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. void ParticleEmitter::emit(unsigned int particleCount)
  202. {
  203. // Limit particleCount so as not to go over _particleCountMax.
  204. if (particleCount + _particleCount > _particleCountMax)
  205. {
  206. particleCount = _particleCountMax - _particleCount;
  207. }
  208. Vector3 translation;
  209. Matrix world = _node->getWorldMatrix();
  210. world.getTranslation(&translation);
  211. // Take translation out of world matrix so it can be used to rotate orbiting properties.
  212. world.m[12] = 0.0f;
  213. world.m[13] = 0.0f;
  214. world.m[14] = 0.0f;
  215. // Emit the new particles.
  216. for (unsigned int i = 0; i < particleCount; i++)
  217. {
  218. Particle* p = &_particles[_particleCount];
  219. generateColor(_colorStart, _colorStartVar, &p->_colorStart);
  220. generateColor(_colorEnd, _colorEndVar, &p->_colorEnd);
  221. p->_color.set(p->_colorStart);
  222. p->_energy = p->_energyStart = generateScalar(_energyMin, _energyMax);
  223. p->_size = p->_sizeStart = generateScalar(_sizeStartMin, _sizeStartMax);
  224. p->_sizeEnd = generateScalar(_sizeEndMin, _sizeEndMax);
  225. p->_rotationPerParticleSpeed = generateScalar(_rotationPerParticleSpeedMin, _rotationPerParticleSpeedMax);
  226. p->_angle = generateScalar(0.0f, p->_rotationPerParticleSpeed);
  227. p->_rotationSpeed = generateScalar(_rotationSpeedMin, _rotationSpeedMax);
  228. // Only initial position can be generated within an ellipsoidal domain.
  229. generateVector(_position, _positionVar, &p->_position, _ellipsoid);
  230. generateVector(_velocity, _velocityVar, &p->_velocity, false);
  231. generateVector(_acceleration, _accelerationVar, &p->_acceleration, false);
  232. generateVector(_rotationAxis, _rotationAxisVar, &p->_rotationAxis, false);
  233. // Initial position, velocity and acceleration can all be relative to the emitter's transform.
  234. // Rotate specified properties by the node's rotation.
  235. if (_orbitPosition)
  236. {
  237. world.transformPoint(p->_position, &p->_position);
  238. }
  239. if (_orbitVelocity)
  240. {
  241. world.transformPoint(p->_velocity, &p->_velocity);
  242. }
  243. if (_orbitAcceleration)
  244. {
  245. world.transformPoint(p->_acceleration, &p->_acceleration);
  246. }
  247. // The rotation axis always orbits the node.
  248. if (p->_rotationSpeed != 0.0f && !p->_rotationAxis.isZero())
  249. {
  250. world.transformPoint(p->_rotationAxis, &p->_rotationAxis);
  251. }
  252. // Translate position relative to the node's world space.
  253. p->_position.add(translation);
  254. // Initial sprite frame.
  255. if (_spriteFrameRandomOffset > 0)
  256. {
  257. p->_frame = rand() % _spriteFrameRandomOffset;
  258. }
  259. else
  260. {
  261. p->_frame = 0;
  262. }
  263. p->_timeOnCurrentFrame = 0.0f;
  264. ++_particleCount;
  265. }
  266. }
  267. unsigned int ParticleEmitter::getParticlesCount() const
  268. {
  269. return _particleCount;
  270. }
  271. void ParticleEmitter::setEllipsoid(bool ellipsoid)
  272. {
  273. _ellipsoid = ellipsoid;
  274. }
  275. void ParticleEmitter::setSize(float startMin, float startMax, float endMin, float endMax)
  276. {
  277. _sizeStartMin = startMin;
  278. _sizeStartMax = startMax;
  279. _sizeEndMin = endMin;
  280. _sizeEndMax = endMax;
  281. }
  282. float ParticleEmitter::getSizeStartMin() const
  283. {
  284. return _sizeStartMin;
  285. }
  286. float ParticleEmitter::getSizeStartMax() const
  287. {
  288. return _sizeStartMax;
  289. }
  290. float ParticleEmitter::getSizeEndMin() const
  291. {
  292. return _sizeEndMin;
  293. }
  294. float ParticleEmitter::getSizeEndMax() const
  295. {
  296. return _sizeEndMax;
  297. }
  298. void ParticleEmitter::setEnergy(long energyMin, long energyMax)
  299. {
  300. _energyMin = energyMin;
  301. _energyMax = energyMax;
  302. }
  303. long ParticleEmitter::getEnergyMin() const
  304. {
  305. return _energyMin;
  306. }
  307. long ParticleEmitter::getEnergyMax() const
  308. {
  309. return _energyMax;
  310. }
  311. void ParticleEmitter::setColor(const Vector4& startColor, const Vector4& startColorVar, const Vector4& endColor, const Vector4& endColorVar)
  312. {
  313. _colorStart.set(startColor);
  314. _colorStartVar.set(startColorVar);
  315. _colorEnd.set(endColor);
  316. _colorEndVar.set(endColorVar);
  317. }
  318. const Vector4& ParticleEmitter::getColorStart() const
  319. {
  320. return _colorStart;
  321. }
  322. const Vector4& ParticleEmitter::getColorStartVariance() const
  323. {
  324. return _colorStartVar;
  325. }
  326. const Vector4& ParticleEmitter::getColorEnd() const
  327. {
  328. return _colorEnd;
  329. }
  330. const Vector4& ParticleEmitter::getColorEndVariance() const
  331. {
  332. return _colorEndVar;
  333. }
  334. void ParticleEmitter::setPosition(const Vector3& position, const Vector3& positionVar)
  335. {
  336. _position.set(position);
  337. _positionVar.set(positionVar);
  338. }
  339. const Vector3& ParticleEmitter::getPosition() const
  340. {
  341. return _position;
  342. }
  343. const Vector3& ParticleEmitter::getPositionVariance() const
  344. {
  345. return _positionVar;
  346. }
  347. const Vector3& ParticleEmitter::getVelocity() const
  348. {
  349. return _velocity;
  350. }
  351. const Vector3& ParticleEmitter::getVelocityVariance() const
  352. {
  353. return _velocityVar;
  354. }
  355. void ParticleEmitter::setVelocity(const Vector3& velocity, const Vector3& velocityVar)
  356. {
  357. _velocity.set(velocity);
  358. _velocityVar.set(velocityVar);
  359. }
  360. const Vector3& ParticleEmitter::getAcceleration() const
  361. {
  362. return _acceleration;
  363. }
  364. const Vector3& ParticleEmitter::getAccelerationVariance() const
  365. {
  366. return _accelerationVar;
  367. }
  368. void ParticleEmitter::setAcceleration(const Vector3& acceleration, const Vector3& accelerationVar)
  369. {
  370. _acceleration.set(acceleration);
  371. _accelerationVar.set(accelerationVar);
  372. }
  373. void ParticleEmitter::setRotationPerParticle(float speedMin, float speedMax)
  374. {
  375. _rotationPerParticleSpeedMin = speedMin;
  376. _rotationPerParticleSpeedMax = speedMax;
  377. }
  378. float ParticleEmitter::getRotationPerParticleSpeedMin() const
  379. {
  380. return _rotationPerParticleSpeedMin;
  381. }
  382. float ParticleEmitter::getRotationPerParticleSpeedMax() const
  383. {
  384. return _rotationPerParticleSpeedMax;
  385. }
  386. void ParticleEmitter::setRotation(float speedMin, float speedMax, const Vector3& axis, const Vector3& axisVariance)
  387. {
  388. _rotationSpeedMin = speedMin;
  389. _rotationSpeedMax = speedMax;
  390. _rotationAxis.set(axis);
  391. _rotationAxisVar.set(axisVariance);
  392. }
  393. float ParticleEmitter::getRotationSpeedMin() const
  394. {
  395. return _rotationSpeedMin;
  396. }
  397. float ParticleEmitter::getRotationSpeedMax() const
  398. {
  399. return _rotationSpeedMax;
  400. }
  401. const Vector3& ParticleEmitter::getRotationAxis() const
  402. {
  403. return _rotationAxis;
  404. }
  405. const Vector3& ParticleEmitter::getRotationAxisVariance() const
  406. {
  407. return _rotationAxisVar;
  408. }
  409. void ParticleEmitter::setTextureBlending(TextureBlending textureBlending)
  410. {
  411. switch (textureBlending)
  412. {
  413. case BLEND_OPAQUE:
  414. _spriteBatch->getStateBlock()->setBlend(false);
  415. break;
  416. case BLEND_TRANSPARENT:
  417. _spriteBatch->getStateBlock()->setBlend(true);
  418. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
  419. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
  420. break;
  421. case BLEND_ADDITIVE:
  422. _spriteBatch->getStateBlock()->setBlend(true);
  423. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ONE);
  424. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_ONE);
  425. break;
  426. case BLEND_MULTIPLIED:
  427. _spriteBatch->getStateBlock()->setBlend(true);
  428. _spriteBatch->getStateBlock()->setBlendSrc(RenderState::BLEND_ZERO);
  429. _spriteBatch->getStateBlock()->setBlendDst(RenderState::BLEND_SRC_COLOR);
  430. break;
  431. }
  432. }
  433. void ParticleEmitter::setSpriteAnimated(bool animated)
  434. {
  435. _spriteAnimated = animated;
  436. }
  437. bool ParticleEmitter::isSpriteAnimated() const
  438. {
  439. return _spriteAnimated;
  440. }
  441. void ParticleEmitter::setSpriteLooped(bool looped)
  442. {
  443. _spriteLooped = looped;
  444. }
  445. bool ParticleEmitter::isSpriteLooped() const
  446. {
  447. return _spriteLooped;
  448. }
  449. void ParticleEmitter::setSpriteFrameRandomOffset(int maxOffset)
  450. {
  451. _spriteFrameRandomOffset = maxOffset;
  452. }
  453. int ParticleEmitter::getSpriteFrameRandomOffset() const
  454. {
  455. return _spriteFrameRandomOffset;
  456. }
  457. void ParticleEmitter::setSpriteFrameDuration(long duration)
  458. {
  459. _spriteFrameDuration = duration;
  460. _spriteFrameDurationSecs = (float)duration / 1000.0f;
  461. }
  462. long ParticleEmitter::getSpriteFrameDuration() const
  463. {
  464. return _spriteFrameDuration;
  465. }
  466. void ParticleEmitter::setSpriteTexCoords(unsigned int frameCount, float* texCoords)
  467. {
  468. _spriteFrameCount = frameCount;
  469. _spritePercentPerFrame = 1.0f / (float)frameCount;
  470. SAFE_DELETE_ARRAY(_spriteTextureCoords);
  471. _spriteTextureCoords = new float[frameCount * 4];
  472. memcpy(_spriteTextureCoords, texCoords, frameCount * 4 * sizeof(float));
  473. }
  474. void ParticleEmitter::setSpriteFrameCoords(unsigned int frameCount, Rectangle* frameCoords)
  475. {
  476. _spriteFrameCount = frameCount;
  477. _spritePercentPerFrame = 1.0f / (float)frameCount;
  478. float* texCoords = new float[frameCount * 4];
  479. // Pre-compute texture coordinates from rects.
  480. for (unsigned int i = 0; i < frameCount; i++)
  481. {
  482. float u1 = _spriteTextureWidthRatio * frameCoords[i].x;
  483. float v1 = 1.0f - _spriteTextureHeightRatio * frameCoords[i].y;
  484. float u2 = u1 + _spriteTextureWidthRatio * frameCoords[i].width;
  485. float v2 = v1 - _spriteTextureHeightRatio * frameCoords[i].height;
  486. texCoords[i*4] = u1;
  487. texCoords[i*4 + 1] = v1;
  488. texCoords[i*4 + 2] = u2;
  489. texCoords[i*4 + 3] = v2;
  490. }
  491. SAFE_DELETE_ARRAY(_spriteTextureCoords);
  492. _spriteTextureCoords = new float[frameCount * 4];
  493. memcpy(_spriteTextureCoords, texCoords, frameCount * 4 * sizeof(float));
  494. SAFE_DELETE_ARRAY(texCoords);
  495. }
  496. void ParticleEmitter::setSpriteFrameCoords(unsigned int frameCount, int width, int height)
  497. {
  498. int x;
  499. int y;
  500. Rectangle* frameCoords = new Rectangle[frameCount];
  501. unsigned int cols = _spriteTextureWidth / width;
  502. unsigned int rows = _spriteTextureHeight / height;
  503. unsigned int n = 0;
  504. for (unsigned int i = 0; i < rows; ++i)
  505. {
  506. y = i * height;
  507. for (unsigned int j = 0; j < cols; ++j)
  508. {
  509. x = j * width;
  510. frameCoords[i*cols + j] = Rectangle(x, y, width, height);
  511. if (++n == frameCount)
  512. {
  513. break;
  514. }
  515. }
  516. if (n == frameCount)
  517. {
  518. break;
  519. }
  520. }
  521. setSpriteFrameCoords(frameCount, frameCoords);
  522. SAFE_DELETE_ARRAY(frameCoords);
  523. }
  524. Node* ParticleEmitter::getNode() const
  525. {
  526. return _node;
  527. }
  528. void ParticleEmitter::setNode(Node* node)
  529. {
  530. // Connect the new node.
  531. _node = node;
  532. }
  533. void ParticleEmitter::setOrbit(bool orbitPosition, bool orbitVelocity, bool orbitAcceleration)
  534. {
  535. _orbitPosition = orbitPosition;
  536. _orbitVelocity = orbitVelocity;
  537. _orbitAcceleration = orbitAcceleration;
  538. }
  539. long ParticleEmitter::generateScalar(long min, long max)
  540. {
  541. // Note: this is not a very good RNG, but it should be suitable for our purposes.
  542. long r = 0;
  543. for (unsigned int i = 0; i < sizeof(long)/sizeof(int); i++)
  544. {
  545. r = r << 8; // sizeof(int) * CHAR_BITS
  546. r |= rand();
  547. }
  548. // Now we have a random long between 0 and MAX_LONG. We need to clamp it between min and max.
  549. r %= max - min;
  550. r += min;
  551. return r;
  552. }
  553. float ParticleEmitter::generateScalar(float min, float max)
  554. {
  555. return min + (max - min) * MATH_RANDOM_0_1();
  556. }
  557. void ParticleEmitter::generateVectorInRect(const Vector3& base, const Vector3& variance, Vector3* dst)
  558. {
  559. // Scale each component of the variance vector by a random float
  560. // between -1 and 1, then add this to the corresponding base component.
  561. dst->x = base.x + variance.x * MATH_RANDOM_MINUS1_1();
  562. dst->y = base.y + variance.y * MATH_RANDOM_MINUS1_1();
  563. dst->z = base.z + variance.z * MATH_RANDOM_MINUS1_1();
  564. }
  565. void ParticleEmitter::generateVectorInEllipsoid(const Vector3& center, const Vector3& scale, Vector3* dst)
  566. {
  567. // Generate a point within a unit cube, then reject if the point is not in a unit sphere.
  568. do
  569. {
  570. dst->x = MATH_RANDOM_MINUS1_1();
  571. dst->y = MATH_RANDOM_MINUS1_1();
  572. dst->z = MATH_RANDOM_MINUS1_1();
  573. } while (dst->length() > 1.0f);
  574. // Scale this point by the scaling vector.
  575. dst->x *= scale.x;
  576. dst->y *= scale.y;
  577. dst->z *= scale.z;
  578. // Translate by the center point.
  579. dst->add(center);
  580. }
  581. void ParticleEmitter::generateVector(const Vector3& base, const Vector3& variance, Vector3* dst, bool ellipsoid)
  582. {
  583. if (ellipsoid)
  584. {
  585. generateVectorInEllipsoid(base, variance, dst);
  586. }
  587. else
  588. {
  589. generateVectorInRect(base, variance, dst);
  590. }
  591. }
  592. void ParticleEmitter::generateColor(const Vector4& base, const Vector4& variance, Vector4* dst)
  593. {
  594. // Scale each component of the variance color by a random float
  595. // between -1 and 1, then add this to the corresponding base component.
  596. dst->x = base.x + variance.x * MATH_RANDOM_MINUS1_1();
  597. dst->y = base.y + variance.y * MATH_RANDOM_MINUS1_1();
  598. dst->z = base.z + variance.z * MATH_RANDOM_MINUS1_1();
  599. dst->w = base.w + variance.w * MATH_RANDOM_MINUS1_1();
  600. }
  601. ParticleEmitter::TextureBlending ParticleEmitter::getTextureBlendingFromString(const char* str)
  602. {
  603. if (strcmp(str, "BLEND_OPAQUE") == 0 || strcmp(str, "OPAQUE") == 0)
  604. {
  605. return BLEND_OPAQUE;
  606. }
  607. else if (strcmp(str, "BLEND_TRANSPARENT") == 0 || strcmp(str, "TRANSPARENT") == 0)
  608. {
  609. return BLEND_TRANSPARENT;
  610. }
  611. else if (strcmp(str, "BLEND_ADDITIVE") == 0 || strcmp(str, "ADDITIVE") == 0)
  612. {
  613. return BLEND_ADDITIVE;
  614. }
  615. else if (strcmp(str, "BLEND_MULTIPLIED") == 0 || strcmp(str, "MULTIPLIED") == 0)
  616. {
  617. return BLEND_MULTIPLIED;
  618. }
  619. return BLEND_TRANSPARENT;
  620. }
  621. void ParticleEmitter::update(long elapsedTime)
  622. {
  623. // Calculate the time passed since last update.
  624. float elapsedSecs = (float)elapsedTime / 1000.0f;
  625. if (_started && _emissionRate)
  626. {
  627. // Calculate how much time has passed since we last emitted particles.
  628. _timeRunning += elapsedTime;
  629. // How many particles should we emit this frame?
  630. unsigned int emitCount = _timeRunning / _timePerEmission;
  631. if ((int)_timePerEmission > 0)
  632. {
  633. _timeRunning %= (int)_timePerEmission;
  634. }
  635. emit(emitCount);
  636. }
  637. // Now update all currently living particles.
  638. for (unsigned int particlesIndex = 0; particlesIndex < _particleCount; ++particlesIndex)
  639. {
  640. Particle* p = &_particles[particlesIndex];
  641. p->_energy -= elapsedTime;
  642. if (p->_energy > 0L)
  643. {
  644. if (p->_rotationSpeed != 0.0f && !p->_rotationAxis.isZero())
  645. {
  646. Matrix::createRotation(p->_rotationAxis, p->_rotationSpeed * elapsedSecs, &_rotation);
  647. _rotation.transformPoint(p->_velocity, &p->_velocity);
  648. _rotation.transformPoint(p->_acceleration, &p->_acceleration);
  649. }
  650. // Particle is still alive.
  651. p->_velocity.x += p->_acceleration.x * elapsedSecs;
  652. p->_velocity.y += p->_acceleration.y * elapsedSecs;
  653. p->_velocity.z += p->_acceleration.z * elapsedSecs;
  654. p->_position.x += p->_velocity.x * elapsedSecs;
  655. p->_position.y += p->_velocity.y * elapsedSecs;
  656. p->_position.z += p->_velocity.z * elapsedSecs;
  657. p->_angle += p->_rotationPerParticleSpeed * elapsedSecs;
  658. // Simple linear interpolation of color and size.
  659. float percent = 1.0f - ((float)p->_energy / (float)p->_energyStart);
  660. p->_color.x = p->_colorStart.x + (p->_colorEnd.x - p->_colorStart.x) * percent;
  661. p->_color.y = p->_colorStart.y + (p->_colorEnd.y - p->_colorStart.y) * percent;
  662. p->_color.z = p->_colorStart.z + (p->_colorEnd.z - p->_colorStart.z) * percent;
  663. p->_color.w = p->_colorStart.w + (p->_colorEnd.w - p->_colorStart.w) * percent;
  664. p->_size = p->_sizeStart + (p->_sizeEnd - p->_sizeStart) * percent;
  665. // Handle sprite animations.
  666. if (_spriteAnimated)
  667. {
  668. if (!_spriteLooped)
  669. {
  670. // The last frame should finish exactly when the particle dies.
  671. float percentSpent = 0.0f;
  672. for (unsigned int i = 0; i < p->_frame; i++)
  673. {
  674. percentSpent += _spritePercentPerFrame;
  675. }
  676. p->_timeOnCurrentFrame = percent - percentSpent;
  677. if (p->_frame < _spriteFrameCount - 1 &&
  678. p->_timeOnCurrentFrame >= _spritePercentPerFrame)
  679. {
  680. ++p->_frame;
  681. }
  682. }
  683. else
  684. {
  685. // _spriteFrameDurationSecs is an absolute time measured in seconds,
  686. // and the animation repeats indefinitely.
  687. p->_timeOnCurrentFrame += elapsedSecs;
  688. if (p->_timeOnCurrentFrame >= _spriteFrameDurationSecs)
  689. {
  690. p->_timeOnCurrentFrame -= _spriteFrameDurationSecs;
  691. ++p->_frame;
  692. if (p->_frame == _spriteFrameCount)
  693. {
  694. p->_frame = 0;
  695. }
  696. }
  697. }
  698. }
  699. }
  700. else
  701. {
  702. // Particle is dead. Move the particle furthest from the start of the array
  703. // down to take its place, and re-use the slot at the end of the list of living particles.
  704. if (particlesIndex != _particleCount - 1)
  705. {
  706. _particles[particlesIndex] = _particles[_particleCount - 1];
  707. }
  708. --_particleCount;
  709. }
  710. }
  711. }
  712. void ParticleEmitter::draw()
  713. {
  714. if (_particleCount > 0)
  715. {
  716. // Set our node's view projection matrix to this emitter's effect.
  717. if (_node)
  718. {
  719. _spriteBatch->setProjectionMatrix(_node->getViewProjectionMatrix());
  720. }
  721. // Begin sprite batch drawing
  722. _spriteBatch->begin();
  723. // Which draw call we use depends on whether particles are rotating.
  724. if (_rotationPerParticleSpeedMin == 0.0f && _rotationPerParticleSpeedMax == 0.0f)
  725. {
  726. // No rotation.
  727. for (unsigned int i = 0; i < _particleCount; i++)
  728. {
  729. Particle* p = &_particles[i];
  730. _spriteBatch->draw(p->_position.x, p->_position.y, p->_position.z, p->_size, p->_size,
  731. _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3], p->_color);
  732. }
  733. }
  734. else
  735. {
  736. // Rotation.
  737. Vector2 pivot(0.5f, 0.5f);
  738. for (unsigned int i = 0; i < _particleCount; i++)
  739. {
  740. Particle* p = &_particles[i];
  741. _spriteBatch->draw(p->_position, p->_size, p->_size,
  742. _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3], p->_color, pivot, p->_angle);
  743. }
  744. }
  745. // Render.
  746. _spriteBatch->end();
  747. }
  748. }
  749. }