ParticlePlayer.cc 64 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "2d/sceneobject/ParticlePlayer.h"
  23. // Script bindings.
  24. #include "2d/sceneobject/ParticlePlayer_ScriptBinding.h"
  25. //------------------------------------------------------------------------------
  26. ParticleSystem::ParticleNode* ParticlePlayer::EmitterNode::createParticle( void )
  27. {
  28. // Sanity!
  29. AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::createParticle() - Cannot create a particle with a NULL owner." );
  30. // Fetch a free node,
  31. ParticleSystem::ParticleNode* pFreeParticleNode = ParticleSystem::Instance->createParticle();
  32. // Insert node into emitter chain.
  33. pFreeParticleNode->mNextNode = mParticleNodeHead.mNextNode;
  34. pFreeParticleNode->mPreviousNode = &mParticleNodeHead;
  35. mParticleNodeHead.mNextNode = pFreeParticleNode;
  36. pFreeParticleNode->mNextNode->mPreviousNode = pFreeParticleNode;
  37. // Configure the node.
  38. mOwner->configureParticle( this, pFreeParticleNode );
  39. return pFreeParticleNode;
  40. }
  41. //------------------------------------------------------------------------------
  42. void ParticlePlayer::EmitterNode::freeParticle( ParticleSystem::ParticleNode* pParticleNode )
  43. {
  44. // Sanity!
  45. AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::freeParticle() - Cannot free a particle with a NULL owner." );
  46. // Deallocate the assets.
  47. pParticleNode->mFrameProvider.deallocateAssets();
  48. // Remove the node from the emitter chain.
  49. pParticleNode->mPreviousNode->mNextNode = pParticleNode->mNextNode;
  50. pParticleNode->mNextNode->mPreviousNode = pParticleNode->mPreviousNode;
  51. // Free the node.
  52. ParticleSystem::Instance->freeParticle( pParticleNode );
  53. }
  54. //------------------------------------------------------------------------------
  55. void ParticlePlayer::EmitterNode::freeAllParticles( void )
  56. {
  57. // Sanity!
  58. AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::freeAllParticles() - Cannot free all particles with a NULL owner." );
  59. // Free all the nodes,
  60. while( mParticleNodeHead.mNextNode != &mParticleNodeHead )
  61. {
  62. freeParticle( mParticleNodeHead.mNextNode );
  63. }
  64. }
  65. //------------------------------------------------------------------------------
  66. IMPLEMENT_CONOBJECT(ParticlePlayer);
  67. //------------------------------------------------------------------------------
  68. ParticlePlayer::ParticlePlayer() :
  69. mPlaying( false ),
  70. mPaused( false ),
  71. mAge( 0.0f ),
  72. mParticleInterpolation( false ),
  73. mCameraIdleDistance( 0.0f ),
  74. mCameraIdle( false ),
  75. mWaitingForParticles( false ),
  76. mWaitingForDelete( false )
  77. {
  78. // Fetch the particle player scales.
  79. mEmissionRateScale = Con::getFloatVariable( PARTICLE_PLAYER_EMISSION_RATE_SCALE, 1.0f );
  80. mSizeScale = Con::getFloatVariable( PARTICLE_PLAYER_SIZE_SCALE, 1.0f );
  81. mForceScale = Con::getFloatVariable( PARTICLE_PLAYER_FORCE_SCALE, 1.0f );
  82. mTimeScale = Con::getFloatVariable( PARTICLE_PLAYER_TIME_SCALE, 1.0f );
  83. // Register for refresh notifications.
  84. mParticleAsset.registerRefreshNotify( this );
  85. }
  86. //------------------------------------------------------------------------------
  87. ParticlePlayer::~ParticlePlayer()
  88. {
  89. // Destroy the particle asset.
  90. destroyParticleAsset();
  91. }
  92. //------------------------------------------------------------------------------
  93. void ParticlePlayer::initPersistFields()
  94. {
  95. // Call parent.
  96. Parent::initPersistFields();
  97. addProtectedField( "Particle", TypeParticleAssetPtr, Offset(mParticleAsset, ParticlePlayer), &setParticle, &defaultProtectedGetFn, defaultProtectedWriteFn, "" );
  98. addProtectedField( "CameraIdleDistance", TypeF32, Offset(mCameraIdleDistance, ParticlePlayer),&defaultProtectedSetFn, &defaultProtectedGetFn, &writeCameraIdleDistance,"" );
  99. addProtectedField( "ParticleInterpolation", TypeBool, Offset(mParticleInterpolation, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeParticleInterpolation,"" );
  100. addProtectedField( "EmissionRateScale", TypeF32, Offset(mEmissionRateScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeEmissionRateScale, "" );
  101. addProtectedField( "SizeScale", TypeF32, Offset(mSizeScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeSizeScale, "" );
  102. addProtectedField( "ForceScale", TypeF32, Offset(mForceScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeForceScale, "" );
  103. addProtectedField( "TimeScale", TypeF32, Offset(mTimeScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeTimeScale, "" );
  104. }
  105. //------------------------------------------------------------------------------
  106. void ParticlePlayer::copyTo(SimObject* object)
  107. {
  108. // Fetch particle asset object.
  109. ParticlePlayer* pParticlePlayer = static_cast<ParticlePlayer*>( object );
  110. // Sanity!
  111. AssertFatal( pParticlePlayer != NULL, "ParticlePlayer::copyTo() - Object is not the correct type.");
  112. // Copy parent.
  113. Parent::copyTo( object );
  114. // Copy the fields.
  115. pParticlePlayer->setParticle( getParticle() );
  116. pParticlePlayer->setCameraIdleDistance( getCameraIdleDistance() );
  117. pParticlePlayer->setParticleInterpolation( getParticleInterpolation() );
  118. pParticlePlayer->setEmissionRateScale( getEmissionRateScale() );
  119. pParticlePlayer->setSizeScale( getSizeScale() );
  120. pParticlePlayer->setForceScale( getForceScale() );
  121. pParticlePlayer->setTimeScale( getTimeScale() );
  122. }
  123. //------------------------------------------------------------------------------
  124. void ParticlePlayer::onAssetRefreshed( AssetPtrBase* pAssetPtrBase )
  125. {
  126. // Initialize the particle asset.
  127. initializeParticleAsset();
  128. }
  129. //-----------------------------------------------------------------------------
  130. void ParticlePlayer::safeDelete( void )
  131. {
  132. // Finish if we already waiting for delete.
  133. if ( mWaitingForDelete )
  134. return;
  135. // Is the player plating?
  136. if ( mPlaying )
  137. {
  138. // Yes, so stop playing and allow it to kill itself.
  139. stop(true, true);
  140. return;
  141. }
  142. // Call parent which will deal with the deletion.
  143. Parent::safeDelete();
  144. }
  145. //-----------------------------------------------------------------------------
  146. void ParticlePlayer::OnRegisterScene( Scene* pScene )
  147. {
  148. // Call parent.
  149. Parent::OnRegisterScene( pScene );
  150. // Add always in scope.
  151. pScene->getWorldQuery()->addAlwaysInScope( this );
  152. // Play the the particles if appropriate.
  153. if ( mParticleAsset.notNull() && mParticleAsset->getEmitterCount() > 0 )
  154. play( true );
  155. }
  156. //-----------------------------------------------------------------------------
  157. void ParticlePlayer::OnUnregisterScene( Scene* pScene )
  158. {
  159. // Stop the player.
  160. stop( false, false );
  161. // Remove always in scope.
  162. pScene->getWorldQuery()->removeAlwaysInScope( this );
  163. // Call parent.
  164. Parent::OnUnregisterScene( pScene );
  165. }
  166. //-----------------------------------------------------------------------------
  167. void ParticlePlayer::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
  168. {
  169. // Call Parent.
  170. Parent::preIntegrate( totalTime, elapsedTime, pDebugStats );
  171. // Finish if the camera idle distance is zero.
  172. if ( mIsZero(mCameraIdleDistance) || !validRender() )
  173. return;
  174. // Fetch current position.
  175. const Vector2 position = getPosition();
  176. // Calculate camera idle distance squared.
  177. const F32 cameraIdleDistanceSqr = mCameraIdleDistance * mCameraIdleDistance;
  178. // Fetch scene windows.
  179. SimSet& sceneWindows = getScene()->getAttachedSceneWindows();
  180. // Find a scene window that stops the pause.
  181. for( SimSet::iterator itr = sceneWindows.begin(); itr != sceneWindows.end(); itr++ )
  182. {
  183. // Fetch the scene window.
  184. SceneWindow* pSceneWindow = static_cast<SceneWindow*>(*itr);
  185. // Are we within the camera distance?
  186. if ( (pSceneWindow->getCameraPosition() - position).LengthSquared() < cameraIdleDistanceSqr )
  187. {
  188. // Yes, so play.
  189. if ( !getIsPlaying() )
  190. play( true );
  191. // Flag as not camera idle.
  192. mCameraIdle = false;
  193. return;
  194. }
  195. }
  196. // If playing then stop.
  197. if ( getIsPlaying() )
  198. stop( false, false );
  199. // Flag as camera idle.
  200. mCameraIdle = true;
  201. }
  202. //------------------------------------------------------------------------------
  203. void ParticlePlayer::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
  204. {
  205. // Call parent.
  206. Parent::integrateObject( totalTime, elapsedTime, pDebugStats );
  207. // Finish if no need to integrate.
  208. if ( !mPlaying ||
  209. mPaused ||
  210. mEmitters.size() == 0 )
  211. return;
  212. // Calculate scaled time.
  213. const F32 scaledTime = elapsedTime * mTimeScale;
  214. // Fetch particle asset.
  215. ParticleAsset* pParticleAsset = mParticleAsset;
  216. // Finish if no particle asset assigned.
  217. if ( pParticleAsset == NULL )
  218. return;
  219. // Reset active particle count.
  220. U32 activeParticleCount = 0;
  221. // Is the camera idle?
  222. if ( !mCameraIdle )
  223. {
  224. // No, so update the particle player age.
  225. mAge += scaledTime;
  226. // Iterate the emitters.
  227. for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
  228. {
  229. // Fetch the emitter node.
  230. EmitterNode* pEmitterNode = *emitterItr;
  231. // Fetch the asset emitter.
  232. ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
  233. // Fetch the first particle node.
  234. ParticleSystem::ParticleNode* pParticleNode = pEmitterNode->getFirstParticle();
  235. // Fetch the particle node head.
  236. ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
  237. // Process All particle nodes.
  238. while ( pParticleNode != pParticleNodeHead )
  239. {
  240. // Update the particle age.
  241. pParticleNode->mParticleAge += scaledTime;
  242. // Has the particle expired?
  243. // NOTE:- If we're in single-particle mode then the particle lives as long as the particle player does.
  244. if ( ( !pParticleAssetEmitter->getSingleParticle() && pParticleNode->mParticleAge > pParticleNode->mParticleLifetime ) ||
  245. ( mIsZero(pParticleNode->mParticleLifetime) ) )
  246. {
  247. // Yes, so fetch next particle before we kill it.
  248. pParticleNode = pParticleNode->mNextNode;
  249. // Kill the particle.
  250. // NOTE:- Because we move to the next particle the particle to kill is now the previous!
  251. pEmitterNode->freeParticle( pParticleNode->mPreviousNode );
  252. }
  253. else
  254. {
  255. // No, so integrate the particle.
  256. integrateParticle( pEmitterNode, pParticleNode, pParticleNode->mParticleAge / pParticleNode->mParticleLifetime, scaledTime );
  257. // Move to the next particle node.
  258. pParticleNode = pParticleNode->mNextNode;
  259. // Only count particles when not in single-particle mode.
  260. activeParticleCount++;
  261. }
  262. };
  263. // Skip generating new particles if the emitter is paused.
  264. if ( pEmitterNode->getPaused() )
  265. continue;
  266. // Are we in single-particle mode?
  267. if ( pParticleAssetEmitter->getSingleParticle() )
  268. {
  269. // Yes, so do we have a single particle yet?
  270. if ( pParticleNodeHead->mNextNode == pParticleNodeHead )
  271. {
  272. // No, so generate a single particle.
  273. pEmitterNode->createParticle();
  274. }
  275. }
  276. else
  277. {
  278. // Accumulate the last generation time as we need to handle very small time-integrations correctly.
  279. //
  280. // NOTE: We need to do this if there's an emission target but the time-integration is so small
  281. // that rounding results in no emission. Downside to good FPS!
  282. pEmitterNode->setTimeSinceLastGeneration( pEmitterNode->getTimeSinceLastGeneration() + scaledTime );
  283. // Fetch the particle player age.
  284. const F32 particlePlayerAge = mAge;
  285. // Fetch the quantity base and variation fields.
  286. const ParticleAssetField& quantityBaseField = pParticleAssetEmitter->getQuantityBaseField();
  287. const ParticleAssetField& quantityVaritationField = pParticleAssetEmitter->getQuantityBaseField();
  288. // Fetch the emissions.
  289. const F32 baseEmission = quantityBaseField.getFieldValue( particlePlayerAge );
  290. const F32 varEmission = quantityVaritationField.getFieldValue( particlePlayerAge ) * 0.5f;
  291. // Fetch the emission scale.
  292. const F32 effectEmission = pParticleAsset->getQuantityScaleField().getFieldValue( particlePlayerAge ) * getEmissionRateScale();
  293. // Calculate the local emission.
  294. const F32 localEmission = mClampF( (baseEmission + CoreMath::mGetRandomF(-varEmission, varEmission)) * effectEmission,
  295. quantityBaseField.getMinValue(),
  296. quantityBaseField.getMaxValue() );
  297. // Calculate the final time-independent emission count.
  298. const U32 emissionCount = U32(mFloor( localEmission * pEmitterNode->getTimeSinceLastGeneration() ));
  299. // Do we have an emission?
  300. if ( emissionCount > 0 )
  301. {
  302. // Yes, so remove this emission from accumulated time.
  303. pEmitterNode->setTimeSinceLastGeneration( getMax(0.0f, pEmitterNode->getTimeSinceLastGeneration() - (emissionCount / localEmission) ) );
  304. // Suppress Precision Errors.
  305. if ( mIsZero( pEmitterNode->getTimeSinceLastGeneration() ) )
  306. pEmitterNode->setTimeSinceLastGeneration( 0.0f );
  307. // Generate the required emission.
  308. for ( U32 n = 0; n < emissionCount; n++ )
  309. pEmitterNode->createParticle();
  310. }
  311. }
  312. }
  313. }
  314. // Fetch the particle life-mode.
  315. const ParticleAsset::LifeMode lifeMode = pParticleAsset->getLifeMode();
  316. // Are we waiting for particles and there are non left?
  317. if ( mWaitingForParticles )
  318. {
  319. // Yes, so are there any particles left?
  320. if ( activeParticleCount == 0 )
  321. {
  322. // No, so stop the player immediately.
  323. stop( false, mWaitingForDelete );
  324. }
  325. return;
  326. }
  327. // Finish if the particle player is in "infinite" mode.
  328. if ( lifeMode == ParticleAsset::INFINITE )
  329. return;
  330. // Fetch the particle lifetime.
  331. const F32 lifetime = pParticleAsset->getLifetime();
  332. // Cycle life-mode?
  333. if ( lifeMode == ParticleAsset::CYCLE )
  334. {
  335. // Has the age expired?
  336. if ( mAge >= lifetime )
  337. {
  338. // Yes, so restart the particle.
  339. play( false );
  340. }
  341. return;
  342. }
  343. // Stop life-mode?
  344. if ( lifeMode == ParticleAsset::STOP )
  345. {
  346. // Has the age expired?
  347. if ( mAge >= lifetime )
  348. {
  349. // Yes, so stop the particle.
  350. stop( true, false );
  351. }
  352. return;
  353. }
  354. // kill life-mode?
  355. if ( lifeMode == ParticleAsset::KILL )
  356. {
  357. // Has the age expired?
  358. if ( mAge >= lifetime )
  359. {
  360. // Yes, so kill the particle.
  361. stop( true, true );
  362. }
  363. return;
  364. }
  365. }
  366. //------------------------------------------------------------------------------
  367. void ParticlePlayer::interpolateObject( const F32 timeDelta )
  368. {
  369. // Call parent.
  370. Parent::interpolateObject( timeDelta );
  371. // Finish if no need to interpolate.
  372. if ( !mParticleInterpolation || !mPlaying || mCameraIdle || mPaused )
  373. return;
  374. // Iterate the emitters.
  375. for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
  376. {
  377. // Fetch the emitter node.
  378. EmitterNode* pEmitterNode = *emitterItr;
  379. // Fetch First Particle Node.
  380. ParticleSystem::ParticleNode* pParticleNode = pEmitterNode->getFirstParticle();
  381. // Fetch the particle node head.
  382. ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
  383. // Fetch the asset emitter.
  384. ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
  385. // Fetch the local AABB..
  386. const Vector2& localAABB0 = pParticleAssetEmitter->getLocalPivotAABB0();
  387. const Vector2& localAABB1 = pParticleAssetEmitter->getLocalPivotAABB1();
  388. const Vector2& localAABB2 = pParticleAssetEmitter->getLocalPivotAABB2();
  389. const Vector2& localAABB3 = pParticleAssetEmitter->getLocalPivotAABB3();
  390. // Process All particle nodes.
  391. while ( pParticleNode != pParticleNodeHead )
  392. {
  393. // Interpolate the position.
  394. pParticleNode->mRenderTickPosition = (timeDelta * pParticleNode->mPreTickPosition) + ((1.0f-timeDelta) * pParticleNode->mPostTickPosition);
  395. // Set the transform.
  396. pParticleNode->mTransform.p = pParticleNode->mRenderTickPosition;
  397. // Fetch the render size.
  398. const Vector2& renderSize = pParticleNode->mRenderSize;
  399. // Calculate the scaled AABB.
  400. Vector2 scaledAABB[4];
  401. scaledAABB[0] = localAABB0 * renderSize;
  402. scaledAABB[1] = localAABB1 * renderSize;
  403. scaledAABB[2] = localAABB2 * renderSize;
  404. scaledAABB[3] = localAABB3 * renderSize;
  405. // Calculate the world OOBB..
  406. CoreMath::mCalculateOOBB( scaledAABB, pParticleNode->mTransform, pParticleNode->mRenderOOBB );
  407. // Move to the next particle.
  408. pParticleNode = pParticleNode->mNextNode;
  409. }
  410. }
  411. }
  412. //-----------------------------------------------------------------------------
  413. void ParticlePlayer::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
  414. {
  415. // Finish if we can't render.
  416. if ( !mPlaying || mCameraIdle )
  417. return;
  418. // Flush.
  419. pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
  420. // Fetch emitter count.
  421. const U32 emitterCount = mEmitters.size();
  422. // Render all the emitters.
  423. for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
  424. {
  425. // Fetch the emitter node.
  426. EmitterNode* pEmitterNode = mEmitters[emitterIndex];
  427. // Fetch the particle emitter.
  428. ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
  429. // Skip if the emitter is not visible.
  430. if ( !pEmitterNode->getVisible() )
  431. continue;
  432. // Skip if there are no active particles.
  433. if ( !pEmitterNode->getActiveParticles() )
  434. continue;
  435. // Fetch both image and animation assets.
  436. const AssetPtr<ImageAsset>& imageAsset = pParticleAssetEmitter->getImageAsset();
  437. const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
  438. // Fetch static mode.
  439. const bool isStaticFrameProvider = pParticleAssetEmitter->isStaticFrameProvider();
  440. // Are we in static mode?
  441. if ( isStaticFrameProvider )
  442. {
  443. // Yes, so skip if no image available.
  444. if ( imageAsset.isNull() )
  445. continue;
  446. }
  447. else
  448. {
  449. // No, so skip if no animation available.
  450. if ( animationAsset.isNull() )
  451. continue;
  452. }
  453. // Flush.
  454. pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
  455. // Intense particles?
  456. if ( pParticleAssetEmitter->getIntenseParticles() )
  457. {
  458. // Yes, so set additive blending.
  459. pBatchRenderer->setBlendMode( GL_SRC_ALPHA, GL_ONE );
  460. }
  461. else
  462. {
  463. // No, so set standard blend options.
  464. if ( mBlendMode )
  465. {
  466. pBatchRenderer->setBlendMode( mSrcBlendFactor, mDstBlendFactor );
  467. }
  468. else
  469. {
  470. pBatchRenderer->setBlendOff();
  471. }
  472. }
  473. // Set alpha-testing.
  474. pBatchRenderer->setAlphaTestMode( pParticleAssetEmitter->getAlphaTest() );
  475. // Save the transformation.
  476. glPushMatrix();
  477. // Is the Position attached to the emitter?
  478. if ( pParticleAssetEmitter->getAttachPositionToEmitter() )
  479. {
  480. // Yes, so get player position.
  481. const Vector2 renderPosition = getRenderPosition();
  482. // Move into emitter-space.
  483. glTranslatef( renderPosition.x, renderPosition.y, 0.0f );
  484. // Is the rotation attached to the emitter?
  485. if ( pParticleAssetEmitter->getAttachRotationToEmitter() )
  486. {
  487. // Yes, so rotate into emitter-space.
  488. // NOTE:- We need clockwise rotation here.
  489. glRotatef( mRadToDeg(getRenderAngle()), 0.0f, 0.0f, 1.0f );
  490. }
  491. }
  492. // Fetch the oldest-in-front flag.
  493. const bool oldestInFront = pParticleAssetEmitter->getOldestInFront();
  494. // Fetch the starting particle (using appropriate particle order).
  495. ParticleSystem::ParticleNode* pParticleNode = oldestInFront ? pEmitterNode->getFirstParticle() : pEmitterNode->getLastParticle();
  496. // Fetch the particle node head.
  497. ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
  498. // Process all particle nodes.
  499. while ( pParticleNode != pParticleNodeHead )
  500. {
  501. // Fetch the frame provider.
  502. const ImageFrameProviderCore& frameProvider = pParticleNode->mFrameProvider;
  503. // Fetch the frame area.
  504. const ImageAsset::FrameArea::TexelArea& texelFrameArea = frameProvider.getProviderImageFrameArea().mTexelArea;
  505. // Frame texture.
  506. TextureHandle& frameTexture = frameProvider.getProviderTexture();
  507. // Fetch the particle render OOBB.
  508. Vector2* renderOOBB = pParticleNode->mRenderOOBB;
  509. // Fetch lower/upper texture coordinates.
  510. const Vector2& texLower = texelFrameArea.mTexelLower;
  511. const Vector2& texUpper = texelFrameArea.mTexelUpper;
  512. // Submit batched quad.
  513. pBatchRenderer->SubmitQuad(
  514. renderOOBB[0],
  515. renderOOBB[1],
  516. renderOOBB[2],
  517. renderOOBB[3],
  518. Vector2( texLower.x, texUpper.y ),
  519. Vector2( texUpper.x, texUpper.y ),
  520. Vector2( texUpper.x, texLower.y ),
  521. Vector2( texLower.x, texLower.y ),
  522. frameTexture,
  523. pParticleNode->mColor );
  524. // Move to next Particle ( using appropriate sort-order ).
  525. pParticleNode = oldestInFront ? pParticleNode->mNextNode : pParticleNode->mPreviousNode;
  526. };
  527. // Flush.
  528. pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
  529. // Restore the transformation.
  530. glPopMatrix();
  531. }
  532. }
  533. //-----------------------------------------------------------------------------
  534. void ParticlePlayer::sceneRenderOverlay( const SceneRenderState* sceneRenderState )
  535. {
  536. // Call parent.
  537. Parent::sceneRenderOverlay( sceneRenderState );
  538. // Get Scene.
  539. Scene* pScene = getScene();
  540. // Finish if no scene.
  541. if ( !pScene )
  542. return;
  543. // Finish if we shouldn't be drawing the debug overlay.
  544. if ( !pScene->getIsEditorScene() || mLessThanOrEqual( mCameraIdleDistance, 0.0f ) || !isEnabled() || !getVisible() )
  545. return;
  546. // Draw camera pause distance.
  547. pScene->mDebugDraw.DrawCircle( getRenderPosition(), mCameraIdleDistance, ColorF(1.0f, 1.0f, 0.0f ) );
  548. }
  549. //-----------------------------------------------------------------------------
  550. void ParticlePlayer::setParticle( const char* pAssetId )
  551. {
  552. // Sanity!
  553. AssertFatal( pAssetId != NULL, "ParticlePlayer::setParticle() - Cannot use a NULL asset Id." );
  554. // Set asset Id.
  555. mParticleAsset = pAssetId;
  556. // Initialize the particle.
  557. initializeParticleAsset();
  558. }
  559. //-----------------------------------------------------------------------------
  560. void ParticlePlayer::setEmitterPaused( const bool paused, const U32 emitterIndex )
  561. {
  562. // Is the emitter index valid?
  563. if ( emitterIndex >= getEmitterCount() )
  564. {
  565. // No, so warn.
  566. Con::warnf( "ParticlePlayer::setEmitterPaused() - Emitter index is out of bounds." );
  567. return;
  568. }
  569. mEmitters[emitterIndex]->setPaused( paused );
  570. }
  571. //-----------------------------------------------------------------------------
  572. bool ParticlePlayer::getEmitterPaused( const U32 emitterIndex )
  573. {
  574. // Is the emitter index valid?
  575. if ( emitterIndex >= getEmitterCount() )
  576. {
  577. // No, so warn.
  578. Con::warnf( "ParticlePlayer::getEmitterPaused() - Emitter index is out of bounds." );
  579. return false;
  580. }
  581. return mEmitters[emitterIndex]->getPaused();
  582. }
  583. //-----------------------------------------------------------------------------
  584. void ParticlePlayer::setEmitterVisible( const bool visible, const U32 emitterIndex )
  585. {
  586. // Is the emitter index valid?
  587. if ( emitterIndex >= getEmitterCount() )
  588. {
  589. // No, so warn.
  590. Con::warnf( "ParticlePlayer::setEmitterVisible() - Emitter index is out of bounds." );
  591. return;
  592. }
  593. mEmitters[emitterIndex]->setVisible( visible );
  594. }
  595. //-----------------------------------------------------------------------------
  596. bool ParticlePlayer::getEmitterVisible( const U32 emitterIndex )
  597. {
  598. // Is the emitter index valid?
  599. if ( emitterIndex >= getEmitterCount() )
  600. {
  601. // No, so warn.
  602. Con::warnf( "ParticlePlayer::getEmitterVisible() - Emitter index is out of bounds." );
  603. return false;
  604. }
  605. return mEmitters[emitterIndex]->getVisible();
  606. }
  607. //-----------------------------------------------------------------------------
  608. bool ParticlePlayer::play( const bool resetParticles )
  609. {
  610. // Cannot do anything if we've not got any emitters!
  611. if ( mParticleAsset.isNull() || mParticleAsset->getEmitterCount() == 0 )
  612. {
  613. // Warn.
  614. Con::warnf("ParticlePlayer::play() - Cannot play; no emitters!");
  615. return false;
  616. }
  617. // Are we in a scene?
  618. if ( getScene() == NULL )
  619. {
  620. // No, so warn.
  621. Con::warnf("ParticlePlayer::play() - Cannot play when not in a scene!");
  622. return false;
  623. }
  624. // Reset the age.
  625. mAge = 0.0f;
  626. // Iterate the emitters.
  627. for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
  628. {
  629. // Fetch the emitter node.
  630. EmitterNode* pEmitterNode = *emitterItr;
  631. pEmitterNode->setPaused(false);
  632. // Reset the time since last generation.
  633. pEmitterNode->setTimeSinceLastGeneration( 0.0f );
  634. }
  635. // Reset Waiting for Particles.
  636. mWaitingForParticles = false;
  637. // Reset Waiting for delete.
  638. mWaitingForDelete = false;
  639. // Flag as playing.
  640. mPlaying = true;
  641. // Turn-off paused.
  642. mPaused = false;
  643. // Set unsafe delete status.
  644. setSafeDelete(false);
  645. return true;
  646. }
  647. //-----------------------------------------------------------------------------
  648. void ParticlePlayer::stop( const bool waitForParticles, const bool killEffect )
  649. {
  650. // Finish if we're not playing and there's no kill command.
  651. if ( !mPlaying && !killEffect )
  652. return;
  653. // Fetch emitter count.
  654. const U32 emitterCount = mEmitters.size();
  655. // Are we waiting for particles to end?
  656. if ( waitForParticles )
  657. {
  658. // Yes, so pause all the emitters.
  659. for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
  660. {
  661. // Fetch the emitter.
  662. mEmitters[emitterIndex]->setPaused( true );
  663. }
  664. // Set waiting for particles.
  665. mWaitingForParticles = true;
  666. // Flag as waiting for deletion if killing effect.
  667. if ( killEffect )
  668. mWaitingForDelete = true;
  669. return;
  670. }
  671. // No, so free all particles.
  672. for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
  673. {
  674. mEmitters[emitterIndex]->freeAllParticles();
  675. }
  676. // Reset the age.
  677. mAge = 0.0f;
  678. // Flag as stopped and not waiting.
  679. mPlaying = mWaitingForParticles = mWaitingForDelete = false;
  680. // Turn off paused.
  681. mPaused = false;
  682. // Set safe deletion.
  683. setSafeDelete(true);
  684. // Perform the callback.
  685. if( isMethod( "onStopParticlePlayer" ) )
  686. Con::executef( this, 1, "onStopParticlePlayer" );
  687. // Flag for immediate deletion if killing.
  688. if ( killEffect )
  689. safeDelete();
  690. }
  691. //------------------------------------------------------------------------------
  692. void ParticlePlayer::configureParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode )
  693. {
  694. // Fetch the particle player age.
  695. const F32 particlePlayerAge = mAge;
  696. // Fetch the particle player position.
  697. const Vector2& particlePlayerPosition = getPosition();
  698. // Default to not suppressing movement.
  699. pParticleNode->mSuppressMovement = false;
  700. // Fetch particle asset.
  701. ParticleAsset* pParticleAsset = mParticleAsset;
  702. // Fetch the asset emitter.
  703. ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
  704. // **********************************************************************************************************************
  705. // Calculate Particle Position.
  706. // **********************************************************************************************************************
  707. // Fetch attachment options.
  708. const bool attachPositionToEmitter = pParticleAssetEmitter->getAttachPositionToEmitter();
  709. // Fetch the emitter offset, angle and size
  710. const Vector2& emitterOffset = pParticleAssetEmitter->getEmitterOffset() * getSizeScale();
  711. const Vector2& emitterSize = pParticleAssetEmitter->getEmitterSize() * getSizeScale();
  712. const F32 emitterAngle = mDegToRad(pParticleAssetEmitter->getEmitterAngle());
  713. // Are we using Single Particle?
  714. if ( pParticleAssetEmitter->getSingleParticle() )
  715. {
  716. // Determine whether to use world-space or emitter-space.
  717. if ( attachPositionToEmitter )
  718. {
  719. pParticleNode->mPosition = emitterOffset;
  720. }
  721. else
  722. {
  723. pParticleNode->mPosition = particlePlayerPosition + emitterOffset;
  724. }
  725. }
  726. else
  727. {
  728. // No, so select Emitter-Type.
  729. switch( pParticleAssetEmitter->getEmitterType() )
  730. {
  731. // Emit at a point defined by the emitters position.
  732. case ParticleAssetEmitter::POINT_EMITTER:
  733. {
  734. // Are we attaching the position to the emitter?
  735. if ( attachPositionToEmitter )
  736. {
  737. // Yes, so transform the particle into emitter-space only.
  738. pParticleNode->mPosition = emitterOffset;
  739. }
  740. else
  741. {
  742. // No, so transform the particle into world-space here.
  743. pParticleNode->mPosition = emitterOffset + particlePlayerPosition;
  744. }
  745. } break;
  746. // Emit along a line defined by the emitters width.
  747. case ParticleAssetEmitter::LINE_EMITTER:
  748. {
  749. // Calculate half-width.
  750. const F32 halfWidth = emitterSize.x * 0.5f;
  751. // Calculate emitter position.
  752. Vector2 emissionPosition( CoreMath::mGetRandomF( -halfWidth, halfWidth ), 0.0f );
  753. // Transform particle position in emitter-space.
  754. pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
  755. // Are we attaching the position to the emitter?
  756. if ( !attachPositionToEmitter )
  757. {
  758. // No, so transform the particle into world-space here.
  759. b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
  760. pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
  761. }
  762. } break;
  763. // Emit inside a box defined by the emitters size.
  764. case ParticleAssetEmitter::BOX_EMITTER:
  765. {
  766. // Calculate half-width/height.
  767. const F32 halfWidth = emitterSize.x * 0.5f;
  768. const F32 halfHeight = emitterSize.y * 0.5f;
  769. // Calculate emitter position.
  770. Vector2 emissionPosition( CoreMath::mGetRandomF( -halfWidth, halfWidth ), CoreMath::mGetRandomF( -halfHeight, halfHeight ) );
  771. // Transform particle position in emitter-space.
  772. pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
  773. // Are we attaching the position to the emitter?
  774. if ( !attachPositionToEmitter )
  775. {
  776. // No, so transform the particle into world-space here.
  777. b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
  778. pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
  779. }
  780. } break;
  781. // Emit from an ellipse with a radii defined by the emitters size.
  782. case ParticleAssetEmitter::DISK_EMITTER:
  783. {
  784. // Calculate the random angle.
  785. const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
  786. #if 1
  787. // Calculate the uniform distribution scale.
  788. const F32 distributionScale = mSqrt( CoreMath::mGetRandomF(0.0f, 1.0f) );
  789. // Calculate the radii.
  790. const F32 radiusX = emitterSize.x * 0.5f * distributionScale;
  791. const F32 radiusY = emitterSize.y * 0.5f * distributionScale;
  792. #else
  793. // Calculate the radii.
  794. const F32 radiusX = emitterSize.x * 0.5f;
  795. const F32 radiusY = emitterSize.y * 0.5f;
  796. #endif
  797. // Calculate emitter position using a uniform distribution.
  798. Vector2 emissionPosition( radiusX * mCos(angle), radiusY * mSin(angle) );
  799. // Transform particle position in emitter-space.
  800. pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
  801. // Are we attaching the position to the emitter?
  802. if ( !attachPositionToEmitter )
  803. {
  804. // No, so transform the particle into world-space here.
  805. b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
  806. pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
  807. }
  808. } break;
  809. // Emit from an ellipse with a radii defined by the emitters size.
  810. case ParticleAssetEmitter::ELLIPSE_EMITTER:
  811. {
  812. // Calculate the random angle.
  813. const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
  814. // Calculate emitter position using a uniform distribution.
  815. Vector2 emissionPosition( emitterSize.x * 0.5f * mCos(angle), emitterSize.y * 0.5f * mSin(angle) );
  816. // Transform particle position in emitter-space.
  817. pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
  818. // Are we attaching the position to the emitter?
  819. if ( !attachPositionToEmitter )
  820. {
  821. // No, so transform the particle into world-space here.
  822. b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
  823. pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
  824. }
  825. } break;
  826. // Emit inside a torus with an outer-diameter defined by the emitters major size axis and an inner-diameter defined by the emitters minor size axis..
  827. case ParticleAssetEmitter::TORUS_EMITTER:
  828. {
  829. // Calculate the random angle.
  830. const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
  831. // Calculate the inner and outer radii.
  832. const F32 outerRadii = emitterSize.getMajorAxis() * 0.5f;
  833. const F32 innerRadii = emitterSize.getMinorAxis() * 0.5f;
  834. #if 1
  835. // Calculate the radius as a uniform distribution.
  836. const F32 radius = innerRadii + ( mSqrt( CoreMath::mGetRandomF(0.0f, 1.0f) ) * (outerRadii-innerRadii) );
  837. #else
  838. // Calculate the radius as a non-uniform distribution.
  839. const F32 radius = CoreMath::mGetRandomF( innerRadii, outerRadii );
  840. #endif
  841. // Calculate emitter position using a uniform distribution.
  842. Vector2 emissionPosition( radius * mCos(angle), radius * mSin(angle) );
  843. // Are we attaching the position to the emitter?
  844. if ( attachPositionToEmitter )
  845. {
  846. // Yes, so transform the particle into emitter-space only.
  847. pParticleNode->mPosition = emissionPosition + emitterOffset;
  848. }
  849. else
  850. {
  851. // No, so transform the particle into world-space here.
  852. pParticleNode->mPosition = emissionPosition + emitterOffset + particlePlayerPosition;
  853. }
  854. } break;
  855. default:
  856. break;
  857. }
  858. }
  859. // **********************************************************************************************************************
  860. // Calculate Particle Lifetime.
  861. // **********************************************************************************************************************
  862. pParticleNode->mParticleAge = 0.0f;
  863. pParticleNode->mParticleLifetime = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getParticleLifeBaseField(),
  864. pParticleAssetEmitter->getParticleLifeVariationField(),
  865. pParticleAsset->getParticleLifeScaleField(),
  866. particlePlayerAge );
  867. // **********************************************************************************************************************
  868. // Calculate Particle Size-X.
  869. // **********************************************************************************************************************
  870. pParticleNode->mSize.x = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSizeXBaseField(),
  871. pParticleAssetEmitter->getSizeXVariationField(),
  872. pParticleAsset->getSizeXScaleField(),
  873. particlePlayerAge ) * getSizeScale();
  874. // Is the particle using a fixed aspect?
  875. if ( pParticleAssetEmitter->getFixedAspect() )
  876. {
  877. // Yes, so simply copy Size-X.
  878. pParticleNode->mSize.y = pParticleNode->mSize.x;
  879. }
  880. else
  881. {
  882. // No, so calculate the particle Size-Y.
  883. pParticleNode->mSize.y = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSizeYBaseField(),
  884. pParticleAssetEmitter->getSizeYVariationField(),
  885. pParticleAsset->getSizeYScaleField(),
  886. particlePlayerAge ) * getSizeScale();
  887. }
  888. // Reset the render size.
  889. pParticleNode->mRenderSize.Set(-1.0f, -1.0f);
  890. // **********************************************************************************************************************
  891. // Calculate Speed, Random Motion and Emission Angle.
  892. // **********************************************************************************************************************
  893. // We reset the emission angle/arc in-case we're using single-particle mode as this is the default.
  894. F32 emissionForce = 0;
  895. F32 emissionAngle = 0;
  896. F32 emissionArc = 0;
  897. // Ignore if we're using a single-particle.
  898. if ( !pParticleAssetEmitter->getSingleParticle() )
  899. {
  900. pParticleNode->mSpeed = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSpeedBaseField(),
  901. pParticleAssetEmitter->getSpeedVariationField(),
  902. pParticleAsset->getSpeedScaleField(),
  903. particlePlayerAge ) * getForceScale();
  904. pParticleNode->mRandomMotion = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getRandomMotionBaseField(),
  905. pParticleAssetEmitter->getRandomMotionVariationField(),
  906. pParticleAsset->getRandomMotionScaleField(),
  907. particlePlayerAge ) * getForceScale();
  908. // Calculate the emission force.
  909. emissionForce = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionForceForceBaseField(),
  910. pParticleAssetEmitter->getEmissionForceVariationField(),
  911. particlePlayerAge) * getForceScale();
  912. if (pParticleAssetEmitter->getIsTargeting())
  913. {
  914. Vector2 tPos = pParticleAssetEmitter->getTargetPosition();
  915. Vector2 pPos = pParticleNode->mPosition;
  916. Vector2 subVec = tPos - pPos;
  917. F32 vecN = mAtan(subVec.x, subVec.y);
  918. F32 vecDeg = mRadToDeg(vecN);
  919. emissionAngle = vecDeg;
  920. }
  921. else
  922. {
  923. // Calculate Emission Angle.
  924. emissionAngle = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionAngleBaseField(),
  925. pParticleAssetEmitter->getEmissionAngleVariationField(),
  926. particlePlayerAge);
  927. }
  928. // Calculate Emission Arc.
  929. // NOTE:- We're actually interested in half the emission arc!
  930. emissionArc = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionArcBaseField(),
  931. pParticleAssetEmitter->getEmissionArcVariationField(),
  932. particlePlayerAge ) * 0.5f;
  933. // Is the emission rotation linked?
  934. if ( pParticleAssetEmitter->getLinkEmissionRotation() )
  935. {
  936. // Yes, so add the particle player angle.
  937. emissionAngle += getAngle();
  938. }
  939. // Calculate the final emission angle choosing random Arc.
  940. emissionAngle = mFmod( CoreMath::mGetRandomF( emissionAngle-emissionArc, emissionAngle+emissionArc ), 360.0f );
  941. // Calculate the particle velocity.
  942. const F32 emissionAngleRadians = mDegToRad( emissionAngle );
  943. pParticleNode->mVelocity.Set( emissionForce * mCos( emissionAngleRadians ), emissionForce * mSin( emissionAngleRadians ) );
  944. }
  945. // **********************************************************************************************************************
  946. // Calculate Spin.
  947. // **********************************************************************************************************************
  948. pParticleNode->mSpin = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSpinBaseField(),
  949. pParticleAssetEmitter->getSpinVariationField(),
  950. pParticleAsset->getSpinScaleField(),
  951. particlePlayerAge );
  952. // **********************************************************************************************************************
  953. // Calculate Fixed-Force.
  954. // **********************************************************************************************************************
  955. pParticleNode->mFixedForce = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getFixedForceBaseField(),
  956. pParticleAssetEmitter->getFixedForceVariationField(),
  957. pParticleAsset->getFixedForceScaleField(),
  958. particlePlayerAge ) * getForceScale();
  959. // **********************************************************************************************************************
  960. // Calculate Orientation Angle.
  961. // **********************************************************************************************************************
  962. // Configure particle orientation.
  963. switch( pParticleAssetEmitter->getOrientationType() )
  964. {
  965. // Aligned to initial emission.
  966. case ParticleAssetEmitter::ALIGNED_ORIENTATION:
  967. {
  968. // Use the emission angle with fixed offset.
  969. pParticleNode->mOrientationAngle = mFmod( emissionAngle - pParticleAssetEmitter->getAlignedAngleOffset(), 360.0f );
  970. } break;
  971. // Fixed orientation.
  972. case ParticleAssetEmitter::FIXED_ORIENTATION:
  973. {
  974. // Use a fixed angle.
  975. pParticleNode->mOrientationAngle = mFmod( pParticleAssetEmitter->getFixedAngleOffset(), 360.0f );
  976. } break;
  977. // Random with constraints.
  978. case ParticleAssetEmitter::RANDOM_ORIENTATION:
  979. {
  980. // Used a random angle/arc.
  981. const F32 randomArc = pParticleAssetEmitter->getRandomArc() * 0.5f;
  982. pParticleNode->mOrientationAngle = mFmod( CoreMath::mGetRandomF( pParticleAssetEmitter->getRandomAngleOffset() - randomArc, pParticleAssetEmitter->getRandomAngleOffset() + randomArc ), 360.0f );
  983. } break;
  984. default:
  985. break;
  986. }
  987. // **********************************************************************************************************************
  988. // Calculate RGBA Components.
  989. // **********************************************************************************************************************
  990. // Fetch the channels.
  991. const ParticleAssetField& redChannel = pParticleAssetEmitter->getRedChannelLifeField();
  992. const ParticleAssetField& greenChannel = pParticleAssetEmitter->getGreenChannelLifeField();
  993. const ParticleAssetField& blueChannel = pParticleAssetEmitter->getBlueChannelLifeField();
  994. const ParticleAssetField& alphaChannel = pParticleAssetEmitter->getAlphaChannelLifeField();
  995. const ParticleAssetField& alphaChannelScale = pParticleAsset->getAlphaChannelScaleField();
  996. // Calculate the color.
  997. pParticleNode->mColor.set( mClampF( redChannel.getFieldValue( 0.0f ), redChannel.getMinValue(), redChannel.getMaxValue() ),
  998. mClampF( greenChannel.getFieldValue( 0.0f ),greenChannel.getMinValue(), greenChannel.getMaxValue() ),
  999. mClampF( blueChannel.getFieldValue( 0.0f ), blueChannel.getMinValue(),blueChannel.getMaxValue() ),
  1000. mClampF( alphaChannel.getFieldValue( 0.0f ) * alphaChannelScale.getFieldValue( 0.0f ), alphaChannel.getMinValue(), alphaChannel.getMaxValue() ) );
  1001. // **********************************************************************************************************************
  1002. // Image, Frame and Animation Controller.
  1003. // **********************************************************************************************************************
  1004. // Fetch the image frame provider.
  1005. ImageFrameProviderCore& frameProvider = pParticleNode->mFrameProvider;
  1006. // Allocate assets to the particle.
  1007. frameProvider.allocateAssets( &(pParticleAssetEmitter->getImageAsset()), &(pParticleAssetEmitter->getAnimationAsset()) );
  1008. // Is the emitter in static mode?
  1009. if ( pParticleAssetEmitter->isStaticFrameProvider() )
  1010. {
  1011. // Yes, so is random image frame active?
  1012. if ( pParticleAssetEmitter->getRandomImageFrame() )
  1013. {
  1014. // Yes, so fetch the frame count for the image asset.
  1015. const U32 frameCount = pParticleAssetEmitter->getImageAsset()->getFrameCount();
  1016. // Choose a random frame.
  1017. frameProvider.setImageFrame( (U32)CoreMath::mGetRandomI( 0, frameCount-1 ) );
  1018. }
  1019. else
  1020. {
  1021. // No, so set the emitter image frame.
  1022. if (pParticleAssetEmitter->isUsingNamedImageFrame())
  1023. frameProvider.setNamedImageFrame( pParticleAssetEmitter->getNamedImageFrame() );
  1024. else
  1025. frameProvider.setImageFrame( pParticleAssetEmitter->getImageFrame() );
  1026. }
  1027. }
  1028. else
  1029. {
  1030. // No, so fetch the animation asset.
  1031. const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
  1032. // Play it.
  1033. frameProvider.playAnimation( animationAsset );
  1034. }
  1035. // **********************************************************************************************************************
  1036. // Reset Tick Position.
  1037. // **********************************************************************************************************************
  1038. pParticleNode->mPreTickPosition = pParticleNode->mPostTickPosition = pParticleNode->mRenderTickPosition = pParticleNode->mPosition;
  1039. // **********************************************************************************************************************
  1040. // Do a Single Particle Integration to get things going.
  1041. // **********************************************************************************************************************
  1042. integrateParticle( pEmitterNode, pParticleNode, 0.0f, 0.0f );
  1043. }
  1044. //------------------------------------------------------------------------------
  1045. void ParticlePlayer::integrateParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode, F32 particleAge, F32 elapsedTime )
  1046. {
  1047. // Fetch particle asset.
  1048. ParticleAsset* pParticleAsset = mParticleAsset;
  1049. // Fetch the asset emitter.
  1050. ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
  1051. // **********************************************************************************************************************
  1052. // Copy Old Tick Position.
  1053. // **********************************************************************************************************************
  1054. pParticleNode->mRenderTickPosition = pParticleNode->mPreTickPosition = pParticleNode->mPostTickPosition;
  1055. // **********************************************************************************************************************
  1056. // Scale Size.
  1057. // **********************************************************************************************************************
  1058. // Scale Size-X.
  1059. pParticleNode->mRenderSize.x = mClampF( pParticleNode->mSize.x * pParticleAssetEmitter->getSizeXLifeField().getFieldValue( particleAge ),
  1060. pParticleAssetEmitter->getSizeXBaseField().getMinValue(),
  1061. pParticleAssetEmitter->getSizeXBaseField().getMaxValue());
  1062. // Is the particle using a fixed aspect?
  1063. if ( pParticleAssetEmitter->getFixedAspect() )
  1064. {
  1065. // Yes, so simply copy Size-X.
  1066. pParticleNode->mRenderSize.y = pParticleNode->mRenderSize.x;
  1067. }
  1068. else
  1069. {
  1070. // No, so Scale Size-Y.
  1071. pParticleNode->mRenderSize.y = mClampF( pParticleNode->mSize.y * pParticleAssetEmitter->getSizeYLifeField().getFieldValue( particleAge ),
  1072. pParticleAssetEmitter->getSizeYBaseField().getMinValue(),
  1073. pParticleAssetEmitter->getSizeYBaseField().getMaxValue() );
  1074. }
  1075. // **********************************************************************************************************************
  1076. // Scale Speed.
  1077. // **********************************************************************************************************************
  1078. pParticleNode->mRenderSpeed = mClampF( pParticleNode->mSpeed * pParticleAssetEmitter->getSpeedLifeField().getFieldValue( particleAge ),
  1079. pParticleAssetEmitter->getSpeedBaseField().getMinValue(),
  1080. pParticleAssetEmitter->getSpeedBaseField().getMaxValue() );
  1081. // **********************************************************************************************************************
  1082. // Scale Fixed-Force.
  1083. // **********************************************************************************************************************
  1084. pParticleNode->mRenderFixedForce = mClampF( pParticleNode->mFixedForce * pParticleAssetEmitter->getFixedForceLifeField().getFieldValue( particleAge ),
  1085. pParticleAssetEmitter->getFixedForceBaseField().getMinValue(),
  1086. pParticleAssetEmitter->getFixedForceBaseField().getMaxValue() );
  1087. // **********************************************************************************************************************
  1088. // Scale Random-Motion.
  1089. // **********************************************************************************************************************
  1090. pParticleNode->mRenderRandomMotion = mClampF( pParticleNode->mRandomMotion * pParticleAssetEmitter->getRandomMotionLifeField().getFieldValue( particleAge ),
  1091. pParticleAssetEmitter->getRandomMotionBaseField().getMinValue(),
  1092. pParticleAssetEmitter->getRandomMotionBaseField().getMaxValue() );
  1093. // **********************************************************************************************************************
  1094. // Calculate RGBA Components.
  1095. // **********************************************************************************************************************
  1096. // Fetch the channels.
  1097. const ParticleAssetField& redChannel = pParticleAssetEmitter->getRedChannelLifeField();
  1098. const ParticleAssetField& greenChannel = pParticleAssetEmitter->getGreenChannelLifeField();
  1099. const ParticleAssetField& blueChannel = pParticleAssetEmitter->getBlueChannelLifeField();
  1100. const ParticleAssetField& alphaChannel = pParticleAssetEmitter->getAlphaChannelLifeField();
  1101. const ParticleAssetField& alphaChannelScale = pParticleAsset->getAlphaChannelScaleField();
  1102. // Calculate the color.
  1103. pParticleNode->mColor.set( mClampF( redChannel.getFieldValue( particleAge ), redChannel.getMinValue(), redChannel.getMaxValue() ),
  1104. mClampF( greenChannel.getFieldValue( particleAge ),greenChannel.getMinValue(), greenChannel.getMaxValue() ),
  1105. mClampF( blueChannel.getFieldValue( particleAge ), blueChannel.getMinValue(),blueChannel.getMaxValue() ),
  1106. mClampF( alphaChannel.getFieldValue( particleAge ) * alphaChannelScale.getFieldValue( 0.0f ), alphaChannel.getMinValue(), alphaChannel.getMaxValue() ) );
  1107. // **********************************************************************************************************************
  1108. // Integrate Particle.
  1109. // **********************************************************************************************************************
  1110. // Is the emitter in static mode?
  1111. if ( !pParticleAssetEmitter->isStaticFrameProvider() )
  1112. {
  1113. // No, so update animation.
  1114. pParticleNode->mFrameProvider.updateAnimation( elapsedTime );
  1115. }
  1116. // **********************************************************************************************************************
  1117. // Calculate New Velocity...
  1118. // **********************************************************************************************************************
  1119. // Calculate the velocity if not a single particle.
  1120. if ( !pParticleAssetEmitter->getSingleParticle() )
  1121. {
  1122. // Calculate random motion (if we've got any).
  1123. if ( mNotZero( pParticleNode->mRenderRandomMotion ) )
  1124. {
  1125. // Fetch random motion.
  1126. const F32 randomMotion = pParticleNode->mRenderRandomMotion * 0.5f;
  1127. // Add time-integrated random motion into velocity.
  1128. pParticleNode->mVelocity += Vector2( CoreMath::mGetRandomF(-randomMotion, randomMotion) * elapsedTime, CoreMath::mGetRandomF(-randomMotion, randomMotion) * elapsedTime );
  1129. }
  1130. // Do we have any fixed force?
  1131. if ( mNotZero( pParticleNode->mRenderFixedForce ) )
  1132. {
  1133. // Yes, so time-integrate a fixed force to the velocity.
  1134. pParticleNode->mVelocity += (pParticleAssetEmitter->getFixedForceDirection() * (pParticleNode->mRenderFixedForce * getForceScale()) * elapsedTime);
  1135. }
  1136. // Are we suppressing movement?
  1137. if ( !pParticleNode->mSuppressMovement )
  1138. {
  1139. // No, so adjust particle position.
  1140. pParticleNode->mPosition += (pParticleNode->mVelocity * pParticleNode->mRenderSpeed * elapsedTime);
  1141. }
  1142. }
  1143. // **********************************************************************************************************************
  1144. // Are we Aligning to motion?
  1145. // **********************************************************************************************************************
  1146. if ( pParticleAssetEmitter->getKeepAligned() && pParticleAssetEmitter->getOrientationType() == ParticleAssetEmitter::ALIGNED_ORIENTATION )
  1147. {
  1148. // Yes, so calculate last movement direction.
  1149. F32 movementAngle = mRadToDeg( mAtan( pParticleNode->mVelocity.x, pParticleNode->mVelocity.y ) );
  1150. // Adjust for negative ArcTan quadrants.
  1151. if ( movementAngle < 0.0f )
  1152. movementAngle += 360.0f;
  1153. // Set new Orientation Angle.
  1154. pParticleNode->mOrientationAngle = movementAngle - pParticleAssetEmitter->getAlignedAngleOffset();
  1155. }
  1156. else
  1157. {
  1158. // No, so calculate the render spin.
  1159. pParticleNode->mRenderSpin = pParticleNode->mSpin * pParticleAssetEmitter->getSpinLifeField().getFieldValue( particleAge );
  1160. // Have we got some Spin?
  1161. if ( mNotZero(pParticleNode->mRenderSpin) )
  1162. {
  1163. // Yes, so add into Orientation.
  1164. pParticleNode->mOrientationAngle += pParticleNode->mRenderSpin * elapsedTime;
  1165. // Clamp the orientation angle.
  1166. pParticleNode->mOrientationAngle = mFmod( pParticleNode->mOrientationAngle, 360.0f );
  1167. }
  1168. }
  1169. // Calculate the transform.
  1170. pParticleNode->mTransform.Set( pParticleNode->mPosition, mDegToRad(pParticleNode->mOrientationAngle) );
  1171. // Fetch the local AABB..
  1172. const Vector2& localAABB0 = pParticleAssetEmitter->getLocalPivotAABB0();
  1173. const Vector2& localAABB1 = pParticleAssetEmitter->getLocalPivotAABB1();
  1174. const Vector2& localAABB2 = pParticleAssetEmitter->getLocalPivotAABB2();
  1175. const Vector2& localAABB3 = pParticleAssetEmitter->getLocalPivotAABB3();
  1176. // Fetch the render size.
  1177. const Vector2& renderSize = pParticleNode->mRenderSize;
  1178. // Calculate the scaled AABB.
  1179. Vector2 scaledAABB[4];
  1180. scaledAABB[0] = localAABB0 * renderSize;
  1181. scaledAABB[1] = localAABB1 * renderSize;
  1182. scaledAABB[2] = localAABB2 * renderSize;
  1183. scaledAABB[3] = localAABB3 * renderSize;
  1184. // Calculate the world OOBB..
  1185. CoreMath::mCalculateOOBB( scaledAABB, pParticleNode->mTransform, pParticleNode->mRenderOOBB );
  1186. // **********************************************************************************************************************
  1187. // Set Post Tick Position.
  1188. // **********************************************************************************************************************
  1189. pParticleNode->mPostTickPosition = pParticleNode->mPosition;
  1190. }
  1191. //-----------------------------------------------------------------------------
  1192. void ParticlePlayer::onTamlAddParent( SimObject* pParentObject )
  1193. {
  1194. // Call parent.
  1195. Parent::onTamlAddParent( pParentObject );
  1196. // Play automatically when added to a parent.
  1197. play( true );
  1198. }
  1199. //-----------------------------------------------------------------------------
  1200. void ParticlePlayer::initializeParticleAsset( void )
  1201. {
  1202. // Note if we were playing.
  1203. const bool wasPlaying = getIsPlaying();
  1204. // Destroy any existing particle asset.
  1205. destroyParticleAsset();
  1206. // Finish if no particle asset.
  1207. if ( mParticleAsset.isNull() )
  1208. return;
  1209. // Fetch the particle asset.
  1210. ParticleAsset* pParticleAsset = mParticleAsset;
  1211. // Fetch the emitter count.
  1212. const U32 emitterCount = pParticleAsset->getEmitterCount();
  1213. // Finish if no emitters found.
  1214. if ( emitterCount == 0 )
  1215. return;
  1216. // Add each emitter reference.
  1217. for( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
  1218. {
  1219. // Fetch the asset emitter.
  1220. ParticleAssetEmitter* pParticleAssetEmitter = pParticleAsset->getEmitter( emitterIndex );
  1221. // Fetch both image and animation assets.
  1222. const AssetPtr<ImageAsset>& imageAsset = pParticleAssetEmitter->getImageAsset();
  1223. const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
  1224. // Skip if the emitter does not have a valid assigned asset to render.
  1225. if (( pParticleAssetEmitter->isStaticFrameProvider() && (imageAsset.isNull() || imageAsset->getFrameCount() == 0 ) ) ||
  1226. ( !pParticleAssetEmitter->isStaticFrameProvider() && (animationAsset.isNull() || (animationAsset->getValidatedAnimationFrames().size() == 0 && animationAsset->getValidatedNamedAnimationFrames().size() == 0)) ) )
  1227. continue;
  1228. // Create a new emitter node.
  1229. EmitterNode* pEmitterNode = new EmitterNode( this, pParticleAssetEmitter );
  1230. // Store new emitter node.
  1231. mEmitters.push_back( pEmitterNode );
  1232. }
  1233. // Start playing if we were playing before the update.
  1234. if ( wasPlaying )
  1235. play( false );
  1236. }
  1237. //-----------------------------------------------------------------------------
  1238. void ParticlePlayer::destroyParticleAsset( void )
  1239. {
  1240. // Stop playing.
  1241. stop( false, false );
  1242. // Destroy all emitters.
  1243. while( mEmitters.size() > 0 )
  1244. {
  1245. delete mEmitters[mEmitters.size()-1];
  1246. mEmitters.pop_back();
  1247. }
  1248. mEmitters.clear();
  1249. }