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- #region File Description
- //-----------------------------------------------------------------------------
- // SmokePlumeParticleSystem.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Collections.Generic;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- #endregion
- namespace ParticleSample
- {
- /// <summary>
- /// ParticleSystem is an abstract class that provides the basic functionality to
- /// create a particle effect. Different subclasses will have different effects,
- /// such as fire, explosions, and plumes of smoke. To use these subclasses,
- /// simply call AddParticles, and pass in where the particles should exist
- /// </summary>
- public abstract class ParticleSystem : DrawableGameComponent
- {
- // these two values control the order that particle systems are drawn in.
- // typically, particles that use additive blending should be drawn on top of
- // particles that use regular alpha blending. ParticleSystems should therefore
- // set their DrawOrder to the appropriate value in InitializeConstants, though
- // it is possible to use other values for more advanced effects.
- public const int AlphaBlendDrawOrder = 100;
- public const int AdditiveDrawOrder = 200;
- // a reference to the main game; we'll keep this around because it exposes a
- // content manager and a sprite batch for us to use.
- private ParticleSampleGame game;
- // the texture this particle system will use.
- private Texture2D texture;
- // the origin when we're drawing textures. this will be the middle of the
- // texture.
- private Vector2 origin;
- // this number represents the maximum number of effects this particle system
- // will be expected to draw at one time. this is set in the constructor and is
- // used to calculate how many particles we will need.
- private int howManyEffects;
-
- // the array of particles used by this system. these are reused, so that calling
- // AddParticles will not cause any allocations.
- Particle[] particles;
- // the queue of free particles keeps track of particles that are not curently
- // being used by an effect. when a new effect is requested, particles are taken
- // from this queue. when particles are finished they are put onto this queue.
- Queue<Particle> freeParticles;
- /// <summary>
- /// returns the number of particles that are available for a new effect.
- /// </summary>
- public int FreeParticleCount
- {
- get { return freeParticles.Count; }
- }
- // This region of values control the "look" of the particle system, and should
- // be set by deriving particle systems in the InitializeConstants method. The
- // values are then used by the virtual function InitializeParticle. Subclasses
- // can override InitializeParticle for further
- // customization.
- #region constants to be set by subclasses
- /// <summary>
- /// minNumParticles and maxNumParticles control the number of particles that are
- /// added when AddParticles is called. The number of particles will be a random
- /// number between minNumParticles and maxNumParticles.
- /// </summary>
- protected int minNumParticles;
- protected int maxNumParticles;
-
- /// <summary>
- /// this controls the texture that the particle system uses. It will be used as
- /// an argument to ContentManager.Load.
- /// </summary>
- protected string textureFilename;
- /// <summary>
- /// minInitialSpeed and maxInitialSpeed are used to control the initial velocity
- /// of the particles. The particle's initial speed will be a random number
- /// between these two. The direction is determined by the function
- /// PickRandomDirection, which can be overriden.
- /// </summary>
- protected float minInitialSpeed;
- protected float maxInitialSpeed;
- /// <summary>
- /// minAcceleration and maxAcceleration are used to control the acceleration of
- /// the particles. The particle's acceleration will be a random number between
- /// these two. By default, the direction of acceleration is the same as the
- /// direction of the initial velocity.
- /// </summary>
- protected float minAcceleration;
- protected float maxAcceleration;
- /// <summary>
- /// minRotationSpeed and maxRotationSpeed control the particles' angular
- /// velocity: the speed at which particles will rotate. Each particle's rotation
- /// speed will be a random number between minRotationSpeed and maxRotationSpeed.
- /// Use smaller numbers to make particle systems look calm and wispy, and large
- /// numbers for more violent effects.
- /// </summary>
- protected float minRotationSpeed;
- protected float maxRotationSpeed;
- /// <summary>
- /// minLifetime and maxLifetime are used to control the lifetime. Each
- /// particle's lifetime will be a random number between these two. Lifetime
- /// is used to determine how long a particle "lasts." Also, in the base
- /// implementation of Draw, lifetime is also used to calculate alpha and scale
- /// values to avoid particles suddenly "popping" into view
- /// </summary>
- protected float minLifetime;
- protected float maxLifetime;
- /// <summary>
- /// to get some additional variance in the appearance of the particles, we give
- /// them all random scales. the scale is a value between minScale and maxScale,
- /// and is additionally affected by the particle's lifetime to avoid particles
- /// "popping" into view.
- /// </summary>
- protected float minScale;
- protected float maxScale;
- /// <summary>
- /// different effects can use different blend states. fire and explosions work
- /// well with additive blending, for example.
- /// </summary>
- protected BlendState blendState;
- #endregion
-
- /// <summary>
- /// Constructs a new ParticleSystem.
- /// </summary>
- /// <param name="game">The host for this particle system. The game keeps the
- /// content manager and sprite batch for us.</param>
- /// <param name="howManyEffects">the maximum number of particle effects that
- /// are expected on screen at once.</param>
- /// <remarks>it is tempting to set the value of howManyEffects very high.
- /// However, this value should be set to the minimum possible, because
- /// it has a large impact on the amount of memory required, and slows down the
- /// Update and Draw functions.</remarks>
- protected ParticleSystem(ParticleSampleGame game, int howManyEffects)
- : base(game)
- {
- this.game = game;
- this.howManyEffects = howManyEffects;
- }
- /// <summary>
- /// override the base class's Initialize to do some additional work; we want to
- /// call InitializeConstants to let subclasses set the constants that we'll use.
- ///
- /// also, the particle array and freeParticles queue are set up here.
- /// </summary>
- public override void Initialize()
- {
- InitializeConstants();
-
- // calculate the total number of particles we will ever need, using the
- // max number of effects and the max number of particles per effect.
- // once these particles are allocated, they will be reused, so that
- // we don't put any pressure on the garbage collector.
- particles = new Particle[howManyEffects * maxNumParticles];
- freeParticles = new Queue<Particle>(howManyEffects * maxNumParticles);
- for (int i = 0; i < particles.Length; i++)
- {
- particles[i] = new Particle();
- freeParticles.Enqueue(particles[i]);
- }
- base.Initialize();
- }
- /// <summary>
- /// this abstract function must be overriden by subclasses of ParticleSystem.
- /// It's here that they should set all the constants marked in the region
- /// "constants to be set by subclasses", which give each ParticleSystem its
- /// specific flavor.
- /// </summary>
- protected abstract void InitializeConstants();
- /// <summary>
- /// Override the base class LoadContent to load the texture. once it's
- /// loaded, calculate the origin.
- /// </summary>
- protected override void LoadContent()
- {
- // make sure sub classes properly set textureFilename.
- if (string.IsNullOrEmpty(textureFilename))
- {
- string message = "textureFilename wasn't set properly, so the " +
- "particle system doesn't know what texture to load. Make " +
- "sure your particle system's InitializeConstants function " +
- "properly sets textureFilename.";
- throw new InvalidOperationException(message);
- }
- // load the texture....
- texture = game.Content.Load<Texture2D>(textureFilename);
- // ... and calculate the center. this'll be used in the draw call, we
- // always want to rotate and scale around this point.
- origin.X = texture.Width / 2;
- origin.Y = texture.Height / 2;
- base.LoadContent();
- }
- /// <summary>
- /// AddParticles's job is to add an effect somewhere on the screen. If there
- /// aren't enough particles in the freeParticles queue, it will use as many as
- /// it can. This means that if there not enough particles available, calling
- /// AddParticles will have no effect.
- /// </summary>
- /// <param name="where">where the particle effect should be created</param>
- public void AddParticles(Vector2 where)
- {
- // the number of particles we want for this effect is a random number
- // somewhere between the two constants specified by the subclasses.
- int numParticles =
- ParticleSampleGame.Random.Next(minNumParticles, maxNumParticles);
- // create that many particles, if you can.
- for (int i = 0; i < numParticles && freeParticles.Count > 0; i++)
- {
- // grab a particle from the freeParticles queue, and Initialize it.
- Particle p = freeParticles.Dequeue();
- InitializeParticle(p, where);
- }
- }
- /// <summary>
- /// InitializeParticle randomizes some properties for a particle, then
- /// calls initialize on it. It can be overriden by subclasses if they
- /// want to modify the way particles are created. For example,
- /// SmokePlumeParticleSystem overrides this function make all particles
- /// accelerate to the right, simulating wind.
- /// </summary>
- /// <param name="p">the particle to initialize</param>
- /// <param name="where">the position on the screen that the particle should be
- /// </param>
- protected virtual void InitializeParticle(Particle p, Vector2 where)
- {
- // first, call PickRandomDirection to figure out which way the particle
- // will be moving. velocity and acceleration's values will come from this.
- Vector2 direction = PickRandomDirection();
- // pick some random values for our particle
- float velocity =
- ParticleSampleGame.RandomBetween(minInitialSpeed, maxInitialSpeed);
- float acceleration =
- ParticleSampleGame.RandomBetween(minAcceleration, maxAcceleration);
- float lifetime =
- ParticleSampleGame.RandomBetween(minLifetime, maxLifetime);
- float scale =
- ParticleSampleGame.RandomBetween(minScale, maxScale);
- float rotationSpeed =
- ParticleSampleGame.RandomBetween(minRotationSpeed, maxRotationSpeed);
- // then initialize it with those random values. initialize will save those,
- // and make sure it is marked as active.
- p.Initialize(
- where, velocity * direction, acceleration * direction,
- lifetime, scale, rotationSpeed);
- }
- /// <summary>
- /// PickRandomDirection is used by InitializeParticles to decide which direction
- /// particles will move. The default implementation is a random vector in a
- /// circular pattern.
- /// </summary>
- protected virtual Vector2 PickRandomDirection()
- {
- float angle = ParticleSampleGame.RandomBetween(0, MathHelper.TwoPi);
- return new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
- }
- /// <summary>
- /// overriden from DrawableGameComponent, Update will update all of the active
- /// particles.
- /// </summary>
- public override void Update(GameTime gameTime)
- {
- // calculate dt, the change in the since the last frame. the particle
- // updates will use this value.
- float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
- // go through all of the particles...
- foreach (Particle p in particles)
- {
-
- if (p.Active)
- {
- // ... and if they're active, update them.
- p.Update(dt);
- // if that update finishes them, put them onto the free particles
- // queue.
- if (!p.Active)
- {
- freeParticles.Enqueue(p);
- }
- }
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// overriden from DrawableGameComponent, Draw will use ParticleSampleGame's
- /// sprite batch to render all of the active particles.
- /// </summary>
- public override void Draw(GameTime gameTime)
- {
- // tell sprite batch to begin, using the spriteBlendMode specified in
- // initializeConstants
- game.SpriteBatch.Begin(SpriteSortMode.Deferred, blendState);
-
- foreach (Particle p in particles)
- {
- // skip inactive particles
- if (!p.Active)
- continue;
- // normalized lifetime is a value from 0 to 1 and represents how far
- // a particle is through its life. 0 means it just started, .5 is half
- // way through, and 1.0 means it's just about to be finished.
- // this value will be used to calculate alpha and scale, to avoid
- // having particles suddenly appear or disappear.
- float normalizedLifetime = p.TimeSinceStart / p.Lifetime;
- // we want particles to fade in and fade out, so we'll calculate alpha
- // to be (normalizedLifetime) * (1-normalizedLifetime). this way, when
- // normalizedLifetime is 0 or 1, alpha is 0. the maximum value is at
- // normalizedLifetime = .5, and is
- // (normalizedLifetime) * (1-normalizedLifetime)
- // (.5) * (1-.5)
- // .25
- // since we want the maximum alpha to be 1, not .25, we'll scale the
- // entire equation by 4.
- float alpha = 4 * normalizedLifetime * (1 - normalizedLifetime);
- Color color = Color.White * alpha;
- // make particles grow as they age. they'll start at 75% of their size,
- // and increase to 100% once they're finished.
- float scale = p.Scale * (.75f + .25f * normalizedLifetime);
- game.SpriteBatch.Draw(texture, p.Position, null, color,
- p.Rotation, origin, scale, SpriteEffects.None, 0.0f);
- }
- game.SpriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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