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 Marti<74>o 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 "particle.h"
#include <cassert>
#include <algorithm>
#include "util.h"
#include "particle_renderer.h"
#include "math_util.h"
#include "leak_dumper.h"
using namespace Shared::Util;
namespace Shared{ namespace Graphics{
// =====================================================
// class ParticleSystem
// =====================================================
ParticleSystem::ParticleSystem(int particleCount){
//init particle vector
blendMode = bmOne;
particles= new Particle[particleCount];
state= sPlay;
aliveParticleCount=0;
active= true;
visible= true;
//vars
texture= NULL;
particleObserver= NULL;
//params
this->particleCount= particleCount;
maxParticleEnergy= 250;
varParticleEnergy= 50;
pos= Vec3f(0.0f);
color= Vec4f(1.0f);
colorNoEnergy= Vec4f(0.0f);
emissionRate= 15;
speed= 1.0f;
}
ParticleSystem::~ParticleSystem(){
delete [] particles;
}
// =============== VIRTUAL ======================
//updates all living particles and creates new ones
void ParticleSystem::update(){
if(state!=sPause){
for(int i=0; i<aliveParticleCount; ++i){
updateParticle(&particles[i]);
if(deathTest(&particles[i])){
//kill the particle
killParticle(&particles[i]);
//mantain alive particles at front of the array
if(aliveParticleCount>0){
particles[i]= particles[aliveParticleCount];
}
}
}
if(state!=sFade){
for(int i=0; i<emissionRate; ++i){
Particle *p= createParticle();
initParticle(p, i);
}
}
}
}
void ParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
if(active){
pr->renderSystem(this);
}
}
// =============== SET ==========================
void ParticleSystem::setState(State state){
this->state= state;
}
void ParticleSystem::setTexture(Texture *texture){
this->texture= texture;
}
void ParticleSystem::setPos(Vec3f pos){
this->pos= pos;
}
void ParticleSystem::setColor(Vec4f color){
this->color= color;
}
void ParticleSystem::setColorNoEnergy(Vec4f colorNoEnergy){
this->colorNoEnergy= colorNoEnergy;
}
void ParticleSystem::setEmissionRate(int 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;
}
void ParticleSystem::setObserver(ParticleObserver *particleObserver){
this->particleObserver= particleObserver;
}
void ParticleSystem::setVisible(bool visible){
this->visible= visible;
}
// =============== MISC =========================
void ParticleSystem::fade(){
assert(state==sPlay);
state= sFade;
if(particleObserver!=NULL){
particleObserver->update(this);
}
}
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;
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--;
}
// ===========================================================================
// 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);
float mod= fabsf(random.randRange(-radius, radius));
float x= sinf(ang)*mod;
float y= cosf(ang)*mod;
float radRatio= sqrtf(sqrtf(mod/radius));
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){
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
// ===========================================================================
// UnitParticleSystem
// ===========================================================================
UnitParticleSystem::UnitParticleSystem(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));
primitive= pQuad;
offset= Vec3f(0.0f);
direction= Vec3f(0.0f,1.0f,0.0f);
gravity= 0.0f;
fixed=false;
teamcolorNoEnergy=false;
teamcolorEnergy=false;
rotation=0.0f;
cRotation= Vec3f(1.0f,1.0f,1.0f);
fixedAddition = Vec3f(0.0f,0.0f,0.0f);
}
/*void UnitParticleSystem::render(ParticleRenderer *pr,ModelRenderer *mr){
if(active){
switch(primitive){
case pQuad:
pr->renderSystem(this);
break;
case pLine:
pr->renderSystemLine(this);
break;
default:
assert(false);
}
}
}*/
UnitParticleSystem::Primitive UnitParticleSystem::strToPrimitive(const string &str){
if(str=="quad"){
return pQuad;
}
else if(str=="line"){
return pLine;
}
else{
throw "Unknown particle primitive: " + str;
}
}
void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
float ang= random.randRange(-2.0f*pi, 2.0f*pi);
float mod= fabsf(random.randRange(-radius, radius));
float x= sinf(ang)*mod;
float y= cosf(ang)*mod;
float radRatio= sqrtf(sqrtf(mod/radius));
float rad=degToRad(rotation);
//p->color= color*0.5f + color*0.5f*radRatio;
p->color=color;
p->energy= static_cast<int>(maxParticleEnergy*radRatio) + random.randRange(-varParticleEnergy, varParticleEnergy);
p->lastPos= pos;
oldPosition=pos;
p->size= particleSize;
p->speed= Vec3f(direction.x*speed+direction.x*speed*random.randRange(-0.5f, 0.5f),
direction.y*speed+direction.y*speed*random.randRange(-0.5f, 0.5f),
direction.z*speed+direction.z*speed*random.randRange(-0.5f, 0.5f));
p->accel= Vec3f(0.0f, -gravity, 0.0f);
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
float rad=degToRad(rotation);
// p->pos= Vec3f(pos.x+x+offset.x*cosf(rad)-offset.z*sinf(rad)*-1, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+offset.z*cosf(rad)+offset.x*sinf(rad));
// p->speed=Vec3f(p->speed.x*cosf(rad)-p->speed.z*sinf(rad)*-1,p->speed.y,p->speed.z*cosf(rad)+p->speed.x*sinf(rad));
// p->pos= Vec3f(pos.x+x+(offset.x*cosf(rad)-offset.z*sinf(rad))*-1, pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*cosf(rad)+offset.x*sinf(rad)));
// p->speed=Vec3f((p->speed.x*cosf(rad)-p->speed.z*sinf(rad))*-1,p->speed.y,(p->speed.z*cosf(rad)+p->speed.x*sinf(rad)));
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)));
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)));
}//p->pos=Vec3f(p->pos.x*cosf(rad)-p->pos.z*sinf(rad),p->pos.y,p->pos.z*cosf(rad)+p->pos.z*sinf(rad));
}
void UnitParticleSystem::update(){
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= 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);
p->size = particleSize * energyRatio + sizeNoEnergy * (1.0f-energyRatio);
p->energy--;
/*
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 UnitParticleSystem::setRadius(float radius){
this->radius= radius;
}
void UnitParticleSystem::setWind(float windAngle, float windSpeed){
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
void UnitParticleSystem::setTeamNumber(int teamNumber){
this->teamNumber=teamNumber;
Vec3f tmpCol;
if(teamNumber==0)
{
tmpCol=Vec3f(1,0,0);
}
else if(teamNumber==1)
{
tmpCol=Vec3f(0,0,1);
}
else if(teamNumber==2)
{
tmpCol=Vec3f(0,1,0);
}
else if(teamNumber==3)
{
tmpCol=Vec3f(1,1,0);
}
if(teamcolorNoEnergy)
{
this->color=Vec4f(tmpCol.x,tmpCol.y,tmpCol.z,this->color.w);
}
if(teamcolorEnergy)
{
this->colorNoEnergy=Vec4f(tmpCol.x,tmpCol.y,tmpCol.z,this->colorNoEnergy.w);
}
}
// ===========================================================================
// RainParticleSystem
// ===========================================================================
RainParticleSystem::RainParticleSystem(int particleCount):ParticleSystem(particleCount){
setWind(0.0f, 0.0f);
setRadius(20.0f);
setEmissionRate(25);
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){
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
// ===========================================================================
// SnowParticleSystem
// ===========================================================================
SnowParticleSystem::SnowParticleSystem(int particleCount):ParticleSystem(particleCount){
setWind(0.0f, 0.0f);
setRadius(30.0f);
setEmissionRate(2);
setParticleSize(0.2f);
setColor(Vec4f(0.8f, 0.8f, 0.8f, 0.8f));
setSpeed(0.025f);
}
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){
this->windSpeed.x= sinf(degToRad(windAngle))*windSpeed;
this->windSpeed.y= 0.0f;
this->windSpeed.z= cosf(degToRad(windAngle))*windSpeed;
}
// ===========================================================================
// AttackParticleSystem
// ===========================================================================
AttackParticleSystem::AttackParticleSystem(int particleCount): ParticleSystem(particleCount){
model= NULL;
primitive= pQuad;
offset= Vec3f(0.0f);
gravity= 0.0f;
direction= Vec3f(1.0f, 0.0f, 0.0f);
}
void AttackParticleSystem::render(ParticleRenderer *pr, ModelRenderer *mr){
if(active){
if(model!=NULL){
pr->renderSingleModel(this, mr);
}
switch(primitive){
case pQuad:
pr->renderSystem(this);
break;
case pLine:
pr->renderSystemLine(this);
break;
default:
assert(false);
}
}
}
AttackParticleSystem::Primitive AttackParticleSystem::strToPrimitive(const string &str){
if(str=="quad"){
return pQuad;
}
else if(str=="line"){
return pLine;
}
else{
throw "Unknown particle primitive: " + str;
}
}
// ===========================================================================
// ProjectileParticleSystem
// ===========================================================================
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount): AttackParticleSystem(particleCount){
setEmissionRate(20);
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;
nextParticleSystem= NULL;
}
ProjectileParticleSystem::~ProjectileParticleSystem(){
if(nextParticleSystem!=NULL){
nextParticleSystem->prevParticleSystem= NULL;
}
}
void ProjectileParticleSystem::link(SplashParticleSystem *particleSystem){
nextParticleSystem= particleSystem;
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 t= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
// trajectory
switch(trajectory){
case tLinear:
{
pos= flatPos;
}
break;
case tParabolic:
{
float scaledT= 2.0f * (t-0.5f);
float paraboleY= (1.0f-scaledT*scaledT) * trajectoryScale;
pos = flatPos;
pos.y+= paraboleY;
}
break;
case tSpiral:
{
pos= flatPos;
pos+= xVector * cos(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
pos+= yVector * sin(t*trajectoryFrequency*targetVector.length())*trajectoryScale;
}
break;
default:
assert(false);
}
direction= pos - lastPos;
direction.normalize();
//arrive destination
if( flatPos.dist(endPos)<0.5f ){
state= sFade;
model= NULL;
if(particleObserver!=NULL){
particleObserver->update(this);
}
if(nextParticleSystem!=NULL){
nextParticleSystem->setState(sPlay);
nextParticleSystem->setPos(endPos);
}
}
}
ParticleSystem::update();
}
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;
}
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 "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::update(){
ParticleSystem::update();
if(state!=sPause){
emissionRate-= emissionRateFade;
}
}
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(){
end();
}
void ParticleManager::render(ParticleRenderer *pr, ModelRenderer *mr) const{
list<ParticleSystem*>::const_iterator it;
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
if((*it)->getVisible()){
(*it)->render(pr, mr);
}
}
}
void ParticleManager::update(){
list<ParticleSystem*>::iterator it;
for (it=particleSystems.begin(); it!=particleSystems.end(); it++){
(*it)->update();
if((*it)->isEmpty()){
delete *it;
*it= NULL;
}
}
particleSystems.remove(NULL);
}
void ParticleManager::manage(ParticleSystem *ps){
particleSystems.push_back(ps);
}
void ParticleManager::end(){
while(!particleSystems.empty()){
delete particleSystems.front();
particleSystems.pop_front();
}
}
}}//end namespace