mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 06:24:41 +02:00
added emitter active bool for switching emitters on/off when Leap loses fingers
This commit is contained in:
parent
5c040ad84d
commit
5b2693f99c
3 changed files with 77 additions and 45 deletions
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@ -27,6 +27,7 @@ ParticleSystem::ParticleSystem() {
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for (unsigned int emitterIndex = 0; emitterIndex < MAX_EMITTERS; emitterIndex++) {
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for (unsigned int emitterIndex = 0; emitterIndex < MAX_EMITTERS; emitterIndex++) {
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Emitter * e = &_emitter[emitterIndex];
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Emitter * e = &_emitter[emitterIndex];
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e->active = false;
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e->position = glm::vec3(0.0f, 0.0f, 0.0f);
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e->position = glm::vec3(0.0f, 0.0f, 0.0f);
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e->previousPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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e->previousPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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e->direction = glm::vec3(0.0f, 1.0f, 0.0f);
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e->direction = glm::vec3(0.0f, 1.0f, 0.0f);
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@ -72,25 +73,16 @@ void ParticleSystem::simulate(float deltaTime) {
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_timer += deltaTime;
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_timer += deltaTime;
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// emit particles
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// update emitters
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for (int e = 0; e < _numEmitters; e++) {
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for (int emitterIndex = 0; emitterIndex < _numEmitters; emitterIndex++) {
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assert(emitterIndex <= MAX_EMITTERS);
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assert(e >= 0);
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if (_emitter[emitterIndex].active) {
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assert(e <= MAX_EMITTERS);
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updateEmitter(emitterIndex, deltaTime);
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assert(_emitter[e].rate >= 0);
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_emitter[e].emitReserve += _emitter[e].rate * deltaTime;
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_emitter[e].numParticlesEmittedThisTime = (int)_emitter[e].emitReserve;
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_emitter[e].emitReserve -= _emitter[e].numParticlesEmittedThisTime;
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for (int p = 0; p < _emitter[e].numParticlesEmittedThisTime; p++) {
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float timeFraction = (float)p / (float)_emitter[e].numParticlesEmittedThisTime;
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createParticle(e, timeFraction);
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}
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}
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}
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}
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// update particles
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// update particles
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for (int p = 0; p < MAX_PARTICLES; p++) {
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for (int p = 0; p < MAX_PARTICLES; p++) {
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if (_particle[p].alive) {
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if (_particle[p].alive) {
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if (_particle[p].age > _emitter[_particle[p].emitterIndex].particleLifespan) {
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if (_particle[p].age > _emitter[_particle[p].emitterIndex].particleLifespan) {
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@ -102,6 +94,20 @@ void ParticleSystem::simulate(float deltaTime) {
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}
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}
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}
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}
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void ParticleSystem::updateEmitter(int emitterIndex, float deltaTime) {
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_emitter[emitterIndex].emitReserve += _emitter[emitterIndex].rate * deltaTime;
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_emitter[emitterIndex].numParticlesEmittedThisTime = (int)_emitter[emitterIndex].emitReserve;
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_emitter[emitterIndex].emitReserve -= _emitter[emitterIndex].numParticlesEmittedThisTime;
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for (int p = 0; p < _emitter[emitterIndex].numParticlesEmittedThisTime; p++) {
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float timeFraction = (float)p / (float)_emitter[emitterIndex].numParticlesEmittedThisTime;
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createParticle(emitterIndex, timeFraction);
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}
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}
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void ParticleSystem::createParticle(int e, float timeFraction) {
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void ParticleSystem::createParticle(int e, float timeFraction) {
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for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
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for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
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@ -212,7 +218,6 @@ void ParticleSystem::setParticleAttributes(int emitterIndex, ParticleLifeStage l
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}
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}
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void ParticleSystem::updateParticle(int p, float deltaTime) {
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void ParticleSystem::updateParticle(int p, float deltaTime) {
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Emitter myEmitter = _emitter[_particle[p].emitterIndex];
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Emitter myEmitter = _emitter[_particle[p].emitterIndex];
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@ -363,14 +368,16 @@ void ParticleSystem::killAllParticles() {
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void ParticleSystem::render() {
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void ParticleSystem::render() {
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// render the emitters
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// render the emitters
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for (int e = 0; e < _numEmitters; e++) {
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for (int e = 0; e < MAX_EMITTERS; e++) {
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if (_emitter[e].showingBaseParticle) {
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if (_emitter[e].active) {
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glColor4f(_particle[0].color.r, _particle[0].color.g, _particle[0].color.b, _particle[0].color.a);
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if (_emitter[e].showingBaseParticle) {
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glPushMatrix();
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glColor4f(_particle[0].color.r, _particle[0].color.g, _particle[0].color.b, _particle[0].color.a);
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glTranslatef(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
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glPushMatrix();
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glutSolidSphere(_particle[0].radius, _emitter[e].particleResolution, _emitter[e].particleResolution);
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glTranslatef(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
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glPopMatrix();
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glutSolidSphere(_particle[0].radius, _emitter[e].particleResolution, _emitter[e].particleResolution);
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glPopMatrix();
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}
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}
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}
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if (_emitter[e].visible) {
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if (_emitter[e].visible) {
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@ -10,10 +10,10 @@
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/quaternion.hpp>
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const int MAX_PARTICLES = 5000;
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const int NULL_EMITTER = -1;
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const int NULL_EMITTER = -1;
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const int NULL_PARTICLE = -1;
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const int NULL_PARTICLE = -1;
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const int MAX_EMITTERS = 100;
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const int MAX_EMITTERS = 100;
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const int MAX_PARTICLES = 5000;
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enum ParticleRenderStyle
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enum ParticleRenderStyle
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{
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{
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@ -78,6 +78,7 @@ public:
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void setParticleAttributes (int emitterIndex, ParticleAttributes attributes); // set attributes for whole life of particles
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void setParticleAttributes (int emitterIndex, ParticleAttributes attributes); // set attributes for whole life of particles
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void setParticleAttributes (int emitterIndex, ParticleLifeStage lifeStage, ParticleAttributes attributes); // set attributes for this life stage
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void setParticleAttributes (int emitterIndex, ParticleLifeStage lifeStage, ParticleAttributes attributes); // set attributes for this life stage
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void setEmitterPosition (int emitterIndex, glm::vec3 position );
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void setEmitterPosition (int emitterIndex, glm::vec3 position );
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void setEmitterActive (int emitterIndex, bool active ) {_emitter[emitterIndex].active = active; }
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void setEmitterParticleResolution (int emitterIndex, int resolution ) {_emitter[emitterIndex].particleResolution = resolution; }
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void setEmitterParticleResolution (int emitterIndex, int resolution ) {_emitter[emitterIndex].particleResolution = resolution; }
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void setEmitterDirection (int emitterIndex, glm::vec3 direction ) {_emitter[emitterIndex].direction = direction; }
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void setEmitterDirection (int emitterIndex, glm::vec3 direction ) {_emitter[emitterIndex].direction = direction; }
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void setShowingEmitter (int emitterIndex, bool showing ) {_emitter[emitterIndex].visible = showing; }
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void setShowingEmitter (int emitterIndex, bool showing ) {_emitter[emitterIndex].visible = showing; }
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@ -101,6 +102,7 @@ private:
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};
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};
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struct Emitter {
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struct Emitter {
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bool active; // if false, the emitter is disabled - allows for easy switching on and off
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glm::vec3 position; // the position of the emitter in world coordinates
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glm::vec3 position; // the position of the emitter in world coordinates
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glm::vec3 previousPosition; // the position of the emitter in the previous time step
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glm::vec3 previousPosition; // the position of the emitter in the previous time step
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glm::vec3 direction; // a normalized vector used as an axis for particle emission and other effects
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glm::vec3 direction; // a normalized vector used as an axis for particle emission and other effects
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@ -124,6 +126,7 @@ private:
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float _timer;
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float _timer;
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// private methods
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// private methods
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void updateEmitter(int emitterIndex, float deltaTime);
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void updateParticle(int index, float deltaTime);
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void updateParticle(int index, float deltaTime);
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void createParticle(int e, float timeFraction);
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void createParticle(int e, float timeFraction);
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void killParticle(int p);
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void killParticle(int p);
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@ -244,6 +244,7 @@ void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
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}
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}
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}
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}
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// call this right after the geometry of the leap hands are set
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// call this right after the geometry of the leap hands are set
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void Hand::updateRaveGloveEmitters() {
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void Hand::updateRaveGloveEmitters() {
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@ -253,7 +254,7 @@ void Hand::updateRaveGloveEmitters() {
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if(debug) printf( "\n" );
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if(debug) printf( "\n" );
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if(debug) printf( "------------------------------------\n" );
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if(debug) printf( "------------------------------------\n" );
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if(debug) printf( "updating rave glove emitters:\n" );
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if(debug) printf( "updating rave glove emitters: \n" );
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if(debug) printf( "------------------------------------\n" );
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if(debug) printf( "------------------------------------\n" );
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int emitterIndex = 0;
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int emitterIndex = 0;
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@ -271,16 +272,16 @@ void Hand::updateRaveGloveEmitters() {
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for (size_t f = 0; f < palm.getNumFingers(); ++f) {
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for (size_t f = 0; f < palm.getNumFingers(); ++f) {
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FingerData& finger = palm.getFingers()[f];
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FingerData& finger = palm.getFingers()[f];
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if(debug) printf( "emitterIndex %d: ", emitterIndex );
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if(debug) printf( "emitterIndex %d: ", emitterIndex );
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if (finger.isActive()) {
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if ((emitterIndex >=0)
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&& (emitterIndex < NUM_FINGERS)) {
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if ((emitterIndex >=0)
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&& (emitterIndex < NUM_FINGERS)) {
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assert(emitterIndex >=0 );
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assert(emitterIndex < NUM_FINGERS );
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_raveGloveParticleSystem.setEmitterActive(_raveGloveEmitter[emitterIndex], false); // set to false by default...
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if (finger.isActive()) {
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_raveGloveParticleSystem.setEmitterActive(_raveGloveEmitter[emitterIndex], true);
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if(debug) printf( "_raveGloveEmitter[%d] = %d\n", emitterIndex, _raveGloveEmitter[emitterIndex] );
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if(debug) printf( "_raveGloveEmitter[%d] = %d\n", emitterIndex, _raveGloveEmitter[emitterIndex] );
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glm::vec3 fingerDirection = finger.getTipPosition() - finger.getRootPosition();
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glm::vec3 fingerDirection = finger.getTipPosition() - finger.getRootPosition();
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@ -317,16 +318,11 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
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if (!_raveGloveInitialized) {
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if (!_raveGloveInitialized) {
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//printf( "Initializing rave glove emitters:\n" );
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//printf( "The indices of the emitters are:\n" );
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// start up the rave glove finger particles...
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// start up the rave glove finger particles...
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for ( int f = 0; f< NUM_FINGERS; f ++ ) {
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for ( int f = 0; f< NUM_FINGERS; f ++ ) {
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_raveGloveEmitter[f] = _raveGloveParticleSystem.addEmitter();
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_raveGloveEmitter[f] = _raveGloveParticleSystem.addEmitter();
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assert( _raveGloveEmitter[f] >= 0 );
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assert( _raveGloveEmitter[f] >= 0 );
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assert( _raveGloveEmitter[f] != NULL_EMITTER );
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assert( _raveGloveEmitter[f] != NULL_EMITTER );
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//printf( "%d\n", _raveGloveEmitter[f] );
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}
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}
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setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FIRE);
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setRaveGloveMode(RAVE_GLOVE_EFFECTS_MODE_FIRE);
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@ -339,13 +335,13 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
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// this rave glove effect oscillates though various colors and radii that are meant to show off some effects
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// this rave glove effect oscillates though various colors and radii that are meant to show off some effects
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if (_raveGloveMode == RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR) {
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if (_raveGloveMode == RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR) {
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ParticleSystem::ParticleAttributes attributes;
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ParticleSystem::ParticleAttributes attributes;
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float red = 0.5f + 0.5f * sinf(_raveGloveClock * 1.4f);
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float red = 0.5f + 0.5f * sinf(_raveGloveClock * 2.4f);
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float green = 0.5f + 0.5f * cosf(_raveGloveClock * 1.7f);
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float green = 0.5f + 0.5f * cosf(_raveGloveClock * 2.7f);
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float blue = 0.5f + 0.5f * sinf(_raveGloveClock * 2.0f);
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float blue = 0.5f + 0.5f * sinf(_raveGloveClock * 3.0f);
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float alpha = 1.0f;
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float alpha = 1.0f;
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attributes.color = glm::vec4(red, green, blue, alpha);
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attributes.color = glm::vec4(red, green, blue, alpha);
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attributes.radius = 0.01f + 0.005f * sinf(_raveGloveClock * 2.2f);
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attributes.radius = 0.01f + 0.003f * sinf(_raveGloveClock * 50.0f);
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attributes.modulationAmplitude = 0.0f;
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attributes.modulationAmplitude = 0.0f;
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for ( int f = 0; f< NUM_FINGERS; f ++ ) {
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for ( int f = 0; f< NUM_FINGERS; f ++ ) {
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@ -360,6 +356,8 @@ void Hand::updateRaveGloveParticles(float deltaTime) {
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}
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}
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}
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}
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void Hand::setRaveGloveMode(int mode) {
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void Hand::setRaveGloveMode(int mode) {
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_raveGloveMode = mode;
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_raveGloveMode = mode;
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@ -376,7 +374,7 @@ void Hand::setRaveGloveMode(int mode) {
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if (mode == RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR) {
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if (mode == RAVE_GLOVE_EFFECTS_MODE_THROBBING_COLOR) {
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_raveGloveParticleSystem.setParticleRenderStyle (_raveGloveEmitter[f], PARTICLE_RENDER_STYLE_SPHERE );
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_raveGloveParticleSystem.setParticleRenderStyle (_raveGloveEmitter[f], PARTICLE_RENDER_STYLE_SPHERE );
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_raveGloveParticleSystem.setShowingEmitterBaseParticle(_raveGloveEmitter[f], true );
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_raveGloveParticleSystem.setShowingEmitterBaseParticle(_raveGloveEmitter[f], true );
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_raveGloveParticleSystem.setEmitterParticleLifespan (_raveGloveEmitter[f], 0.0f );
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_raveGloveParticleSystem.setEmitterParticleLifespan (_raveGloveEmitter[f], 0.03f );
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_raveGloveParticleSystem.setEmitterThrust (_raveGloveEmitter[f], 0.0f );
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_raveGloveParticleSystem.setEmitterThrust (_raveGloveEmitter[f], 0.0f );
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_raveGloveParticleSystem.setEmitterRate (_raveGloveEmitter[f], 30.0f );
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_raveGloveParticleSystem.setEmitterRate (_raveGloveEmitter[f], 30.0f );
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_raveGloveParticleSystem.setEmitterParticleResolution (_raveGloveEmitter[f], 20 );
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_raveGloveParticleSystem.setEmitterParticleResolution (_raveGloveEmitter[f], 20 );
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_3, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_3, attributes);
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//-----------------------------------------
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//-----------------------------------------
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// throb
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// long sparkler
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//-----------------------------------------
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//-----------------------------------------
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} else if (mode == RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER) {
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} else if (mode == RAVE_GLOVE_EFFECTS_MODE_LONG_SPARKLER) {
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@ -672,6 +670,30 @@ void Hand::setRaveGloveMode(int mode) {
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_1, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_1, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_2, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_2, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_3, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_3, attributes);
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//-----------------------------------------
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// throb
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//-----------------------------------------
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} else if (mode == RAVE_GLOVE_EFFECTS_MODE_THROB) {
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_raveGloveParticleSystem.setParticleRenderStyle (_raveGloveEmitter[f], PARTICLE_RENDER_STYLE_SPHERE );
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_raveGloveParticleSystem.setShowingEmitterBaseParticle(_raveGloveEmitter[f], true );
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_raveGloveParticleSystem.setEmitterParticleLifespan (_raveGloveEmitter[f], 0.03 );
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_raveGloveParticleSystem.setEmitterThrust (_raveGloveEmitter[f], 0.0f );
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_raveGloveParticleSystem.setEmitterRate (_raveGloveEmitter[f], 30.0 );
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_raveGloveParticleSystem.setEmitterParticleResolution (_raveGloveEmitter[f], 20 );
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_raveGloveParticleSystem.setParticleAttributesToDefault(&attributes);
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attributes.radius = 0.01f;
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attributes.color = glm::vec4( 0.1f, 0.2f, 0.4f, 0.5f);
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attributes.modulationAmplitude = 0.5;
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attributes.modulationRate = 3.0;
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attributes.modulationStyle = COLOR_MODULATION_STYLE_LIGHTNESS_WAVE;
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_0, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_1, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_2, attributes);
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_raveGloveParticleSystem.setParticleAttributes(_raveGloveEmitter[f], PARTICLE_LIFESTAGE_3, attributes);
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||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue