Reintegrated ParticleSystem.

This commit is contained in:
rude
2009-08-26 00:14:40 +02:00
parent 0fa37fc711
commit a3bff7cde9
8 changed files with 1432 additions and 13 deletions
@@ -0,0 +1,498 @@
/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "ParticleSystem.h"
#include <SDL_opengl.h>
#include <cmath>
#include <cstdlib>
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
float calculate_variation(float inner, float outer, float var)
{
float low = inner - (outer/2.0f)*var;
float high = inner + (outer/2.0f)*var;
float r = (rand() / (float(RAND_MAX)+1));
return low*(1-r)+high*r;
}
ParticleSystem::ParticleSystem(Image * sprite, unsigned int buffer) : pStart(0), pLast(0), pEnd(0), active(true), emissionRate(0),
emitCounter(0), lifetime(-1), life(0), particleLifeMin(0), particleLifeMax(0),
direction(0), spread(0), relative(false), speedMin(0), speedMax(0), gravityMin(0),
gravityMax(0), radialAccelerationMin(0), radialAccelerationMax(0),
tangentialAccelerationMin(0), tangentialAccelerationMax(0),
sizeStart(1), sizeEnd(1), sizeVariation(0), rotationMin(0), rotationMax(0),
spinStart(0), spinEnd(0), spinVariation(0)
{
this->sprite = sprite;
sprite->retain();
memset(colorStart, 255, 4);
memset(colorEnd, 255, 4);
setBufferSize(buffer);
}
ParticleSystem::~ParticleSystem()
{
if(this->sprite != 0)
{
this->sprite->release();
this->sprite = 0;
}
if(pStart != 0)
delete [] pStart;
}
void ParticleSystem::add()
{
if(isFull()) return;
float min,max;
min = particleLifeMin;
max = particleLifeMax;
if(min == max)
pLast->life = min;
else
pLast->life = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->lifetime = pLast->life;
pLast->position[0] = position.getX();
pLast->position[1] = position.getY();
min = direction - spread/2.0f;
max = direction + spread/2.0f;
pLast->direction = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = speedMin;
max = speedMax;
float speed = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
pLast->speed *= speed;
min = gravityMin;
max = gravityMax;
pLast->gravity = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = radialAccelerationMin;
max = radialAccelerationMax;
pLast->radialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = tangentialAccelerationMin;
max = tangentialAccelerationMax;
pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->sizeStart = calculate_variation(sizeStart, sizeEnd, sizeVariation);
pLast->sizeEnd = calculate_variation(sizeEnd, sizeStart, sizeVariation);
pLast->size = pLast->sizeStart;
min = rotationMin;
max = rotationMax;
pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
pLast->rotation = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;;
pLast->color[0] = (float)colorStart[0] / 255;
pLast->color[1] = (float)colorStart[1] / 255;
pLast->color[2] = (float)colorStart[2] / 255;
pLast->color[3] = (float)colorStart[3] / 255;
pLast++;
}
void ParticleSystem::remove(particle * p)
{
if(!isEmpty())
{
*p = *(--pLast);
}
}
void ParticleSystem::setSprite(Image * image)
{
if(this->sprite != 0)
{
this->sprite->release();
this->sprite = 0;
}
this->sprite = image;
}
void ParticleSystem::setBufferSize(unsigned int size)
{
// delete previous data
delete [] pStart;
pLast = pStart = new particle[size];
pEnd = pStart + size;
}
void ParticleSystem::setEmissionRate(int rate)
{
emissionRate = rate;
}
void ParticleSystem::setLifetime(float life)
{
this->life = lifetime = life;
}
void ParticleSystem::setParticleLife(float min, float max)
{
particleLifeMin = min;
if(max == 0)
particleLifeMax = min;
else
particleLifeMax = max;
}
void ParticleSystem::setPosition(float x, float y)
{
position = love::Vector(x, y);
}
void ParticleSystem::setDirection(float direction)
{
this->direction = direction * LOVE_M_TORAD;
}
void ParticleSystem::setSpread(float spread)
{
this->spread = spread * LOVE_M_TORAD;
}
void ParticleSystem::setRelativeDirection(bool relative)
{
this->relative = relative;
}
void ParticleSystem::setSpeed(float speed)
{
speedMin = speedMax = speed;
}
void ParticleSystem::setSpeed(float min, float max)
{
speedMin = min;
speedMax = max;
}
void ParticleSystem::setGravity(float gravity)
{
gravityMin = gravityMax = gravity;
}
void ParticleSystem::setGravity(float min, float max)
{
gravityMin = min;
gravityMax = max;
}
void ParticleSystem::setRadialAcceleration(float acceleration)
{
radialAccelerationMin = radialAccelerationMax = acceleration;
}
void ParticleSystem::setRadialAcceleration(float min, float max)
{
radialAccelerationMin = min;
radialAccelerationMax = max;
}
void ParticleSystem::setTangentialAcceleration(float acceleration)
{
tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
}
void ParticleSystem::setTangentialAcceleration(float min, float max)
{
tangentialAccelerationMin = min;
tangentialAccelerationMax = max;
}
void ParticleSystem::setSize(float size)
{
sizeStart = size;
sizeEnd = size;
}
void ParticleSystem::setSize(float start, float end)
{
sizeStart = start;
sizeEnd = end;
}
void ParticleSystem::setSize(float start, float end, float variation)
{
sizeStart = start;
sizeEnd = end;
sizeVariation = variation;
}
void ParticleSystem::setSizeVariation(float variation)
{
sizeVariation = variation;
}
void ParticleSystem::setRotation(float rotation)
{
rotationMin = rotationMax = rotation;
}
void ParticleSystem::setRotation(float min, float max)
{
rotationMin = min;
rotationMax = max;
}
void ParticleSystem::setSpin(float spin)
{
spinStart = spin * LOVE_M_TORAD;
spinEnd = spin * LOVE_M_TORAD;
}
void ParticleSystem::setSpin(float start, float end)
{
spinStart = start * LOVE_M_TORAD;
spinEnd = end * LOVE_M_TORAD;
}
void ParticleSystem::setSpin(float start, float end, float variation)
{
spinStart = start * LOVE_M_TORAD;
spinEnd = end * LOVE_M_TORAD;
spinVariation = variation * LOVE_M_TORAD;
}
void ParticleSystem::setSpinVariation(float variation)
{
spinVariation = variation * LOVE_M_TORAD;
}
void ParticleSystem::setColor(unsigned char * color)
{
memcpy(colorStart, color, 4);
memcpy(colorEnd, color, 4);
}
void ParticleSystem::setColor(unsigned char * start, unsigned char * end)
{
memcpy(colorStart, start, 4);
memcpy(colorEnd, end, 4);
}
float ParticleSystem::getX() const
{
return position.getX();
}
float ParticleSystem::getY() const
{
return position.getY();
}
float ParticleSystem::getDirection() const
{
return direction * LOVE_M_TODEG;
}
float ParticleSystem::getSpread() const
{
return spread * LOVE_M_TODEG;
}
int ParticleSystem::count() const
{
return (int)(pLast - pStart);
}
void ParticleSystem::start()
{
active = true;
}
void ParticleSystem::stop()
{
active = false;
life = lifetime;
emitCounter = 0;
}
void ParticleSystem::pause()
{
active = false;
}
void ParticleSystem::reset()
{
pLast = pStart;
life = lifetime;
emitCounter = 0;
}
bool ParticleSystem::isActive() const
{
return active;
}
bool ParticleSystem::isEmpty() const
{
return pStart == pLast;
}
bool ParticleSystem::isFull() const
{
return pLast == pEnd;
}
void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
{
if(sprite == 0) return; // just in case of failure
glPushMatrix();
glPushAttrib(GL_CURRENT_BIT);
glTranslatef(x, y, 0);
glRotatef(angle, 0, 0, 1.0f);
glScalef(sx, sy, 1.0f);
glTranslatef( ox, oy, 0);
particle * p = pStart;
while(p != pLast)
{
glPushMatrix();
glColor4f(p->color[0],p->color[1],p->color[2],p->color[3]);
glTranslatef(p->position[0],p->position[1],0.0f);
glRotatef(p->rotation * 57.29578f, 0.0f, 0.0f, 1.0f); // rad * (180 / pi)
glScalef(p->size,p->size,1.0f);
sprite->draw(0,0, 0, 1, 1, 0, 0);
glPopMatrix();
p++;
}
glPopAttrib();
glPopMatrix();
}
void ParticleSystem::update(float dt)
{
// Traverse all particles and update.
particle * p = pStart;
// Make some more particles.
if(active)
{
float rate = 1.0f / emissionRate; // the amount of time between each particle emit
emitCounter += dt;
while(emitCounter > rate)
{
add();
emitCounter -= rate;
}
/*int particles = (int)(emissionRate * dt);
for(int i = 0; i != particles; i++)
add();*/
life -= dt;
if(lifetime != -1 && life < 0)
stop();
}
while(p != pLast)
{
// Decrease lifespan.
p->life -= dt;
if(p->life > 0)
{
// Temp variables.
love::Vector radial, tangential, gravity(0, p->gravity);
love::Vector ppos(p->position[0], p->position[1]);
// Get vector from particle center to particle.
radial = ppos - position;
radial.normalize();
tangential = radial;
// Resize radial acceleration.
radial *= p->radialAcceleration;
// Calculate tangential acceleration.
{
float a = tangential.getX();
tangential.setX(-tangential.getY());
tangential.setY(a);
}
// Resize tangential.
tangential *= p->tangentialAcceleration;
// Update position.
p->speed += (radial+tangential+gravity)*dt;
// Modify position.
ppos += p->speed * dt;
p->position[0] = ppos.getX();
p->position[1] = ppos.getY();
const float t = p->life / p->lifetime;
// Change size.
p->size = p->sizeEnd - ((p->sizeEnd - p->sizeStart) * t);
// Rotate.
p->rotation += (p->spinStart*(1-t) + p->spinEnd*t)*dt;
// Update color.
p->color[0] = (float)(colorEnd[0]*(1.0f-t) + colorStart[0] * t)/255.0f;
p->color[1] = (float)(colorEnd[1]*(1.0f-t) + colorStart[1] * t)/255.0f;
p->color[2] = (float)(colorEnd[2]*(1.0f-t) + colorStart[2] * t)/255.0f;
p->color[3] = (float)(colorEnd[3]*(1.0f-t) + colorStart[3] * t)/255.0f;
// Next particle.
p++;
}
else
{
remove(p);
if(p >= pLast)
return;
} // else
} // while
}
} // opengl
} // graphics
} // love