ParticleEmitter.cpp 29 KB

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  1. #include "Base.h"
  2. #include "ParticleEmitter.h"
  3. #include "Game.h"
  4. #include "Node.h"
  5. #include "Quaternion.h"
  6. #include "Properties.h"
  7. #define PARTICLE_COUNT_MAX 100
  8. #define PARTICLE_EMISSION_RATE 10
  9. #define PARTICLE_EMISSION_RATE_TIME_INTERVAL 1000.0f / (float)PARTICLE_EMISSION_RATE
  10. namespace gameplay
  11. {
  12. ParticleEmitter::ParticleEmitter(SpriteBatch* batch, unsigned int particleCountMax) :
  13. _particleCountMax(particleCountMax), _particleCount(0), _particles(NULL),
  14. _emissionRate(PARTICLE_EMISSION_RATE), _started(false), _ellipsoid(false),
  15. _sizeStartMin(1.0f), _sizeStartMax(1.0f), _sizeEndMin(1.0f), _sizeEndMax(1.0f),
  16. _energyMin(1000L), _energyMax(1000L),
  17. _colorStart(Vector4::zero()), _colorStartVar(Vector4::zero()), _colorEnd(Vector4::one()), _colorEndVar(Vector4::zero()),
  18. _position(Vector3::zero()), _positionVar(Vector3::zero()),
  19. _velocity(Vector3::zero()), _velocityVar(Vector3::one()),
  20. _acceleration(Vector3::zero()), _accelerationVar(Vector3::zero()),
  21. _rotationPerParticleSpeedMin(0.0f), _rotationPerParticleSpeedMax(0.0f),
  22. _rotationSpeedMin(0.0f), _rotationSpeedMax(0.0f),
  23. _rotationAxis(Vector3::zero()), _rotation(Matrix::identity()),
  24. _spriteBatch(batch), _spriteTextureBlending(BLEND_TRANSPARENT), _spriteTextureWidth(0), _spriteTextureHeight(0), _spriteTextureWidthRatio(0), _spriteTextureHeightRatio(0), _spriteTextureCoords(NULL),
  25. _spriteAnimated(false), _spriteLooped(false), _spriteFrameCount(1), _spriteFrameRandomOffset(0),_spriteFrameDuration(0L), _spriteFrameDurationSecs(0.0f), _spritePercentPerFrame(0.0f),
  26. _node(NULL), _orbitPosition(false), _orbitVelocity(false), _orbitAcceleration(false),
  27. _timePerEmission(PARTICLE_EMISSION_RATE_TIME_INTERVAL), _timeLast(0L), _timeRunning(0L)
  28. {
  29. _particles = new Particle[particleCountMax];
  30. _spriteBatch->getStateBlock()->setDepthWrite(false);
  31. _spriteBatch->getStateBlock()->setDepthTest(true);
  32. }
  33. ParticleEmitter::~ParticleEmitter()
  34. {
  35. SAFE_DELETE(_spriteBatch);
  36. SAFE_DELETE_ARRAY(_particles);
  37. SAFE_DELETE_ARRAY(_spriteTextureCoords);
  38. }
  39. ParticleEmitter* ParticleEmitter::create(const char* textureFile, TextureBlending textureBlending, unsigned int particleCountMax)
  40. {
  41. assert(textureFile);
  42. Texture* texture = NULL;
  43. texture = Texture::create(textureFile, true);
  44. if (!texture)
  45. {
  46. // Use default texture.
  47. texture = Texture::create("../gameplay/res/textures/particle-default.png", true);
  48. }
  49. assert(texture);
  50. // Use default SpriteBatch material.
  51. SpriteBatch* batch = SpriteBatch::create(texture, NULL, particleCountMax);
  52. texture->release(); // batch owns the texture
  53. assert(batch);
  54. ParticleEmitter* emitter = new ParticleEmitter(batch, particleCountMax);
  55. assert(emitter);
  56. // By default assume only one frame which uses the entire texture.
  57. emitter->setTextureBlending(textureBlending);
  58. emitter->_spriteTextureWidth = texture->getWidth();
  59. emitter->_spriteTextureHeight = texture->getHeight();
  60. emitter->_spriteTextureWidthRatio = 1.0f / (float)texture->getWidth();
  61. emitter->_spriteTextureHeightRatio = 1.0f / (float)texture->getHeight();
  62. Rectangle texCoord((float)texture->getWidth(), (float)texture->getHeight());
  63. emitter->setSpriteFrameCoords(1, &texCoord);
  64. return emitter;
  65. }
  66. ParticleEmitter* ParticleEmitter::create(const char* particleFile)
  67. {
  68. assert(particleFile);
  69. Properties* properties = Properties::create(particleFile);
  70. if (!properties)
  71. {
  72. LOG_ERROR_VARG("Error loading ParticleEmitter: Could not load file: %s", particleFile);
  73. return NULL;
  74. }
  75. ParticleEmitter* particle = create(properties->getNextNamespace());
  76. SAFE_DELETE(properties);
  77. return particle;
  78. }
  79. ParticleEmitter* ParticleEmitter::create(Properties* properties)
  80. {
  81. if (!properties || strcmp(properties->getNamespace(), "particle") != 0)
  82. {
  83. LOG_ERROR("Error loading ParticleEmitter: No 'particle' namespace found");
  84. return NULL;
  85. }
  86. Properties* sprite = properties->getNextNamespace();
  87. if (!sprite || strcmp(sprite->getNamespace(), "sprite") != 0)
  88. {
  89. LOG_ERROR("Error loading ParticleEmitter: No 'sprite' namespace found");
  90. return NULL;
  91. }
  92. // Load sprite properties.
  93. // Path to image file is required.
  94. const char* texturePath = sprite->getString("path");
  95. if (strlen(texturePath) == 0)
  96. {
  97. LOG_ERROR_VARG("Error loading ParticleEmitter: No texture path specified: %s", texturePath);
  98. return NULL;
  99. }
  100. const char* blendingString = sprite->getString("blending");
  101. TextureBlending textureBlending = getTextureBlendingFromString(blendingString);
  102. int spriteWidth = sprite->getInt("width");
  103. int spriteHeight = sprite->getInt("height");
  104. bool spriteAnimated = sprite->getBool("animated");
  105. bool spriteLooped = sprite->getBool("looped");
  106. int spriteFrameCount = sprite->getInt("frameCount");
  107. int spriteFrameRandomOffset = sprite->getInt("frameRandomOffset");
  108. float spriteFrameDuration = sprite->getFloat("frameDuration");
  109. // Emitter properties.
  110. unsigned int particleCountMax = (unsigned int)properties->getInt("particleCountMax");
  111. if (particleCountMax == 0)
  112. {
  113. // Set sensible default.
  114. particleCountMax = PARTICLE_COUNT_MAX;
  115. }
  116. unsigned int emissionRate = (unsigned int)properties->getInt("emissionRate");
  117. if (emissionRate == 0)
  118. {
  119. emissionRate = PARTICLE_EMISSION_RATE;
  120. }
  121. bool ellipsoid = properties->getBool("ellipsoid");
  122. float sizeStartMin = properties->getFloat("sizeStartMin");
  123. float sizeStartMax = properties->getFloat("sizeStartMax");
  124. float sizeEndMin = properties->getFloat("sizeEndMin");
  125. float sizeEndMax = properties->getFloat("sizeEndMax");
  126. long energyMin = properties->getLong("energyMin");
  127. long energyMax = properties->getLong("energyMax");
  128. Vector4 colorStart;
  129. Vector4 colorStartVar;
  130. Vector4 colorEnd;
  131. Vector4 colorEndVar;
  132. properties->getVector4("colorStart", &colorStart);
  133. properties->getVector4("colorStartVar", &colorStartVar);
  134. properties->getVector4("colorEnd", &colorEnd);
  135. properties->getVector4("colorEndVar", &colorEndVar);
  136. Vector3 position;
  137. Vector3 positionVar;
  138. Vector3 velocity;
  139. Vector3 velocityVar;
  140. Vector3 acceleration;
  141. Vector3 accelerationVar;
  142. Vector3 rotationAxis;
  143. Vector3 rotationAxisVar;
  144. properties->getVector3("position", &position);
  145. properties->getVector3("positionVar", &positionVar);
  146. properties->getVector3("velocity", &velocity);
  147. properties->getVector3("velocityVar", &velocityVar);
  148. properties->getVector3("acceleration", &acceleration);
  149. properties->getVector3("accelerationVar", &accelerationVar);
  150. float rotationPerParticleSpeedMin = properties->getFloat("rotationPerParticleSpeedMin");
  151. float rotationPerParticleSpeedMax = properties->getFloat("rotationPerParticleSpeedMax");
  152. float rotationSpeedMin = properties->getFloat("rotationSpeedMin");
  153. float rotationSpeedMax = properties->getFloat("rotationSpeedMax");
  154. properties->getVector3("rotationAxis", &rotationAxis);
  155. properties->getVector3("rotationAxisVar", &rotationAxisVar);
  156. bool orbitPosition = properties->getBool("orbitPosition");
  157. bool orbitVelocity = properties->getBool("orbitVelocity");
  158. bool orbitAcceleration = properties->getBool("orbitAcceleration");
  159. // Apply all properties to a newly created ParticleEmitter.
  160. ParticleEmitter* emitter = ParticleEmitter::create(texturePath, textureBlending, particleCountMax);
  161. emitter->setEmissionRate(emissionRate);
  162. emitter->setEllipsoid(ellipsoid);
  163. emitter->setSize(sizeStartMin, sizeStartMax, sizeEndMin, sizeEndMax);
  164. emitter->setEnergy(energyMin, energyMax);
  165. emitter->setColor(colorStart, colorStartVar, colorEnd, colorEndVar);
  166. emitter->setPosition(position, positionVar);
  167. emitter->setVelocity(velocity, velocityVar);
  168. emitter->setAcceleration(acceleration, accelerationVar);
  169. emitter->setRotationPerParticle(rotationPerParticleSpeedMin, rotationPerParticleSpeedMax);
  170. emitter->setRotation(rotationSpeedMin, rotationSpeedMax, rotationAxis, rotationAxisVar);
  171. emitter->setSpriteAnimated(spriteAnimated);
  172. emitter->setSpriteLooped(spriteLooped);
  173. emitter->setSpriteFrameRandomOffset(spriteFrameRandomOffset);
  174. emitter->setSpriteFrameDuration(spriteFrameDuration);
  175. emitter->setSpriteFrameCoords(spriteFrameCount, spriteWidth, spriteHeight);
  176. emitter->setOrbit(orbitPosition, orbitVelocity, orbitAcceleration);
  177. return emitter;
  178. }
  179. unsigned int ParticleEmitter::getEmissionRate() const
  180. {
  181. return _emissionRate;
  182. }
  183. void ParticleEmitter::setEmissionRate(unsigned int rate)
  184. {
  185. _emissionRate = rate;
  186. _timePerEmission = 1000.0f / (float)_emissionRate;
  187. }
  188. void ParticleEmitter::start()
  189. {
  190. _started = true;
  191. _timeLast = Game::getGameTime();
  192. }
  193. void ParticleEmitter::stop()
  194. {
  195. _started = false;
  196. }
  197. bool ParticleEmitter::isStarted() const
  198. {
  199. return _started;
  200. }
  201. bool ParticleEmitter::isActive() const
  202. {
  203. if (_started)
  204. return true;
  205. bool active = false;
  206. for (unsigned int i = 0; i < _particleCount; i++)
  207. {
  208. if (_particles[i]._energy > 0)
  209. {
  210. active = true;
  211. break;
  212. }
  213. }
  214. return active;
  215. }
  216. void ParticleEmitter::emit(unsigned int particleCount)
  217. {
  218. // Limit particleCount so as not to go over _particleCountMax.
  219. if (particleCount + _particleCount > _particleCountMax)
  220. {
  221. particleCount = _particleCountMax - _particleCount;
  222. }
  223. Vector3 translation;
  224. Matrix world = _node->getWorldMatrix();
  225. world.getTranslation(&translation);
  226. // Take translation out of world matrix so it can be used to rotate orbiting properties.
  227. world.m[12] = 0.0f;
  228. world.m[13] = 0.0f;
  229. world.m[14] = 0.0f;
  230. // Emit the new particles.
  231. for (unsigned int i = 0; i < particleCount; i++)
  232. {
  233. Particle* p = &_particles[_particleCount];
  234. generateColor(_colorStart, _colorStartVar, &p->_colorStart);
  235. generateColor(_colorEnd, _colorEndVar, &p->_colorEnd);
  236. p->_color.set(p->_colorStart);
  237. p->_energy = p->_energyStart = generateScalar(_energyMin, _energyMax);
  238. p->_size = p->_sizeStart = generateScalar(_sizeStartMin, _sizeStartMax);
  239. p->_sizeEnd = generateScalar(_sizeEndMin, _sizeEndMax);
  240. p->_rotationPerParticleSpeed = generateScalar(_rotationPerParticleSpeedMin, _rotationPerParticleSpeedMax);
  241. p->_angle = generateScalar(0.0f, p->_rotationPerParticleSpeed);
  242. p->_rotationSpeed = generateScalar(_rotationSpeedMin, _rotationSpeedMax);
  243. // Only initial position can be generated within an ellipsoidal domain.
  244. generateVector(_position, _positionVar, &p->_position, _ellipsoid);
  245. generateVector(_velocity, _velocityVar, &p->_velocity, false);
  246. generateVector(_acceleration, _accelerationVar, &p->_acceleration, false);
  247. generateVector(_rotationAxis, _rotationAxisVar, &p->_rotationAxis, false);
  248. // Initial position, velocity and acceleration can all be relative to the emitter's transform.
  249. // Rotate specified properties by the node's rotation.
  250. if (_orbitPosition)
  251. {
  252. world.transformPoint(p->_position, &p->_position);
  253. }
  254. if (_orbitVelocity)
  255. {
  256. world.transformPoint(p->_velocity, &p->_velocity);
  257. }
  258. if (_orbitAcceleration)
  259. {
  260. world.transformPoint(p->_acceleration, &p->_acceleration);
  261. }
  262. // The rotation axis always orbits the node.
  263. if (p->_rotationSpeed != 0.0f && !p->_rotationAxis.isZero())
  264. {
  265. world.transformPoint(p->_rotationAxis, &p->_rotationAxis);
  266. }
  267. // Translate position relative to the node's world space.
  268. p->_position.add(translation);
  269. // Initial sprite frame.
  270. if (_spriteFrameRandomOffset > 0)
  271. {
  272. p->_frame = rand() % _spriteFrameRandomOffset;
  273. }
  274. else
  275. {
  276. p->_frame = 0;
  277. }
  278. p->_timeOnCurrentFrame = 0.0f;
  279. ++_particleCount;
  280. }
  281. }
  282. unsigned int ParticleEmitter::getParticlesCount() const
  283. {
  284. return _particleCount;
  285. }
  286. void ParticleEmitter::setEllipsoid(bool ellipsoid)
  287. {
  288. _ellipsoid = ellipsoid;
  289. }
  290. void ParticleEmitter::setSize(float startMin, float startMax, float endMin, float endMax)
  291. {
  292. _sizeStartMin = startMin;
  293. _sizeStartMax = startMax;
  294. _sizeEndMin = endMin;
  295. _sizeEndMax = endMax;
  296. }
  297. float ParticleEmitter::getSizeStartMin() const
  298. {
  299. return _sizeStartMin;
  300. }
  301. float ParticleEmitter::getSizeStartMax() const
  302. {
  303. return _sizeStartMax;
  304. }
  305. float ParticleEmitter::getSizeEndMin() const
  306. {
  307. return _sizeEndMin;
  308. }
  309. float ParticleEmitter::getSizeEndMax() const
  310. {
  311. return _sizeEndMax;
  312. }
  313. void ParticleEmitter::setEnergy(long energyMin, long energyMax)
  314. {
  315. _energyMin = energyMin;
  316. _energyMax = energyMax;
  317. }
  318. long ParticleEmitter::getEnergyMin() const
  319. {
  320. return _energyMin;
  321. }
  322. long ParticleEmitter::getEnergyMax() const
  323. {
  324. return _energyMax;
  325. }
  326. void ParticleEmitter::setColor(const Vector4& startColor, const Vector4& startColorVar, const Vector4& endColor, const Vector4& endColorVar)
  327. {
  328. _colorStart.set(startColor);
  329. _colorStartVar.set(startColorVar);
  330. _colorEnd.set(endColor);
  331. _colorEndVar.set(endColorVar);
  332. }
  333. const Vector4& ParticleEmitter::getColorStart() const
  334. {
  335. return _colorStart;
  336. }
  337. const Vector4& ParticleEmitter::getColorStartVariance() const
  338. {
  339. return _colorStartVar;
  340. }
  341. const Vector4& ParticleEmitter::getColorEnd() const
  342. {
  343. return _colorEnd;
  344. }
  345. const Vector4& ParticleEmitter::getColorEndVariance() const
  346. {
  347. return _colorEndVar;
  348. }
  349. void ParticleEmitter::setPosition(const Vector3& position, const Vector3& positionVar)
  350. {
  351. _position.set(position);
  352. _positionVar.set(positionVar);
  353. }
  354. const Vector3& ParticleEmitter::getPosition() const
  355. {
  356. return _position;
  357. }
  358. const Vector3& ParticleEmitter::getPositionVariance() const
  359. {
  360. return _positionVar;
  361. }
  362. const Vector3& ParticleEmitter::getVelocity() const
  363. {
  364. return _velocity;
  365. }
  366. const Vector3& ParticleEmitter::getVelocityVariance() const
  367. {
  368. return _velocityVar;
  369. }
  370. void ParticleEmitter::setVelocity(const Vector3& velocity, const Vector3& velocityVar)
  371. {
  372. _velocity.set(velocity);
  373. _velocityVar.set(velocityVar);
  374. }
  375. const Vector3& ParticleEmitter::getAcceleration() const
  376. {
  377. return _acceleration;
  378. }
  379. const Vector3& ParticleEmitter::getAccelerationVariance() const
  380. {
  381. return _accelerationVar;
  382. }
  383. void ParticleEmitter::setAcceleration(const Vector3& acceleration, const Vector3& accelerationVar)
  384. {
  385. _acceleration.set(acceleration);
  386. _accelerationVar.set(accelerationVar);
  387. }
  388. void ParticleEmitter::setRotationPerParticle(float speedMin, float speedMax)
  389. {
  390. _rotationPerParticleSpeedMin = speedMin;
  391. _rotationPerParticleSpeedMax = speedMax;
  392. }
  393. float ParticleEmitter::getRotationPerParticleSpeedMin() const
  394. {
  395. return _rotationPerParticleSpeedMin;
  396. }
  397. float ParticleEmitter::getRotationPerParticleSpeedMax() const
  398. {
  399. return _rotationPerParticleSpeedMax;
  400. }
  401. void ParticleEmitter::setRotation(float speedMin, float speedMax, const Vector3& axis, const Vector3& axisVariance)
  402. {
  403. _rotationSpeedMin = speedMin;
  404. _rotationSpeedMax = speedMax;
  405. _rotationAxis.set(axis);
  406. _rotationAxisVar.set(axisVariance);
  407. }
  408. float ParticleEmitter::getRotationSpeedMin() const
  409. {
  410. return _rotationSpeedMin;
  411. }
  412. float ParticleEmitter::getRotationSpeedMax() const
  413. {
  414. return _rotationSpeedMax;
  415. }
  416. const Vector3& ParticleEmitter::getRotationAxis() const
  417. {
  418. return _rotationAxis;
  419. }
  420. const Vector3& ParticleEmitter::getRotationAxisVariance() const
  421. {
  422. return _rotationAxisVar;
  423. }
  424. void ParticleEmitter::setTextureBlending(TextureBlending textureBlending)
  425. {
  426. switch (textureBlending)
  427. {
  428. case BLEND_OPAQUE:
  429. _spriteBatch->getStateBlock()->setBlend(false);
  430. break;
  431. case BLEND_TRANSPARENT:
  432. _spriteBatch->getStateBlock()->setBlend(true);
  433. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
  434. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
  435. break;
  436. case BLEND_ADDITIVE:
  437. _spriteBatch->getStateBlock()->setBlend(true);
  438. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ONE);
  439. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE);
  440. break;
  441. case BLEND_MULTIPLIED:
  442. _spriteBatch->getStateBlock()->setBlend(true);
  443. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ZERO);
  444. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_SRC_COLOR);
  445. break;
  446. }
  447. }
  448. void ParticleEmitter::setSpriteAnimated(bool animated)
  449. {
  450. _spriteAnimated = animated;
  451. }
  452. bool ParticleEmitter::isSpriteAnimated() const
  453. {
  454. return _spriteAnimated;
  455. }
  456. void ParticleEmitter::setSpriteLooped(bool looped)
  457. {
  458. _spriteLooped = looped;
  459. }
  460. bool ParticleEmitter::isSpriteLooped() const
  461. {
  462. return _spriteLooped;
  463. }
  464. void ParticleEmitter::setSpriteFrameRandomOffset(int maxOffset)
  465. {
  466. _spriteFrameRandomOffset = maxOffset;
  467. }
  468. int ParticleEmitter::getSpriteFrameRandomOffset() const
  469. {
  470. return _spriteFrameRandomOffset;
  471. }
  472. void ParticleEmitter::setSpriteFrameDuration(long duration)
  473. {
  474. _spriteFrameDuration = duration;
  475. _spriteFrameDurationSecs = (float)duration / 1000.0f;
  476. }
  477. long ParticleEmitter::getSpriteFrameDuration() const
  478. {
  479. return _spriteFrameDuration;
  480. }
  481. void ParticleEmitter::setSpriteTexCoords(unsigned int frameCount, float* texCoords)
  482. {
  483. _spriteFrameCount = frameCount;
  484. _spritePercentPerFrame = 1.0f / (float)frameCount;
  485. SAFE_DELETE_ARRAY(_spriteTextureCoords);
  486. _spriteTextureCoords = new float[frameCount * 4];
  487. memcpy(_spriteTextureCoords, texCoords, frameCount * 4 * sizeof(float));
  488. }
  489. void ParticleEmitter::setSpriteFrameCoords(unsigned int frameCount, Rectangle* frameCoords)
  490. {
  491. _spriteFrameCount = frameCount;
  492. _spritePercentPerFrame = 1.0f / (float)frameCount;
  493. float* texCoords = new float[frameCount * 4];
  494. // Pre-compute texture coordinates from rects.
  495. for (unsigned int i = 0; i < frameCount; i++)
  496. {
  497. float u1 = _spriteTextureWidthRatio * frameCoords[i].x;
  498. float v1 = 1.0f - _spriteTextureHeightRatio * frameCoords[i].y;
  499. float u2 = u1 + _spriteTextureWidthRatio * frameCoords[i].width;
  500. float v2 = v1 - _spriteTextureHeightRatio * frameCoords[i].height;
  501. texCoords[i*4] = u1;
  502. texCoords[i*4 + 1] = v1;
  503. texCoords[i*4 + 2] = u2;
  504. texCoords[i*4 + 3] = v2;
  505. }
  506. SAFE_DELETE_ARRAY(_spriteTextureCoords);
  507. _spriteTextureCoords = new float[frameCount * 4];
  508. memcpy(_spriteTextureCoords, texCoords, frameCount * 4 * sizeof(float));
  509. SAFE_DELETE_ARRAY(texCoords);
  510. }
  511. void ParticleEmitter::setSpriteFrameCoords(unsigned int frameCount, int width, int height)
  512. {
  513. int x;
  514. int y;
  515. Rectangle* frameCoords = new Rectangle[frameCount];
  516. unsigned int cols = _spriteTextureWidth / width;
  517. unsigned int rows = _spriteTextureHeight / height;
  518. unsigned int n = 0;
  519. for (unsigned int i = 0; i < rows; ++i)
  520. {
  521. y = i * height;
  522. for (unsigned int j = 0; j < cols; ++j)
  523. {
  524. x = j * width;
  525. frameCoords[i*cols + j] = Rectangle(x, y, width, height);
  526. if (++n == frameCount)
  527. {
  528. break;
  529. }
  530. }
  531. if (n == frameCount)
  532. {
  533. break;
  534. }
  535. }
  536. setSpriteFrameCoords(frameCount, frameCoords);
  537. SAFE_DELETE_ARRAY(frameCoords);
  538. }
  539. Node* ParticleEmitter::getNode() const
  540. {
  541. return _node;
  542. }
  543. void ParticleEmitter::setNode(Node* node)
  544. {
  545. // Connect the new node.
  546. _node = node;
  547. }
  548. void ParticleEmitter::setOrbit(bool orbitPosition, bool orbitVelocity, bool orbitAcceleration)
  549. {
  550. _orbitPosition = orbitPosition;
  551. _orbitVelocity = orbitVelocity;
  552. _orbitAcceleration = orbitAcceleration;
  553. }
  554. long ParticleEmitter::generateScalar(long min, long max)
  555. {
  556. // Note: this is not a very good RNG, but it should be suitable for our purposes.
  557. long r = 0;
  558. for (unsigned int i = 0; i < sizeof(long)/sizeof(int); i++)
  559. {
  560. r = r << 8; // sizeof(int) * CHAR_BITS
  561. r |= rand();
  562. }
  563. // Now we have a random long between 0 and MAX_LONG. We need to clamp it between min and max.
  564. r %= max - min;
  565. r += min;
  566. return r;
  567. }
  568. float ParticleEmitter::generateScalar(float min, float max)
  569. {
  570. return min + (max - min) * MATH_RANDOM_0_1();
  571. }
  572. void ParticleEmitter::generateVectorInRect(const Vector3& base, const Vector3& variance, Vector3* dst)
  573. {
  574. // Scale each component of the variance vector by a random float
  575. // between -1 and 1, then add this to the corresponding base component.
  576. dst->x = base.x + variance.x * MATH_RANDOM_MINUS1_1();
  577. dst->y = base.y + variance.y * MATH_RANDOM_MINUS1_1();
  578. dst->z = base.z + variance.z * MATH_RANDOM_MINUS1_1();
  579. }
  580. void ParticleEmitter::generateVectorInEllipsoid(const Vector3& center, const Vector3& scale, Vector3* dst)
  581. {
  582. // Generate a point within a unit cube, then reject if the point is not in a unit sphere.
  583. do
  584. {
  585. dst->x = MATH_RANDOM_MINUS1_1();
  586. dst->y = MATH_RANDOM_MINUS1_1();
  587. dst->z = MATH_RANDOM_MINUS1_1();
  588. } while (dst->length() > 1.0f);
  589. // Scale this point by the scaling vector.
  590. dst->x *= scale.x;
  591. dst->y *= scale.y;
  592. dst->z *= scale.z;
  593. // Translate by the center point.
  594. dst->add(center);
  595. }
  596. void ParticleEmitter::generateVector(const Vector3& base, const Vector3& variance, Vector3* dst, bool ellipsoid)
  597. {
  598. if (ellipsoid)
  599. {
  600. generateVectorInEllipsoid(base, variance, dst);
  601. }
  602. else
  603. {
  604. generateVectorInRect(base, variance, dst);
  605. }
  606. }
  607. void ParticleEmitter::generateColor(const Vector4& base, const Vector4& variance, Vector4* dst)
  608. {
  609. // Scale each component of the variance color by a random float
  610. // between -1 and 1, then add this to the corresponding base component.
  611. dst->x = base.x + variance.x * MATH_RANDOM_MINUS1_1();
  612. dst->y = base.y + variance.y * MATH_RANDOM_MINUS1_1();
  613. dst->z = base.z + variance.z * MATH_RANDOM_MINUS1_1();
  614. dst->w = base.w + variance.w * MATH_RANDOM_MINUS1_1();
  615. }
  616. ParticleEmitter::TextureBlending ParticleEmitter::getTextureBlendingFromString(const char* str)
  617. {
  618. if (strcmp(str, "BLEND_OPAQUE") == 0 || strcmp(str, "OPAQUE") == 0)
  619. {
  620. return BLEND_OPAQUE;
  621. }
  622. else if (strcmp(str, "BLEND_TRANSPARENT") == 0 || strcmp(str, "TRANSPARENT") == 0)
  623. {
  624. return BLEND_TRANSPARENT;
  625. }
  626. else if (strcmp(str, "BLEND_ADDITIVE") == 0 || strcmp(str, "ADDITIVE") == 0)
  627. {
  628. return BLEND_ADDITIVE;
  629. }
  630. else if (strcmp(str, "BLEND_MULTIPLIED") == 0 || strcmp(str, "MULTIPLIED") == 0)
  631. {
  632. return BLEND_MULTIPLIED;
  633. }
  634. return BLEND_TRANSPARENT;
  635. }
  636. void ParticleEmitter::update(long elapsedTime)
  637. {
  638. // Calculate the time passed since last update.
  639. float elapsedSecs = (float)elapsedTime / 1000.0f;
  640. if (_started && _emissionRate)
  641. {
  642. // Calculate how much time has passed since we last emitted particles.
  643. _timeRunning += elapsedTime;
  644. // How many particles should we emit this frame?
  645. unsigned int emitCount = _timeRunning / _timePerEmission;
  646. if ((int)_timePerEmission > 0)
  647. {
  648. _timeRunning %= (int)_timePerEmission;
  649. }
  650. emit(emitCount);
  651. }
  652. // Now update all currently living particles.
  653. for (unsigned int particlesIndex = 0; particlesIndex < _particleCount; ++particlesIndex)
  654. {
  655. Particle* p = &_particles[particlesIndex];
  656. p->_energy -= elapsedTime;
  657. if (p->_energy > 0L)
  658. {
  659. if (p->_rotationSpeed != 0.0f && !p->_rotationAxis.isZero())
  660. {
  661. Matrix::createRotation(p->_rotationAxis, p->_rotationSpeed * elapsedSecs, &_rotation);
  662. _rotation.transformPoint(p->_velocity, &p->_velocity);
  663. _rotation.transformPoint(p->_acceleration, &p->_acceleration);
  664. }
  665. // Particle is still alive.
  666. p->_velocity.x += p->_acceleration.x * elapsedSecs;
  667. p->_velocity.y += p->_acceleration.y * elapsedSecs;
  668. p->_velocity.z += p->_acceleration.z * elapsedSecs;
  669. p->_position.x += p->_velocity.x * elapsedSecs;
  670. p->_position.y += p->_velocity.y * elapsedSecs;
  671. p->_position.z += p->_velocity.z * elapsedSecs;
  672. p->_angle += p->_rotationPerParticleSpeed * elapsedSecs;
  673. // Simple linear interpolation of color and size.
  674. float percent = 1.0f - ((float)p->_energy / (float)p->_energyStart);
  675. p->_color.x = p->_colorStart.x + (p->_colorEnd.x - p->_colorStart.x) * percent;
  676. p->_color.y = p->_colorStart.y + (p->_colorEnd.y - p->_colorStart.y) * percent;
  677. p->_color.z = p->_colorStart.z + (p->_colorEnd.z - p->_colorStart.z) * percent;
  678. p->_color.w = p->_colorStart.w + (p->_colorEnd.w - p->_colorStart.w) * percent;
  679. p->_size = p->_sizeStart + (p->_sizeEnd - p->_sizeStart) * percent;
  680. // Handle sprite animations.
  681. if (_spriteAnimated)
  682. {
  683. if (!_spriteLooped)
  684. {
  685. // The last frame should finish exactly when the particle dies.
  686. float percentSpent = 0.0f;
  687. for (unsigned int i = 0; i < p->_frame; i++)
  688. {
  689. percentSpent += _spritePercentPerFrame;
  690. }
  691. p->_timeOnCurrentFrame = percent - percentSpent;
  692. if (p->_frame < _spriteFrameCount - 1 &&
  693. p->_timeOnCurrentFrame >= _spritePercentPerFrame)
  694. {
  695. ++p->_frame;
  696. }
  697. }
  698. else
  699. {
  700. // _spriteFrameDurationSecs is an absolute time measured in seconds,
  701. // and the animation repeats indefinitely.
  702. p->_timeOnCurrentFrame += elapsedSecs;
  703. if (p->_timeOnCurrentFrame >= _spriteFrameDurationSecs)
  704. {
  705. p->_timeOnCurrentFrame -= _spriteFrameDurationSecs;
  706. ++p->_frame;
  707. if (p->_frame == _spriteFrameCount)
  708. {
  709. p->_frame = 0;
  710. }
  711. }
  712. }
  713. }
  714. }
  715. else
  716. {
  717. // Particle is dead. Move the particle furthest from the start of the array
  718. // down to take its place, and re-use the slot at the end of the list of living particles.
  719. if (particlesIndex != _particleCount - 1)
  720. {
  721. _particles[particlesIndex] = _particles[_particleCount - 1];
  722. }
  723. --_particleCount;
  724. }
  725. }
  726. }
  727. void ParticleEmitter::draw()
  728. {
  729. if (_particleCount > 0)
  730. {
  731. // Set our node's view projection matrix to this emitter's effect.
  732. if (_node)
  733. {
  734. _spriteBatch->setProjectionMatrix(_node->getViewProjectionMatrix());
  735. }
  736. // Begin sprite batch drawing
  737. _spriteBatch->begin();
  738. // Which draw call we use depends on whether particles are rotating.
  739. if (_rotationPerParticleSpeedMin == 0.0f && _rotationPerParticleSpeedMax == 0.0f)
  740. {
  741. // No rotation.
  742. for (unsigned int i = 0; i < _particleCount; i++)
  743. {
  744. Particle* p = &_particles[i];
  745. _spriteBatch->draw(p->_position.x, p->_position.y, p->_position.z, p->_size, p->_size,
  746. _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3], p->_color,
  747. true);
  748. }
  749. }
  750. else
  751. {
  752. // Rotation.
  753. Vector2 pivot(0.5f, 0.5f);
  754. for (unsigned int i = 0; i < _particleCount; i++)
  755. {
  756. Particle* p = &_particles[i];
  757. _spriteBatch->draw(p->_position, p->_size, p->_size,
  758. _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3], p->_color, pivot, p->_angle,
  759. true);
  760. }
  761. }
  762. // Render.
  763. _spriteBatch->end();
  764. }
  765. }
  766. }