// // ParticleEffectEntityItem.h // libraries/entities/src // // Created by Jason Rickwald on 3/2/15. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_ParticleEffectEntityItem_h #define hifi_ParticleEffectEntityItem_h #include #include "EntityItem.h" class ParticleEffectEntityItem : public EntityItem { public: static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties); ParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties); virtual ~ParticleEffectEntityItem(); ALLOW_INSTANTIATION // This class can be instantiated // methods for getting/setting all properties of this entity virtual EntityItemProperties getProperties() const; virtual bool setProperties(const EntityItemProperties& properties); virtual EntityPropertyFlags getEntityProperties(EncodeBitstreamParams& params) const; virtual void appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params, EntityTreeElementExtraEncodeData* modelTreeElementExtraEncodeData, EntityPropertyFlags& requestedProperties, EntityPropertyFlags& propertyFlags, EntityPropertyFlags& propertiesDidntFit, int& propertyCount, OctreeElement::AppendState& appendState) const; virtual int readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData); virtual void update(const quint64& now); virtual bool needsToCallUpdate() const; const rgbColor& getColor() const { return _color; } xColor getXColor() const { xColor color = { _color[RED_INDEX], _color[GREEN_INDEX], _color[BLUE_INDEX] }; return color; } static const xColor DEFAULT_COLOR; void setColor(const rgbColor& value) { memcpy(_color, value, sizeof(_color)); } void setColor(const xColor& value) { _color[RED_INDEX] = value.red; _color[GREEN_INDEX] = value.green; _color[BLUE_INDEX] = value.blue; } bool _isColorStartInitialized = false; void setColorStart(const xColor& colorStart) { _colorStart = colorStart; _isColorStartInitialized = true; } xColor getColorStart() const { return _isColorStartInitialized ? _colorStart : getXColor(); } bool _isColorFinishInitialized = false; void setColorFinish(const xColor& colorFinish) { _colorFinish = colorFinish; _isColorFinishInitialized = true; } xColor getColorFinish() const { return _isColorFinishInitialized ? _colorFinish : getXColor(); } static const xColor DEFAULT_COLOR_SPREAD; void setColorSpread(const xColor& colorSpread) { _colorSpread = colorSpread; } xColor getColorSpread() const { return _colorSpread; } static const float DEFAULT_ALPHA; void setAlpha(float alpha) { _alpha = alpha; } float getAlpha() const { return _alpha; } static const float DEFAULT_ALPHA_START; bool _isAlphaStartInitialized = false; void setAlphaStart(float alphaStart) { _alphaStart = alphaStart; _isAlphaStartInitialized = true; } float getAlphaStart() const { return _isAlphaStartInitialized ? _alphaStart : _alpha; } static const float DEFAULT_ALPHA_FINISH; bool _isAlphaFinishInitialized = false; void setAlphaFinish(float alphaFinish) { _alphaFinish = alphaFinish; _isAlphaFinishInitialized = true; } float getAlphaFinish() const { return _isAlphaFinishInitialized ? _alphaFinish : _alpha; } static const float DEFAULT_ALPHA_SPREAD; void setAlphaSpread(float alphaSpread) { _alphaSpread = alphaSpread; } float getAlphaSpread() const { return _alphaSpread; } void updateShapeType(ShapeType type); virtual ShapeType getShapeType() const { return _shapeType; } virtual void debugDump() const; static const float DEFAULT_ANIMATION_FRAME_INDEX; void setAnimationFrameIndex(float value); void setAnimationSettings(const QString& value); static const bool DEFAULT_ANIMATION_IS_PLAYING; void setAnimationIsPlaying(bool value); static const float DEFAULT_ANIMATION_FPS; void setAnimationFPS(float value); void setAnimationLoop(bool loop) { _animationLoop.setLoop(loop); } bool getAnimationLoop() const { return _animationLoop.getLoop(); } void setAnimationHold(bool hold) { _animationLoop.setHold(hold); } bool getAnimationHold() const { return _animationLoop.getHold(); } void setAnimationStartAutomatically(bool startAutomatically) { _animationLoop.setStartAutomatically(startAutomatically); } bool getAnimationStartAutomatically() const { return _animationLoop.getStartAutomatically(); } void setAnimationFirstFrame(float firstFrame) { _animationLoop.setFirstFrame(firstFrame); } float getAnimationFirstFrame() const { return _animationLoop.getFirstFrame(); } void setAnimationLastFrame(float lastFrame) { _animationLoop.setLastFrame(lastFrame); } float getAnimationLastFrame() const { return _animationLoop.getLastFrame(); } static const quint32 DEFAULT_MAX_PARTICLES; void setMaxParticles(quint32 maxParticles); quint32 getMaxParticles() const { return _maxParticles; } static const float DEFAULT_LIFESPAN; void setLifespan(float lifespan) { _lifespan = lifespan; } float getLifespan() const { return _lifespan; } static const float DEFAULT_EMIT_RATE; void setEmitRate(float emitRate) { _emitRate = emitRate; } float getEmitRate() const { return _emitRate; } static const float DEFAULT_EMIT_SPEED; void setEmitSpeed(float emitSpeed); float getEmitSpeed() const { return _emitSpeed; } static const float DEFAULT_SPEED_SPREAD; void setSpeedSpread(float speedSpread); float getSpeedSpread() const { return _speedSpread; } static const glm::quat DEFAULT_EMIT_ORIENTATION; void setEmitOrientation(const glm::quat& emitOrientation); const glm::quat& getEmitOrientation() const { return _emitOrientation; } static const glm::vec3 DEFAULT_EMIT_RADIUS; void setEmitRadius(const glm::vec3& emitRadius); const glm::vec3& getEmitRadius() const { return _emitRadius; } static const float DEFAULT_EMIT_RADIUS_START; void setEmitRadiusStart(float emitRadiusStart) { _emitRadiusStart = emitRadiusStart; } float getEmitRadiusStart() const { return _emitRadiusStart; } static const float DEFAULT_POLAR_START; void setPolarStart(float polarStart) { _polarStart = polarStart; } float getPolarStart() const { return _polarStart; } static const float DEFAULT_POLAR_FINISH; void setPolarFinish(float polarFinish) { _polarFinish = polarFinish; } float getPolarFinish() const { return _polarFinish; } static const float DEFAULT_AZIMUTH_START; void setAzimuthStart(float azimuthStart) { _azimuthStart = azimuthStart; } float getAzimuthStart() const { return _azimuthStart; } static const float DEFAULT_AZIMUTH_FINISH; void setAzimuthFinish(float azimuthFinish) { _azimuthFinish = azimuthFinish; } float getAzimuthFinish() const { return _azimuthFinish; } static const glm::vec3 DEFAULT_EMIT_ACCELERATION; void setEmitAcceleration(const glm::vec3& emitAcceleration); const glm::vec3& getEmitAcceleration() const { return _emitAcceleration; } static const glm::vec3 DEFAULT_ACCELERATION_SPREAD; void setAccelerationSpread(const glm::vec3& accelerationSpread); const glm::vec3& getAccelerationSpread() const { return _accelerationSpread; } static const float DEFAULT_PARTICLE_RADIUS; void setParticleRadius(float particleRadius) { _particleRadius = particleRadius; } float getParticleRadius() const { return _particleRadius; } static const float DEFAULT_RADIUS_START; bool _isRadiusStartInitialized; void setRadiusStart(float radiusStart) { _radiusStart = radiusStart; _isRadiusStartInitialized = true; } float getRadiusStart() const { return _isRadiusStartInitialized ? _radiusStart : _particleRadius; } static const float DEFAULT_RADIUS_FINISH; bool _isRadiusFinishInitialized; void setRadiusFinish(float radiusFinish) { _radiusFinish = radiusFinish; _isRadiusFinishInitialized = true; } float getRadiusFinish() const { return _isRadiusFinishInitialized ? _radiusFinish : _particleRadius; } static const float DEFAULT_RADIUS_SPREAD; void setRadiusSpread(float radiusSpread) { _radiusSpread = radiusSpread; } float getRadiusSpread() const { return _radiusSpread; } void computeAndUpdateDimensions(); bool getAnimationIsPlaying() const { return _animationLoop.isRunning(); } float getAnimationFrameIndex() const { return _animationLoop.getFrameIndex(); } float getAnimationFPS() const { return _animationLoop.getFPS(); } QString getAnimationSettings() const; static const QString DEFAULT_TEXTURES; const QString& getTextures() const { return _textures; } void setTextures(const QString& textures) { if (_textures != textures) { _textures = textures; _texturesChangedFlag = true; } } protected: bool isAnimatingSomething() const; void stepSimulation(float deltaTime); void updateRadius(quint32 index, float age); void updateColor(quint32 index, float age); void updateAlpha(quint32 index, float age); void extendBounds(const glm::vec3& point); void integrateParticle(quint32 index, float deltaTime); quint32 getLivingParticleCount() const; // the properties of this entity rgbColor _color; xColor _colorStart = DEFAULT_COLOR; xColor _colorFinish = DEFAULT_COLOR; xColor _colorSpread = DEFAULT_COLOR_SPREAD; float _alpha = DEFAULT_ALPHA; float _alphaStart = DEFAULT_ALPHA_START; float _alphaFinish = DEFAULT_ALPHA_FINISH; float _alphaSpread = DEFAULT_ALPHA_SPREAD; quint32 _maxParticles = DEFAULT_MAX_PARTICLES; float _lifespan = DEFAULT_LIFESPAN; float _emitRate = DEFAULT_EMIT_RATE; float _emitSpeed = DEFAULT_EMIT_SPEED; float _speedSpread = DEFAULT_SPEED_SPREAD; glm::quat _emitOrientation = DEFAULT_EMIT_ORIENTATION; glm::vec3 _emitRadius = DEFAULT_EMIT_RADIUS; float _emitRadiusStart = DEFAULT_EMIT_RADIUS_START; float _polarStart = DEFAULT_POLAR_START; float _polarFinish = DEFAULT_POLAR_FINISH; float _azimuthStart = DEFAULT_AZIMUTH_START; float _azimuthFinish = DEFAULT_AZIMUTH_FINISH; glm::vec3 _emitAcceleration = DEFAULT_EMIT_ACCELERATION; glm::vec3 _accelerationSpread = DEFAULT_ACCELERATION_SPREAD; float _particleRadius = DEFAULT_PARTICLE_RADIUS; float _radiusStart = DEFAULT_RADIUS_START; float _radiusFinish = DEFAULT_RADIUS_FINISH; float _radiusSpread = DEFAULT_RADIUS_SPREAD; quint64 _lastAnimated; AnimationLoop _animationLoop; QString _animationSettings; QString _textures = DEFAULT_TEXTURES; bool _texturesChangedFlag = false; ShapeType _shapeType = SHAPE_TYPE_NONE; // all the internals of running the particle sim QVector _particleLifetimes; QVector _particlePositions; QVector _particleVelocities; QVector _particleAccelerations; QVector _particleRadiuses; QVector _radiusStarts; QVector _radiusMiddles; QVector _radiusFinishes; QVector _particleColors; QVector _colorStarts; QVector _colorMiddles; QVector _colorFinishes; QVector _particleAlphas; QVector _alphaStarts; QVector _alphaMiddles; QVector _alphaFinishes; float _timeUntilNextEmit = 0.0f; // particle arrays are a ring buffer, use these indices // to keep track of the living particles. quint32 _particleHeadIndex = 0; quint32 _particleTailIndex = 0; // bounding volume glm::vec3 _particleMaxBound; glm::vec3 _particleMinBound; }; #endif // hifi_ParticleEffectEntityItem_h