Files
love/src/modules/graphics/opengl/ParticleSystem.cpp
T
vrld ece4ff6472 Make love.math a singleton. Remove code duplication. Add love.math.triangulate.
love::math::Math is now a singleton, so other modules can use it via
love::math::Math::instance.


Removed duplicate implementations of various rng helper functions.
ParticleSystem now uses love::math::Math's RNG.


New function: love.math.triangulate(vertices)

Accepts a table or list of x/y coordinate pairs and returns a table of tables.
The inner tables are the triangles the polygon is composed of.

Works on all *simple* polygons, i.e. a closed chain of vertices that does not
intersect itself. Attempting to triangulate non-simple polygons is undefined
behavior - in the best case it throws an error, in the worst case it returns
an invalid triangulation.

Polygons must be ordered in *clockwise order* with respect to the love
coordinate system. Attempting to triangulate a ccw polygon will throw an
error.

Examples:

  triangles = love.math.triangulate(0,0, 1,1, 2,0, 2,2, 0,2)
  triangles == {
      {1,1, 2,0, 2,2},
      {1,1, 2,2, 0,2},
      {1,1, 0,2, 0,0},
  }

  triangles = love.math.triangulate({0,0, 1,1, 2,0, 2,2, 0,2})
  -- same as above

  triangles = love.math.triangulate(0,2, 2,2, 2,0, 1,1, 0,0)
  -- error - polygons is in counterclockwise order

  triangles = love.math.triangulate(0,0, 1,3, 2,0, 2,2, 0,2)
  -- undefined behavior - polygon intersects itself (because of edge 1,3)
2013-03-13 20:48:39 +01:00

696 lines
15 KiB
C++

/**
* Copyright (c) 2006-2013 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 "common/math.h"
#include "modules/math/Math.h"
#include "OpenGL.h"
#include <cmath>
#include <cstdlib>
using love::math::Math;
namespace love
{
namespace graphics
{
namespace opengl
{
namespace
{
Colorf colorToFloat(const Color &c)
{
return Colorf((GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f);
}
}
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 = Math::instance.random();
return low*(1-r)+high*r;
}
StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM>::Entry ParticleSystem::distributionsEntries[] = {
{ "none", ParticleSystem::DISTRIBUTION_NONE },
{ "uniform", ParticleSystem::DISTRIBUTION_UNIFORM },
{ "normal", ParticleSystem::DISTRIBUTION_NORMAL },
};
StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM> ParticleSystem::distributions(ParticleSystem::distributionsEntries, sizeof(ParticleSystem::distributionsEntries));
ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer)
: pStart(0)
, pLast(0)
, pEnd(0)
, particleVerts(0)
, sprite(sprite)
, active(true)
, emissionRate(0)
, emitCounter(0)
, areaSpreadDistribution(DISTRIBUTION_NONE)
, 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)
, sizeVariation(0)
, rotationMin(0)
, rotationMax(0)
, spinStart(0)
, spinEnd(0)
, spinVariation(0)
, offsetX(sprite->getWidth()*0.5f)
, offsetY(sprite->getHeight()*0.5f)
{
sizes.push_back(1.0f);
colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
setBufferSize(buffer);
sprite->retain();
}
ParticleSystem::~ParticleSystem()
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
if (this->sprite != 0)
this->sprite->release();
if (pStart != 0)
delete [] pStart;
if (particleVerts != 0)
delete [] particleVerts;
}
void ParticleSystem::add()
{
if (isFull()) return;
float min,max;
min = particleLifeMin;
max = particleLifeMax;
if (min == max)
pLast->life = min;
else
pLast->life = Math::instance.random(min, max);
pLast->lifetime = pLast->life;
pLast->position[0] = position.getX();
pLast->position[1] = position.getY();
switch (areaSpreadDistribution)
{
case DISTRIBUTION_UNIFORM:
pLast->position[0] += Math::instance.random(-areaSpread.getX(), areaSpread.getX());
pLast->position[1] += Math::instance.random(-areaSpread.getY(), areaSpread.getY());
break;
case DISTRIBUTION_NORMAL:
pLast->position[0] += Math::instance.randnormal(areaSpread.getX());
pLast->position[1] += Math::instance.randnormal(areaSpread.getY());
break;
case DISTRIBUTION_NONE:
default:
break;
}
min = direction - spread/2.0f;
max = direction + spread/2.0f;
pLast->direction = Math::instance.random(min, max);
pLast->origin = position;
min = speedMin;
max = speedMax;
float speed = Math::instance.random(min, max);
pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
pLast->speed *= speed;
min = gravityMin;
max = gravityMax;
pLast->gravity = Math::instance.random(min, max);
min = radialAccelerationMin;
max = radialAccelerationMax;
pLast->radialAcceleration = Math::instance.random(min, max);
min = tangentialAccelerationMin;
max = tangentialAccelerationMax;
pLast->tangentialAcceleration = Math::instance.random(min, max);
pLast->sizeOffset = Math::instance.random(sizeVariation); // time offset for size change
pLast->sizeIntervalSize = (1.0f - Math::instance.random(sizeVariation)) - pLast->sizeOffset;
pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
min = rotationMin;
max = rotationMax;
pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
pLast->rotation = Math::instance.random(min, max);
pLast->color = colors[0];
pLast++;
}
void ParticleSystem::remove(particle *p)
{
if (!isEmpty())
{
*p = *(--pLast);
}
}
void ParticleSystem::setSprite(Image *image)
{
if (sprite != 0)
sprite->release();
sprite = image;
sprite->retain();
}
void ParticleSystem::setBufferSize(unsigned int size)
{
// delete previous data
if (pStart != 0)
delete [] pStart;
pLast = pStart = new particle[size]();
pEnd = pStart + size;
if (particleVerts != 0)
delete [] particleVerts;
// each particle has 4 vertices
particleVerts = new vertex[size*4];
}
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::setAreaSpread(AreaSpreadDistribution distribution, float x, float y)
{
areaSpread = love::Vector(x, y);
areaSpreadDistribution = distribution;
}
void ParticleSystem::setDirection(float direction)
{
this->direction = direction;
}
void ParticleSystem::setSpread(float spread)
{
this->spread = spread;
}
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)
{
sizes.resize(1);
sizes[0] = size;
}
void ParticleSystem::setSize(const std::vector<float> &newSizes, float variation)
{
sizes = newSizes;
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;
spinEnd = spin;
}
void ParticleSystem::setSpin(float start, float end)
{
spinStart = start;
spinEnd = end;
}
void ParticleSystem::setSpin(float start, float end, float variation)
{
spinStart = start;
spinEnd = end;
spinVariation = variation;
}
void ParticleSystem::setSpinVariation(float variation)
{
spinVariation = variation;
}
void ParticleSystem::setColor(const Color &color)
{
colors.resize(1);
colors[0] = colorToFloat(color);
}
void ParticleSystem::setColor(const std::vector<Color> &newColors)
{
colors.resize(newColors.size());
for (size_t i = 0; i < newColors.size(); ++i)
colors[i] = colorToFloat(newColors[i]);
}
void ParticleSystem::setQuads(const std::vector<Quad *> &newQuads)
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
quads.resize(newQuads.size());
for (size_t i = 0; i < newQuads.size(); i++)
{
quads[i] = newQuads[i];
quads[i]->retain();
}
}
void ParticleSystem::setQuads()
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
quads.resize(0);
}
void ParticleSystem::setOffset(float x, float y)
{
offsetX = x;
offsetY = y;
}
float ParticleSystem::getX() const
{
return position.getX();
}
float ParticleSystem::getY() const
{
return position.getY();
}
const love::Vector &ParticleSystem::getPosition() const
{
return position;
}
ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const
{
return areaSpreadDistribution;
}
const love::Vector &ParticleSystem::getAreaSpreadParameters() const
{
return areaSpread;
}
float ParticleSystem::getDirection() const
{
return direction;
}
float ParticleSystem::getSpread() const
{
return spread;
}
float ParticleSystem::getOffsetX() const
{
return offsetX;
}
float ParticleSystem::getOffsetY() const
{
return offsetY;
}
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, float kx, float ky) const
{
if (sprite == 0) return; // just in case of failure
int numParticles = count();
if (numParticles == 0) return; // don't bother if there's nothing to do
glPushMatrix();
glPushAttrib(GL_CURRENT_BIT);
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
const vertex *imageVerts = sprite->getVertices();
const vertex *tVerts;
size_t numQuads = quads.size();
// set the vertex data for each particle (transformation, texcoords, color)
for (int i = 0; i < numParticles; i++)
{
particle *p = pStart + i;
if (numQuads > 0)
{
// Make sure the quad index is valid
size_t quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
tVerts = quads[quadIndex]->getVertices();
}
else
tVerts = imageVerts;
// particle vertices are sprite vertices transformed by particle information
t.setTransformation(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
t.transform(&particleVerts[i*4], &tVerts[0], 4);
// set the texture coordinate and color data for particle vertices
for (int v = 0; v < 4; v++)
{
int vi = (i * 4) + v; // current vertex index for particle
particleVerts[vi].s = tVerts[v].s;
particleVerts[vi].t = tVerts[v].t;
// particle colors are stored as floats (0-1) but vertex colors are stored as unsigned bytes (0-255)
particleVerts[vi].r = p->color.r*255;
particleVerts[vi].g = p->color.g*255;
particleVerts[vi].b = p->color.b*255;
particleVerts[vi].a = p->color.a*255;
}
}
sprite->bind();
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid *)&particleVerts[0].r);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].s);
glDrawArrays(GL_QUADS, 0, numParticles*4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
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 - p->origin;
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 = 1.0f - p->life / p->lifetime;
// Rotate.
p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t)*dt;
// Change size according to given intervals:
// i = 0 1 2 3 n-1
// |-------|-------|------|--- ... ---|
// t = 0 1/(n-1) 3/(n-1) 1
//
// `s' is the interpolation variable scaled to the current
// interval width, e.g. if n = 5 and t = 0.3, then the current
// indices are 1,2 and s = 0.3 - 0.25 = 0.05
float s = p->sizeOffset + t * p->sizeIntervalSize; // size variation
s *= (float)(sizes.size() - 1); // 0 <= s < sizes.size()
size_t i = (size_t)s;
size_t k = (i == sizes.size() - 1) ? i : i + 1; // boundary check (prevents failing on t = 1.0f)
s -= (float)i; // transpose s to be in interval [0:1]: i <= s < i + 1 ~> 0 <= s < 1
p->size = sizes[i] * (1.0f - s) + sizes[k] * s;
// Update color according to given intervals (as above)
s = t * (float)(colors.size() - 1);
i = (size_t)s;
k = (i == colors.size() - 1) ? i : i + 1;
s -= (float)i; // 0 <= s <= 1
p->color = colors[i] * (1.0f - s) + colors[k] * s;
// Update quad index
k = quads.size();
if (k > 0)
{
s = t * (float) k; // [0:numquads-1]
i = (s > 0) ? (size_t) s : 0;
p->quadIndex = (i < k) ? i : k - 1;
}
else
p->quadIndex = 0;
// Next particle.
p++;
}
else
{
remove(p);
if (p >= pLast)
return;
} // else
} // while
}
bool ParticleSystem::getConstant(const char *in, AreaSpreadDistribution &out)
{
return distributions.find(in, out);
}
bool ParticleSystem::getConstant(AreaSpreadDistribution in, const char *&out)
{
return distributions.find(in, out);
}
} // opengl
} // graphics
} // love