= pos;
positionChildren();
}
void GameParticleSystem::positionChildren() {
Vec3f child_pos = pos - offset;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setPos(child_pos);
}
void GameParticleSystem::setOffset(Vec3f offset){
this->offset= offset;
positionChildren();
}
void GameParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
if(active){
if(model != NULL){
pr->renderModel(this, mr);
}
switch(primitive){
case pQuad:
pr->renderSystem(this);
break;
case pLine:
pr->renderSystemLine(this);
break;
default:
assert(false);
}
}
}
void GameParticleSystem::setTween(float relative,float absolute) {
if(model){
// animation?
if(modelCycle == 0.0f) {
tween= relative;
}
else {
#ifdef USE_STREFLOP
if(streflop::fabs(static_cast<streflop::Simple>(absolute)) <= 0.00001f){
#else
if(fabs(absolute) <= 0.00001f){
#endif
tween = 0.0f;
}
else {
#ifdef USE_STREFLOP
tween= streflop::fmod(static_cast<streflop::Simple>(absolute), static_cast<streflop::Simple>(modelCycle));
#else
tween= fmod(absolute, modelCycle);
#endif
tween /= modelCycle;
}
}
truncateDecimal<float>(tween);
if(tween < 0.0f || tween > 1.0f) {
//printf("In [%s::%s Line: %d] WARNING setting tween to [%f] clamping tween, modelCycle [%f] absolute [%f] relative [%f]\n",__FILE__,__FUNCTION__,__LINE__,tween,modelCycle,absolute,relative);
//assert(tween >= 0.0f && tween <= 1.0f);
}
tween= clamp(tween, 0.0f, 1.0f);
}
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for(Children::iterator it= children.begin(); it != children.end(); ++it)
(*it)->setTween(relative,absolute);
}
void GameParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
ParticleSystem::saveGame(gameParticleSystemNode);
// Children children;
for(unsigned int i = 0; i < children.size(); ++i) {
children[i]->saveGame(gameParticleSystemNode);
}
// Primitive primitive;
gameParticleSystemNode->addAttribute("primitive",intToStr(primitive), mapTagReplacements);
// Model *model;
if(model != NULL) {
gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
}
// float modelCycle;
gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
// Vec3f offset;
gameParticleSystemNode->addAttribute("offset",offset.getString(), mapTagReplacements);
// Vec3f direction;
gameParticleSystemNode->addAttribute("direction",direction.getString(), mapTagReplacements);
// float tween;
gameParticleSystemNode->addAttribute("tween",floatToStr(tween), mapTagReplacements);
}
void GameParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *gameParticleSystemNode = rootNode;
ParticleSystem::loadGame(gameParticleSystemNode);
//radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Children children;
// for(unsigned int i = 0; i < children.size(); ++i) {
// children[i]->saveGame(gameParticleSystemNode);
// }
vector<XmlNode *> childrenNodeList = gameParticleSystemNode->getChildList("UnitParticleSystem");
for(unsigned int i = 0; i < childrenNodeList.size(); ++i) {
XmlNode *node = childrenNodeList[i];
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
children.push_back(ups);
}
// Primitive primitive;
primitive = static_cast<Primitive>(gameParticleSystemNode->getAttribute("primitive")->getIntValue());
// Model *model;
//if(model != NULL) {
// gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
//}
// float modelCycle;
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
// Vec3f offset;
offset = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("modelCycle")->getValue());
// Vec3f direction;
direction = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
// float tween;
tween = gameParticleSystemNode->getAttribute("tween")->getFloatValue();
}
// ===========================================================================
// UnitParticleSystem
// ===========================================================================
bool UnitParticleSystem::isNight= false;
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
UnitParticleSystem::UnitParticleSystem(int particleCount):
GameParticleSystem(particleCount),
parent(NULL){
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
sizeNoEnergy=1.0f;
primitive= pQuad;
gravity= 0.0f;
fixed= false;
shape = UnitParticleSystem::sLinear;
angle= 0.0f;
rotation= 0.0f;
relativeDirection= true;
relative= false;
staticParticleCount= 0;
isVisibleAtNight= true;
isVisibleAtDay= true;
isDaylightAffected= false;
cRotation= Vec3f(1.0f, 1.0f, 1.0f);
fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
//prepare system for given staticParticleCount
if(staticParticleCount > 0){
emissionState= (float) staticParticleCount;
}
energyUp= false;
delay = 0; // none
lifetime = -1; // forever
emissionRateFade=0.0f;
startTime = 0;
endTime = 1;
radiusBasedStartenergy = false;
}
UnitParticleSystem::~UnitParticleSystem(){
if(parent){
parent->removeChild(this);
}
}
bool UnitParticleSystem::getVisible() const{
if((isNight==true) && (isVisibleAtNight==true)){
return visible;
}
else if((isNight==false) && (isVisibleAtDay==true)){
return visible;
}
else return false;
}
void UnitParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr) {
GameParticleSystem::render(pr,mr);
}
void UnitParticleSystem::setRotation(float rotation){
this->rotation= rotation;
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for(Children::iterator it= children.begin(); it != children.end(); ++it)
(*it)->setRotation(rotation);
}
void UnitParticleSystem::fade(){
if(!parent || (lifetime<=0 && !(emissionRateFade && emissionRate > 0))){ // particle has its own lifetime?
GameParticleSystem::fade();
}
}
UnitParticleSystem::Shape UnitParticleSystem::strToShape(const string& str){
if(str == "spherical"){
return sSpherical;
}
else if(str == "conical"){
return sConical;
}
else if(str == "linear"){
return sLinear;
}
else{
throw runtime_error("Unknown particle shape: " + str);
}
}
void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
const float ang= random.randRange(-2.0f * pi, 2.0f * pi);
#ifdef USE_STREFLOP
const float mod= streflop::fabsf(static_cast<streflop::Simple>(random.randRange(-radius, radius)));
const float radRatio= streflop::sqrtf(static_cast<streflop::Simple>(mod/radius));
#else
const float mod= fabsf(random.randRange(-radius, radius));
const float radRatio= sqrtf(mod / radius);
#endif
p->color= color;
if(radiusBasedStartenergy == true){
p->energy= static_cast<int> (maxParticleEnergy * radRatio) + random.randRange(-varParticleEnergy,
varParticleEnergy);
}
else{
p->energy= static_cast<int> (maxParticleEnergy) + random.randRange(-varParticleEnergy, varParticleEnergy);
}
p->lastPos= pos;
oldPosition= pos;
p->size= particleSize;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
// work out where we start for our shape (set speed and pos)
switch(shape){
case sSpherical:
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angle = (float)random.randRange(0,360);
// fall through
case sConical:{
Vec2f horiz = Vec2f(1,0).rotate(ang);
Vec2f vert = Vec2f(1,0).rotate(degToRad(angle));
Vec3f start = Vec3f(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
p->speed = start * speed;
start = start * random.randRange(minRadius,radius);
p->pos = pos + offset + start;
} break;
case sLinear:{
#ifdef USE_STREFLOP
float x= streflop::sinf(static_cast<streflop::Simple>(ang))*mod;
float y= streflop::cosf(static_cast<streflop::Simple>(ang))*mod;
#else
float x= sinf(ang) * mod;
float y= cosf(ang) * mod;
#endif
const float rad= degToRad(rotation);
if(!relative){
p->pos= Vec3f(pos.x + x + offset.x, pos.y + random.randRange(-radius / 2, radius / 2) + offset.y, pos.z + y
+ offset.z);
}
else{// rotate it according to rotation
#ifdef USE_STREFLOP
p->pos= Vec3f(pos.x+x+offset.z*streflop::sinf(static_cast<streflop::Simple>(rad))+offset.x*streflop::cosf(static_cast<streflop::Simple>(rad)), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*streflop::cosf(static_cast<streflop::Simple>(rad))-offset.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
#else
p->pos= Vec3f(pos.x + x + offset.z * sinf(rad) + offset.x * cosf(rad), pos.y + random.randRange(-radius / 2,
radius / 2) + offset.y, pos.z + y + (offset.z * cosf(rad) - offset.x * sinf(rad)));
#endif
}
p->speed= Vec3f(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
* random.randRange(-0.5f, 0.5f), direction.z + direction.z * random.randRange(-0.5f, 0.5f));
p->speed= p->speed * speed;
if(relative && relativeDirection){
#ifdef USE_STREFLOP
p->speed=Vec3f(p->speed.z*streflop::sinf(static_cast<streflop::Simple>(rad))+p->speed.x*streflop::cosf(static_cast<streflop::Simple>(rad)),p->speed.y,(p->speed.z*streflop::cosf(static_cast<streflop::Simple>(rad))-p->speed.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
#else
p->speed= Vec3f(p->speed.z * sinf(rad) + p->speed.x * cosf(rad), p->speed.y, (p->speed.z * cosf(rad)
- p->speed.x * sinf(rad)));
#endif
}
} break;
default: throw runtime_error("bad shape");
}
}
void UnitParticleSystem::update(){
// delay and timeline are only applicable for child particles
if(parent && delay>0 && delay--){
return;
}
if(parent && lifetime>0 && !--lifetime) {
fade();
}
if(state != sPause) {
emissionRate-= emissionRateFade;
if(parent && emissionRate < 0.0f) {
fade();
}
}
if(fixed){
fixedAddition= Vec3f(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
oldPosition= pos;
}
ParticleSystem::update();
}
void UnitParticleSystem::updateParticle(Particle *p){
float energyRatio;
if(alternations > 0){
int interval= (maxParticleEnergy / alternations);
float moduloValue= static_cast<int> (static_cast<float> (p->energy)) % interval;
if(moduloValue < interval / 2){
energyRatio= (interval - moduloValue) / interval;
}
else{
energyRatio= moduloValue / interval;
}
energyRatio= clamp(energyRatio, 0.f, 1.f);
}
else{
energyRatio= clamp(static_cast<float> (p->energy) / maxParticleEnergy, 0.f, 1.f);
}
p->lastPos+= p->speed;
p->pos+= p->speed;
if(fixed){
p->lastPos+= fixedAddition;
p->pos+= fixedAddition;
}
p->speed+= p->accel;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
if(isDaylightAffected==true)
{
p->color.x=p->color.x*lightColor.x;
p->color.y=p->color.y*lightColor.y;
p->color.z=p->color.z*lightColor.z;
}
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
if(state == ParticleSystem::sFade || staticParticleCount < 1){
p->energy--;
}
else{
if(maxParticleEnergy > 2){
if(energyUp){
p->energy++;
}
else{
p->energy--;
}
if(p->energy == 1){
energyUp= true;
}
if(p->energy == maxParticleEnergy){
energyUp= false;
}
}
}
}
// ================= SET PARAMS ====================
void UnitParticleSystem::setWind(float windAngle, float windSpeed){
#ifdef USE_STREFLOP
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
#else
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
#endif
}
void UnitParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *unitParticleSystemNode = rootNode->addChild("UnitParticleSystem");
GameParticleSystem::saveGame(unitParticleSystemNode);
//unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float radius;
// float minRadius;
// Vec3f windSpeed;
// Vec3f cRotation;
// Vec3f fixedAddition;
// Vec3f oldPosition;
// bool energyUp;
// float startTime;
// float endTime;
// bool relative;
// bool relativeDirection;
// bool fixed;
// Shape shape;
// float angle;
// float sizeNoEnergy;
// float gravity;
// float rotation;
// bool isVisibleAtNight;
// bool isVisibleAtDay;
// bool isDaylightAffected;
// bool radiusBasedStartenergy;
// int staticParticleCount;
// int delay;
// int lifetime;
// float emissionRateFade;
// GameParticleSystem* parent;
}
void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *unitParticleSystemNode = rootNode;
GameParticleSystem::loadGame(unitParticleSystemNode);
}
// ===========================================================================
// RainParticleSystem
// ===========================================================================
RainParticleSystem::RainParticleSystem(int particleCount) :
ParticleSystem(particleCount){
setWind(0.0f, 0.0f);
setRadius(20.0f);
setEmissionRate(25.0f);
setParticleSize(3.0f);
setColor(Vec4f(0.5f, 0.5f, 0.5f, 0.3f));
setSpeed(0.2f);
}
void RainParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
pr->renderSystemLineAlpha(this);
}
void RainParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float x= random.randRange(-radius, radius);
float y= random.randRange(-radius, radius);
p->color= color;
p->energy= 10000;
p->pos= Vec3f(pos.x + x, pos.y, pos.z + y);
p->lastPos= p->pos;
p->speed= Vec3f(random.randRange(-speed / 10, speed / 10), -speed, random.randRange(-speed / 10, speed / 10))
+ windSpeed;
}
bool RainParticleSystem::deathTest(Particle *p){
return p->pos.y < 0;
}
void RainParticleSystem::setRadius(float radius){
this->radius= radius;
}
void RainParticleSystem::setWind(float windAngle, float windSpeed){
#ifdef USE_STREFLOP
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
#else
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
#endif
}
// ===========================================================================
// SnowParticleSystem
// ===========================================================================
SnowParticleSystem::SnowParticleSystem(int particleCount) :
ParticleSystem(particleCount){
setWind(0.0f, 0.0f);
setRadius(30.0f);
setEmissionRate(2.0f);
setParticleSize(0.2f);
setColor(Vec4f(0.8f, 0.8f, 0.8f, 0.8f));
setSpeed(0.05f);
}
void SnowParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float x= random.randRange(-radius, radius);
float y= random.randRange(-radius, radius);
p->color= color;
p->energy= 10000;
p->pos= Vec3f(pos.x + x, pos.y, pos.z + y);
p->lastPos= p->pos;
p->speed= Vec3f(0.0f, -speed, 0.0f) + windSpeed;
p->speed.x+= random.randRange(-0.005f, 0.005f);
p->speed.y+= random.randRange(-0.005f, 0.005f);
}
bool SnowParticleSystem::deathTest(Particle *p){
return p->pos.y < 0;
}
void SnowParticleSystem::setRadius(float radius){
this->radius= radius;
}
void SnowParticleSystem::setWind(float windAngle, float windSpeed){
#ifdef USE_STREFLOP
this->windSpeed.x= streflop::sinf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= streflop::cosf(static_cast<streflop::Simple>(degToRad(windAngle)))*windSpeed;
#else
this->windSpeed.x= sinf(degToRad(windAngle)) * windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle)) * windSpeed;
#endif
}
// ===========================================================================
// AttackParticleSystem
// ===========================================================================
AttackParticleSystem::AttackParticleSystem(int particleCount) :
GameParticleSystem(particleCount){
primitive= pQuad;
gravity= 0.0f;
}
// ===========================================================================
// ProjectileParticleSystem
// ===========================================================================
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount) :
AttackParticleSystem(particleCount){
setEmissionRate(20.0f);
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.5f));
setMaxParticleEnergy(100);
setVarParticleEnergy(50);
setParticleSize(0.4f);
setSpeed(0.14f);
trajectory= tLinear;
trajectorySpeed= 1.0f;
trajectoryScale= 1.0f;
trajectoryFrequency= 1.0f;
modelCycle=0.0f;
nextParticleSystem= NULL;
}
ProjectileParticleSystem::~ProjectileParticleSystem(){
if(nextParticleSystem != NULL){
nextParticleSystem->prevParticleSystem= NULL;
}
}
void ProjectileParticleSystem::link(SplashParticleSystem *particleSystem){
nextParticleSystem= particleSystem;
nextParticleSystem->setVisible(false);
nextParticleSystem->setState(sPause);
nextParticleSystem->prevParticleSystem= this;
}
void ProjectileParticleSystem::update(){
if(state == sPlay){
lastPos= pos;
flatPos+= zVector * trajectorySpeed;
Vec3f targetVector= endPos - startPos;
Vec3f currentVector= flatPos - startPos;
// ratio
float relative= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
#ifdef USE_STREFLOP
float absolute= clamp(streflop::fabs(static_cast<streflop::Simple>(currentVector.length())), 0.0f, 1.0f);
#else
float absolute= clamp(fabs(currentVector.length()), 0.0f, 1.0f);
#endif
setTween(relative,absolute);
// trajectory
switch(trajectory) {
case tLinear: {
pos= flatPos;
}
break;
case tParabolic: {
float scaledT= 2.0f * (relative - 0.5f);
float paraboleY= (1.0f - scaledT * scaledT) * trajectoryScale;
pos= flatPos;
pos.y+= paraboleY;
}
break;
case tSpiral: {
pos= flatPos;
#ifdef USE_STREFLOP
pos+= xVector * streflop::cos(static_cast<streflop::Simple>(relative * trajectoryFrequency * targetVector.length())) * trajectoryScale;
pos+= yVector * streflop::sin(static_cast<streflop::Simple>(relative * trajectoryFrequency * targetVector.length())) * trajectoryScale;
#else
pos+= xVector * cos(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
pos+= yVector * sin(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
#endif
}
break;
default:
assert(false);
}
direction= pos - lastPos;
direction.normalize();
// trigger update of child particles
positionChildren();
rotateChildren();
//arrive destination
if(flatPos.dist(endPos) < 0.5f){
fade();
model= NULL;
if(particleObserver != NULL){
particleObserver->update(this);
}
if(nextParticleSystem != NULL){
nextParticleSystem->setVisible(true);
nextParticleSystem->setState(sPlay);
nextParticleSystem->setPos(endPos);
}
}
}
ParticleSystem::update();
}
void ProjectileParticleSystem::rotateChildren() {
//### only on horizontal plane :(
#ifdef USE_STREFLOP
float rotation = streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z));
#else
float rotation = atan2(direction.x, direction.z);
#endif
rotation = radToDeg(rotation);
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for(Children::iterator it = children.begin(); it != children.end(); ++it)
(*it)->setRotation(rotation);
}
void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float t= static_cast<float> (particleIndex) / emissionRate;
p->pos= pos + (lastPos - pos) * t;
p->lastPos= lastPos;
p->speed= Vec3f(random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f))
* speed;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
updateParticle(p);
}
void ProjectileParticleSystem::updateParticle(Particle *p){
float energyRatio= clamp(static_cast<float> (p->energy) / maxParticleEnergy, 0.f, 1.f);
p->lastPos+= p->speed;
p->pos+= p->speed;
p->speed+= p->accel;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
p->energy--;
}
void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos){
//compute axis
zVector= endPos - startPos;
zVector.normalize();
yVector= Vec3f(0.0f, 1.0f, 0.0f);
xVector= zVector.cross(yVector);
//apply offset
startPos+= xVector * offset.x;
startPos+= yVector * offset.y;
startPos+= zVector * offset.z;
pos= startPos;
lastPos= startPos;
flatPos= startPos;
//recompute axis
zVector= endPos - startPos;
zVector.normalize();
yVector= Vec3f(0.0f, 1.0f, 0.0f);
xVector= zVector.cross(yVector);
// set members
this->startPos= startPos;
this->endPos= endPos;
// direction
direction = (endPos - lastPos);
direction.normalize();
rotateChildren();
}
ProjectileParticleSystem::Trajectory ProjectileParticleSystem::strToTrajectory(const string &str){
if(str == "linear"){
return tLinear;
}
else if(str == "parabolic"){
return tParabolic;
}
else if(str == "spiral"){
return tSpiral;
}
else{
throw runtime_error("Unknown particle system trajectory: " + str);
}
}
// ===========================================================================
// SplashParticleSystem
// ===========================================================================
SplashParticleSystem::SplashParticleSystem(int particleCount) :
AttackParticleSystem(particleCount){
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.8f));
setMaxParticleEnergy(100);
setVarParticleEnergy(50);
setParticleSize(1.0f);
setSpeed(0.003f);
prevParticleSystem= NULL;
emissionRateFade= 1;
verticalSpreadA= 1.0f;
verticalSpreadB= 0.0f;
horizontalSpreadA= 1.0f;
horizontalSpreadB= 0.0f;
}
SplashParticleSystem::~SplashParticleSystem(){
if(prevParticleSystem != NULL){
prevParticleSystem->nextParticleSystem= NULL;
}
}
void SplashParticleSystem::initParticleSystem() {
startEmissionRate = emissionRate;
}
void SplashParticleSystem::update() {
ParticleSystem::update();
if(state != sPause) {
emissionRate-= emissionRateFade;
float t= 1.0f - ((emissionRate + startEmissionRate) / (startEmissionRate * 2.0f));
t= clamp(t, 0.0f, 1.0f);
setTween(t,t);
if(emissionRate < 0.0f) {//otherwise this system lives forever!
fade();
}
}
}
void SplashParticleSystem::initParticle(Particle *p, int particleIndex){
p->pos= pos;
p->lastPos= p->pos;
p->energy= maxParticleEnergy;
p->size= particleSize;
p->color= color;
p->speed= Vec3f(horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB, verticalSpreadA
* random.randRange(-1.0f, 1.0f) + verticalSpreadB, horizontalSpreadA * random.randRange(-1.0f, 1.0f)
+ horizontalSpreadB);
p->speed.normalize();
p->speed= p->speed * speed;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
}
void SplashParticleSystem::updateParticle(Particle *p){
float energyRatio= clamp(static_cast<float> (p->energy) / maxParticleEnergy, 0.f, 1.f);
p->lastPos= p->pos;
p->pos= p->pos + p->speed;
p->speed= p->speed + p->accel;
p->energy--;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
}
// ===========================================================================
// ParticleManager
// ===========================================================================
ParticleManager::ParticleManager() {
//assert(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == false);
}
ParticleManager::~ParticleManager() {
end();
}
void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
for(unsigned int i= 0; i < particleSystems.size(); i++){
ParticleSystem *ps= particleSystems[i];
if(ps != NULL && ps->getVisible()){
ps->render(pr, mr);
}
}
}
bool ParticleManager::hasActiveParticleSystem(ParticleSystem::ParticleSystemType type) const{
bool result= false;
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//size_t particleSystemCount= particleSystems.size();
//int currentParticleCount= 0;
vector<ParticleSystem *> cleanupParticleSystemsList;
for(unsigned int i= 0; i < particleSystems.size(); i++){
ParticleSystem *ps= particleSystems[i];
if(ps != NULL){
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//currentParticleCount+= ps->getAliveParticleCount();
bool showParticle= true;
if(dynamic_cast<UnitParticleSystem *> (ps) != NULL || dynamic_cast<FireParticleSystem *> (ps) != NULL){
showParticle= ps->getVisible() || (ps->getState() == ParticleSystem::sFade);
}
if(showParticle == true){
//printf("Looking for [%d] current id [%d] i = %d\n",type,ps->getParticleSystemType(),i);
if(type == ParticleSystem::pst_All || type == ps->getParticleSystemType()){
//printf("FOUND particle system type match for [%d] current id [%d] i = %d\n",type,ps->getParticleSystemType(),i);
result= true;
break;
}
}
}
}
return result;
}
void ParticleManager::update(int renderFps){
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
size_t particleSystemCount= particleSystems.size();
int currentParticleCount= 0;
vector<ParticleSystem *> cleanupParticleSystemsList;
for(unsigned int i= 0; i < particleSystems.size(); i++){
ParticleSystem *ps= particleSystems[i];
if(ps != NULL && validateParticleSystemStillExists(ps) == true) {
currentParticleCount+= ps->getAliveParticleCount();
bool showParticle= true;
if(dynamic_cast<UnitParticleSystem *> (ps) != NULL || dynamic_cast<FireParticleSystem *> (ps) != NULL){
showParticle= ps->getVisible() || (ps->getState() == ParticleSystem::sFade);
}
if(showParticle == true){
ps->update();
if(ps->isEmpty() && ps->getState() == ParticleSystem::sFade){
//delete ps;
//*it= NULL;
cleanupParticleSystemsList.push_back(ps);
}
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}
}
}
//particleSystems.remove(NULL);
cleanupParticleSystems(cleanupParticleSystemsList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0)
SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld, particleSystemCount = %d, currentParticleCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),particleSystemCount,currentParticleCount);
}
bool ParticleManager::validateParticleSystemStillExists(ParticleSystem * particleSystem) const{
int index= findParticleSystems(particleSystem, this->particleSystems);
2010-09-07 19:30:13 +02:00
return (index >= 0);
}
int ParticleManager::findParticleSystems(ParticleSystem *psFind, const vector<ParticleSystem *> &particleSystems) const{
int result= -1;
for(unsigned int i= 0; i < particleSystems.size(); i++){
ParticleSystem *ps= particleSystems[i];
if(ps != NULL && psFind != NULL && psFind == ps){
result= i;
break;
}
}
return result;
}
void ParticleManager::cleanupParticleSystems(ParticleSystem *ps) {
int index= findParticleSystems(ps, this->particleSystems);
if(ps != NULL && index >= 0) {
// printf("-- Delete cleanupParticleSystems [%p]\n",ps);
// static map<void *,int> deleteList;
// if(deleteList.find(ps) != deleteList.end()) {
// assert(deleteList.find(ps) == deleteList.end());
// }
// deleteList[ps]++;
delete ps;
this->particleSystems.erase(this->particleSystems.begin() + index);
}
}
void ParticleManager::cleanupParticleSystems(vector<ParticleSystem *> &particleSystems){
for(int i= particleSystems.size()-1; i >= 0; i--){
ParticleSystem *ps= particleSystems[i];
cleanupParticleSystems(ps);
}
particleSystems.clear();
//this->particleSystems.remove(NULL);
}
void ParticleManager::cleanupUnitParticleSystems(vector<UnitParticleSystem *> &particleSystems){
for(int i= particleSystems.size()-1; i >= 0; i--){
ParticleSystem *ps= particleSystems[i];
cleanupParticleSystems(ps);
}
particleSystems.clear();
//this->particleSystems.remove(NULL);
}
void ParticleManager::manage(ParticleSystem *ps){
assert((std::find(particleSystems.begin(),particleSystems.end(),ps) == particleSystems.end()) && "particle cannot be added twice");
particleSystems.push_back(ps);
for(int i=ps->getChildCount()-1; i>=0; i--)
manage(ps->getChild(i));
}
void ParticleManager::end(){
while(particleSystems.empty() == false){
ParticleSystem *ps = particleSystems.back();
// printf("-- Delete end() [%p]\n",ps);
// static map<void *,int> deleteList;
// if(deleteList.find(ps) != deleteList.end()) {
// assert(deleteList.find(ps) == deleteList.end());
// }
// deleteList[ps]++;
delete ps;
particleSystems.pop_back();
}
}
}
}//end namespace