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