/** * Copyright (c) 2006-2012 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "ParticleSystem.h" #include "common/math.h" #include "GLee.h" #include #include namespace love { namespace graphics { namespace opengl { namespace { Colorf colorToFloat(const Color &c) { return Colorf((GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f); } } float calculate_variation(float inner, float outer, float var) { float low = inner - (outer/2.0f)*var; float high = inner + (outer/2.0f)*var; float r = random(); return low*(1-r)+high*r; } StringMap::Entry ParticleSystem::distributionsEntries[] = { { "none", ParticleSystem::DISTRIBUTION_NONE }, { "uniform", ParticleSystem::DISTRIBUTION_UNIFORM }, { "normal", ParticleSystem::DISTRIBUTION_NORMAL }, }; StringMap ParticleSystem::distributions(ParticleSystem::distributionsEntries, sizeof(ParticleSystem::distributionsEntries)); ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer) : pStart(0) , pLast(0) , pEnd(0) , active(true) , emissionRate(0) , emitCounter(0) , areaSpreadDistribution(DISTRIBUTION_NONE) , lifetime(-1) , life(0) , particleLifeMin(0) , particleLifeMax(0) , direction(0) , spread(0) , relative(false) , speedMin(0) , speedMax(0) , gravityMin(0) , gravityMax(0) , radialAccelerationMin(0) , radialAccelerationMax(0) , tangentialAccelerationMin(0) , tangentialAccelerationMax(0) , sizeVariation(0) , rotationMin(0) , rotationMax(0) , spinStart(0) , spinEnd(0) , spinVariation(0) , offsetX(sprite->getWidth()*0.5f) , offsetY(sprite->getHeight()*0.5f) { this->sprite = sprite; sprite->retain(); sizes.push_back(1.0f); colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f)); setBufferSize(buffer); } ParticleSystem::~ParticleSystem() { if (this->sprite != 0) this->sprite->release(); if (pStart != 0) delete [] pStart; } void ParticleSystem::add() { if (isFull()) return; float min,max; min = particleLifeMin; max = particleLifeMax; if (min == max) pLast->life = min; else pLast->life = random(min, max); pLast->lifetime = pLast->life; pLast->position[0] = position.getX(); pLast->position[1] = position.getY(); switch (areaSpreadDistribution) { case DISTRIBUTION_UNIFORM: pLast->position[0] += random(-areaSpread.getX(), areaSpread.getX()); pLast->position[1] += random(-areaSpread.getY(), areaSpread.getY()); break; case DISTRIBUTION_NORMAL: pLast->position[0] += random_normal(areaSpread.getX()); pLast->position[1] += random_normal(areaSpread.getY()); break; case DISTRIBUTION_NONE: default: break; } min = direction - spread/2.0f; max = direction + spread/2.0f; pLast->direction = random(min, max); pLast->origin = position; min = speedMin; max = speedMax; float speed = random(min, max); pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction)); pLast->speed *= speed; min = gravityMin; max = gravityMax; pLast->gravity = random(min, max); min = radialAccelerationMin; max = radialAccelerationMax; pLast->radialAcceleration = random(min, max); min = tangentialAccelerationMin; max = tangentialAccelerationMax; pLast->tangentialAcceleration = random(min, max); pLast->sizeOffset = random(sizeVariation); // time offset for size change pLast->sizeIntervalSize = (1.0f - random(sizeVariation)) - pLast->sizeOffset; pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)]; min = rotationMin; max = rotationMax; pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation); pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation); pLast->rotation = random(min, max); pLast->color = colors[0]; pLast++; } void ParticleSystem::remove(particle *p) { if (!isEmpty()) { *p = *(--pLast); } } void ParticleSystem::setSprite(Image *image) { if (sprite != 0) sprite->release(); sprite = image; sprite->retain(); } void ParticleSystem::setBufferSize(unsigned int size) { // delete previous data delete [] pStart; pLast = pStart = new particle[size]; pEnd = pStart + size; } void ParticleSystem::setEmissionRate(int rate) { emissionRate = rate; } void ParticleSystem::setLifetime(float life) { this->life = lifetime = life; } void ParticleSystem::setParticleLife(float min, float max) { particleLifeMin = min; if (max == 0) particleLifeMax = min; else particleLifeMax = max; } void ParticleSystem::setPosition(float x, float y) { position = love::Vector(x, y); } void ParticleSystem::setAreaSpread(AreaSpreadDistribution distribution, float x, float y) { areaSpread = love::Vector(x, y); areaSpreadDistribution = distribution; } void ParticleSystem::setDirection(float direction) { this->direction = direction; } void ParticleSystem::setSpread(float spread) { this->spread = spread; } void ParticleSystem::setRelativeDirection(bool relative) { this->relative = relative; } void ParticleSystem::setSpeed(float speed) { speedMin = speedMax = speed; } void ParticleSystem::setSpeed(float min, float max) { speedMin = min; speedMax = max; } void ParticleSystem::setGravity(float gravity) { gravityMin = gravityMax = gravity; } void ParticleSystem::setGravity(float min, float max) { gravityMin = min; gravityMax = max; } void ParticleSystem::setRadialAcceleration(float acceleration) { radialAccelerationMin = radialAccelerationMax = acceleration; } void ParticleSystem::setRadialAcceleration(float min, float max) { radialAccelerationMin = min; radialAccelerationMax = max; } void ParticleSystem::setTangentialAcceleration(float acceleration) { tangentialAccelerationMin = tangentialAccelerationMax = acceleration; } void ParticleSystem::setTangentialAcceleration(float min, float max) { tangentialAccelerationMin = min; tangentialAccelerationMax = max; } void ParticleSystem::setSize(float size) { sizes.resize(1); sizes[0] = size; } void ParticleSystem::setSize(const std::vector &newSizes, float variation) { sizes = newSizes; sizeVariation = variation; } void ParticleSystem::setSizeVariation(float variation) { sizeVariation = variation; } void ParticleSystem::setRotation(float rotation) { rotationMin = rotationMax = rotation; } void ParticleSystem::setRotation(float min, float max) { rotationMin = min; rotationMax = max; } void ParticleSystem::setSpin(float spin) { spinStart = spin; spinEnd = spin; } void ParticleSystem::setSpin(float start, float end) { spinStart = start; spinEnd = end; } void ParticleSystem::setSpin(float start, float end, float variation) { spinStart = start; spinEnd = end; spinVariation = variation; } void ParticleSystem::setSpinVariation(float variation) { spinVariation = variation; } void ParticleSystem::setColor(const Color &color) { colors.resize(1); colors[0] = colorToFloat(color); } void ParticleSystem::setColor(const std::vector &newColors) { colors.resize(newColors.size()); for (size_t i = 0; i < newColors.size(); ++i) colors[i] = colorToFloat(newColors[i]); } void ParticleSystem::setOffset(float x, float y) { offsetX = x; offsetY = y; } float ParticleSystem::getX() const { return position.getX(); } float ParticleSystem::getY() const { return position.getY(); } const love::Vector &ParticleSystem::getPosition() const { return position; } ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const { return areaSpreadDistribution; } const love::Vector &ParticleSystem::getAreaSpreadParameters() const { return areaSpread; } float ParticleSystem::getDirection() const { return direction; } float ParticleSystem::getSpread() const { return spread; } float ParticleSystem::getOffsetX() const { return offsetX; } float ParticleSystem::getOffsetY() const { return offsetY; } int ParticleSystem::count() const { return (int)(pLast - pStart); } void ParticleSystem::start() { active = true; } void ParticleSystem::stop() { active = false; life = lifetime; emitCounter = 0; } void ParticleSystem::pause() { active = false; } void ParticleSystem::reset() { pLast = pStart; life = lifetime; emitCounter = 0; } bool ParticleSystem::isActive() const { return active; } bool ParticleSystem::isEmpty() const { return pStart == pLast; } bool ParticleSystem::isFull() const { return pLast == pEnd; } void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const { if (sprite == 0) return; // just in case of failure glPushMatrix(); glPushAttrib(GL_CURRENT_BIT); Matrix t; t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); glMultMatrixf((const GLfloat *)t.getElements()); particle *p = pStart; while (p != pLast) { glPushMatrix(); glColor4f(p->color.r, p->color.g, p->color.b, p->color.a); sprite->draw(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f); glPopMatrix(); p++; } glPopAttrib(); glPopMatrix(); } void ParticleSystem::update(float dt) { // Traverse all particles and update. particle *p = pStart; // Make some more particles. if (active) { float rate = 1.0f / emissionRate; // the amount of time between each particle emit emitCounter += dt; while (emitCounter > rate) { add(); emitCounter -= rate; } /*int particles = (int)(emissionRate * dt); for (int i = 0; i != particles; i++) add();*/ life -= dt; if (lifetime != -1 && life < 0) stop(); } while (p != pLast) { // Decrease lifespan. p->life -= dt; if (p->life > 0) { // Temp variables. love::Vector radial, tangential, gravity(0, p->gravity); love::Vector ppos(p->position[0], p->position[1]); // Get vector from particle center to particle. radial = ppos - p->origin; radial.normalize(); tangential = radial; // Resize radial acceleration. radial *= p->radialAcceleration; // Calculate tangential acceleration. { float a = tangential.getX(); tangential.setX(-tangential.getY()); tangential.setY(a); } // Resize tangential. tangential *= p->tangentialAcceleration; // Update position. p->speed += (radial+tangential+gravity)*dt; // Modify position. ppos += p->speed * dt; p->position[0] = ppos.getX(); p->position[1] = ppos.getY(); const float t = 1.0f - p->life / p->lifetime; // Rotate. p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t)*dt; // Change size according to given intervals: // i = 0 1 2 3 n-1 // |-------|-------|------|--- ... ---| // t = 0 1/(n-1) 3/(n-1) 1 // // `s' is the interpolation variable scaled to the current // interval width, e.g. if n = 5 and t = 0.3, then the current // indices are 1,2 and s = 0.3 - 0.25 = 0.05 float s = p->sizeOffset + t * p->sizeIntervalSize; // size variation s *= (float)(sizes.size() - 1); // 0 <= s < sizes.size() size_t i = (size_t)s; size_t k = (i == sizes.size() - 1) ? i : i + 1; // boundary check (prevents failing on t = 1.0f) s -= (float)i; // transpose s to be in interval [0:1]: i <= s < i + 1 ~> 0 <= s < 1 p->size = sizes[i] * (1.0f - s) + sizes[k] * s; // Update color according to given intervals (as above) s = t * (float)(colors.size() - 1); i = (size_t)s; k = (i == colors.size() - 1) ? i : i + 1; s -= (float)i; // 0 <= s <= 1 p->color = colors[i] * (1.0f - s) + colors[k] * s; // Next particle. p++; } else { remove(p); if (p >= pLast) return; } // else } // while } bool ParticleSystem::getConstant(const char *in, AreaSpreadDistribution &out) { return distributions.find(in, out); } bool ParticleSystem::getConstant(AreaSpreadDistribution in, const char *&out) { return distributions.find(in, out); } } // opengl } // graphics } // love