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426 lines
17 KiB
C++
426 lines
17 KiB
C++
//
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// ParticleSystem.cpp
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// hifi
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//
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// Created by Jeffrey on July 10, 2013
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//
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#include <glm/glm.hpp>
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#include "InterfaceConfig.h"
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#include <SharedUtil.h>
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#include "ParticleSystem.h"
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#include "Application.h"
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const float DEFAULT_PARTICLE_RADIUS = 0.01f;
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const float DEFAULT_PARTICLE_BOUNCE = 1.0f;
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const float DEFAULT_PARTICLE_AIR_FRICTION = 2.0f;
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const float DEFAULT_PARTICLE_LIFESPAN = 1.0f;
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const int DEFAULT_PARTICLE_SPHERE_RESOLUTION = 6;
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ParticleSystem::ParticleSystem() {
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_numEmitters = 0;
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_numParticles = 0;
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_upDirection = glm::vec3(0.0f, 1.0f, 0.0f); // default
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for (unsigned int emitterIndex = 0; emitterIndex < MAX_EMITTERS; emitterIndex++) {
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_emitter[emitterIndex].position = glm::vec3(0.0f, 0.0f, 0.0f);
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_emitter[emitterIndex].direction = glm::vec3(0.0f, 1.0f, 0.0f);
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_emitter[emitterIndex].visible = false;
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_emitter[emitterIndex].particleResolution = DEFAULT_PARTICLE_SPHERE_RESOLUTION;
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_emitter[emitterIndex].particleLifespan = DEFAULT_PARTICLE_LIFESPAN;
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_emitter[emitterIndex].showingBaseParticle = false;
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_emitter[emitterIndex].thrust = 0.0f;
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_emitter[emitterIndex].rate = 0.0f;
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_emitter[emitterIndex].currentParticle = 0;
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_emitter[emitterIndex].particleRenderStyle = PARTICLE_RENDER_STYLE_SPHERE;
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for (int lifeStage = 0; lifeStage<NUM_PARTICLE_LIFE_STAGES; lifeStage++) {
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ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];
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a->radius = DEFAULT_PARTICLE_RADIUS;
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a->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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a->bounce = DEFAULT_PARTICLE_BOUNCE;
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a->airFriction = DEFAULT_PARTICLE_AIR_FRICTION;
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a->gravity = 0.0f;
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a->jitter = 0.0f;
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a->emitterAttraction = 0.0f;
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a->tornadoForce = 0.0f;
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a->neighborAttraction = 0.0f;
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a->neighborRepulsion = 0.0f;
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a->collisionSphereRadius = 0.0f;
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a->collisionSpherePosition = glm::vec3(0.0f, 0.0f, 0.0f);
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a->usingCollisionSphere = false;
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}
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};
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for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
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_particle[p].alive = false;
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_particle[p].age = 0.0f;
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_particle[p].radius = 0.0f;
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_particle[p].emitterIndex = 0;
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_particle[p].previousParticle = -1;
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_particle[p].position = glm::vec3(0.0f, 0.0f, 0.0f);
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_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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}
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}
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int ParticleSystem::addEmitter() {
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_numEmitters ++;
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if (_numEmitters > MAX_EMITTERS) {
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return -1;
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}
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return _numEmitters - 1;
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}
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void ParticleSystem::simulate(float deltaTime) {
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// update particles
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for (unsigned int p = 0; p < _numParticles; p++) {
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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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killParticle(p);
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} else {
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updateParticle(p, deltaTime);
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}
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}
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}
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}
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void ParticleSystem::emitNow(int e) {
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for (unsigned int p = 0; p < _emitter[e].rate; p++) {
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createParticle(e, _emitter[e].direction);
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}
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}
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void ParticleSystem::createParticle(int e, glm::vec3 velocity) {
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for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
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if (!_particle[p].alive) {
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_particle[p].emitterIndex = e;
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_particle[p].alive = true;
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_particle[p].age = 0.0f;
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_particle[p].velocity = _emitter[e].direction * _emitter[e].thrust;
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_particle[p].position = _emitter[e].position;
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_particle[p].radius = _emitter[e].particleAttributes[0].radius;
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_particle[p].color = _emitter[e].particleAttributes[0].color;
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if (( _particle[_emitter[e].currentParticle].alive) && (_particle[_emitter[e].currentParticle].emitterIndex == e )) {
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_particle[p].previousParticle = _emitter[e].currentParticle;
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} else {
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_particle[p].previousParticle = -1;
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}
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_emitter[e].currentParticle = p;
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_numParticles ++;
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assert(_numParticles <= MAX_PARTICLES);
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return;
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}
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}
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}
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void ParticleSystem::killParticle(int p) {
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assert( p >= 0);
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assert( p < MAX_PARTICLES);
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assert( _numParticles > 0);
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_particle[p].alive = false;
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_numParticles --;
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}
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void ParticleSystem::setParticleAttributes(int emitterIndex, ParticleAttributes attributes) {
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for (int lifeStage = 0; lifeStage < NUM_PARTICLE_LIFE_STAGES; lifeStage ++ ) {
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setParticleAttributes(emitterIndex, lifeStage, attributes);
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}
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}
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void ParticleSystem::setParticleAttributes(int emitterIndex, int lifeStage, ParticleAttributes attributes) {
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ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];
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a->radius = attributes.radius;
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a->color = attributes.color;
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a->bounce = attributes.bounce;
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a->gravity = attributes.gravity;
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a->airFriction = attributes.airFriction;
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a->jitter = attributes.jitter;
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a->emitterAttraction = attributes.emitterAttraction;
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a->tornadoForce = attributes.tornadoForce;
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a->neighborAttraction = attributes.neighborAttraction;
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a->neighborRepulsion = attributes.neighborRepulsion;
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a->usingCollisionSphere = attributes.usingCollisionSphere;
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a->collisionSpherePosition = attributes.collisionSpherePosition;
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a->collisionSphereRadius = attributes.collisionSphereRadius;
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}
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void ParticleSystem::updateParticle(int p, float deltaTime) {
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if (_emitter[_particle[p].emitterIndex].particleLifespan > 0.0) {
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Emitter myEmitter = _emitter[_particle[p].emitterIndex];
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assert(_particle[p].age <= myEmitter.particleLifespan);
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float ageFraction = _particle[p].age / myEmitter.particleLifespan;
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int lifeStage = (int)( ageFraction * (NUM_PARTICLE_LIFE_STAGES-1) );
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float lifeStageFraction = ageFraction * ( NUM_PARTICLE_LIFE_STAGES - 1 ) - lifeStage;
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_particle[p].radius
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= myEmitter.particleAttributes[lifeStage ].radius * (1.0f - lifeStageFraction)
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+ myEmitter.particleAttributes[lifeStage+1].radius * lifeStageFraction;
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_particle[p].color
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= myEmitter.particleAttributes[lifeStage ].color * (1.0f - lifeStageFraction)
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+ myEmitter.particleAttributes[lifeStage+1].color * lifeStageFraction;
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// apply random jitter
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float j = myEmitter.particleAttributes[lifeStage].jitter;
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_particle[p].velocity +=
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glm::vec3
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(
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-j * ONE_HALF + j * randFloat(),
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-j * ONE_HALF + j * randFloat(),
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-j * ONE_HALF + j * randFloat()
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) * deltaTime;
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// apply attraction to home position
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glm::vec3 vectorToHome = myEmitter.position - _particle[p].position;
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_particle[p].velocity += vectorToHome * myEmitter.particleAttributes[lifeStage].emitterAttraction * deltaTime;
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// apply neighbor attraction
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int neighbor = p + 1;
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if (neighbor == _numParticles ) {
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neighbor = 0;
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}
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if ( _particle[neighbor].emitterIndex == _particle[p].emitterIndex) {
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glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position;
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_particle[p].velocity -= vectorToNeighbor * myEmitter.particleAttributes[lifeStage].neighborAttraction * deltaTime;
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float distanceToNeighbor = glm::length(vectorToNeighbor);
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if (distanceToNeighbor > 0.0f) {
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_particle[neighbor].velocity += (vectorToNeighbor / ( 1.0f + distanceToNeighbor * distanceToNeighbor)) * myEmitter.particleAttributes[lifeStage].neighborRepulsion * deltaTime;
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}
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}
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// apply tornado force
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glm::vec3 tornadoDirection = glm::cross(vectorToHome, myEmitter.direction);
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_particle[p].velocity += tornadoDirection * myEmitter.particleAttributes[lifeStage].tornadoForce * deltaTime;
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// apply air friction
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float drag = 1.0 - myEmitter.particleAttributes[lifeStage].airFriction * deltaTime;
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if (drag < 0.0f) {
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_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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} else {
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_particle[p].velocity *= drag;
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}
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// apply gravity
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_particle[p].velocity -= _upDirection * myEmitter.particleAttributes[lifeStage].gravity * deltaTime;
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// update position by velocity
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_particle[p].position += _particle[p].velocity;
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// collision with ground
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if (_particle[p].position.y < _particle[p].radius) {
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_particle[p].position.y = _particle[p].radius;
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if (_particle[p].velocity.y < 0.0f) {
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_particle[p].velocity.y *= -myEmitter.particleAttributes[lifeStage].bounce;
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}
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}
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// collision with sphere
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if (myEmitter.particleAttributes[lifeStage].usingCollisionSphere) {
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glm::vec3 vectorToSphereCenter = myEmitter.particleAttributes[lifeStage].collisionSpherePosition - _particle[p].position;
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float distanceToSphereCenter = glm::length(vectorToSphereCenter);
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float combinedRadius = myEmitter.particleAttributes[lifeStage].collisionSphereRadius + _particle[p].radius;
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if (distanceToSphereCenter < combinedRadius) {
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if (distanceToSphereCenter > 0.0f){
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glm::vec3 directionToSphereCenter = vectorToSphereCenter / distanceToSphereCenter;
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_particle[p].position = myEmitter.particleAttributes[lifeStage].collisionSpherePosition - directionToSphereCenter * combinedRadius;
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}
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}
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}
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}
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// do this at the end...
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_particle[p].age += deltaTime;
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}
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void ParticleSystem::killAllParticles() {
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for (unsigned int p = 0; p < _numParticles; p++) {
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killParticle(p);
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}
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}
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void ParticleSystem::render() {
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// render the emitters
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for (int e = 0; e < _numEmitters; e++) {
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if (_emitter[e].showingBaseParticle) {
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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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glPushMatrix();
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glTranslatef(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
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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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if (_emitter[e].visible) {
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renderEmitter(e, 0.2f);
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}
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};
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// render the particles
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for (unsigned int p = 0; p < _numParticles; p++) {
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if (_particle[p].alive) {
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if (_emitter[_particle[p].emitterIndex].particleLifespan > 0.0) {
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renderParticle(p);
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}
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}
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}
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}
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void ParticleSystem::renderParticle(int p) {
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glColor4f(_particle[p].color.r, _particle[p].color.g, _particle[p].color.b, _particle[p].color.a );
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if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_BILLBOARD) {
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glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();
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glm::vec3 viewVector = _particle[p].position - cameraPosition;
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float distance = glm::length(viewVector);
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if (distance >= 0.0f) {
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viewVector /= distance;
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glm::vec3 up = glm::vec3(viewVector.y, viewVector.z, viewVector.x);
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glm::vec3 right = glm::vec3(viewVector.z, viewVector.x, viewVector.y);
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glm::vec3 p0 = _particle[p].position - right * _particle[p].radius - up * _particle[p].radius;
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glm::vec3 p1 = _particle[p].position + right * _particle[p].radius - up * _particle[p].radius;
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glm::vec3 p2 = _particle[p].position + right * _particle[p].radius + up * _particle[p].radius;
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glm::vec3 p3 = _particle[p].position - right * _particle[p].radius + up * _particle[p].radius;
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glBegin(GL_TRIANGLES);
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glVertex3f(p0.x, p0.y, p0.z);
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glVertex3f(p1.x, p1.y, p1.z);
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glVertex3f(p2.x, p2.y, p2.z);
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glEnd();
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glBegin(GL_TRIANGLES);
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glVertex3f(p0.x, p0.y, p0.z);
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glVertex3f(p2.x, p2.y, p2.z);
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glVertex3f(p3.x, p3.y, p3.z);
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glEnd();
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}
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} else if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_SPHERE) {
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glPushMatrix();
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glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
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glutSolidSphere(_particle[p].radius, _emitter[_particle[p].emitterIndex].particleResolution, _emitter[_particle[p].emitterIndex].particleResolution);
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glPopMatrix();
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if (SHOW_VELOCITY_TAILS) {
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glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f);
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glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f;
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glBegin(GL_LINES);
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glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
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glVertex3f(end.x, end.y, end.z);
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glEnd();
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}
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} else if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_RIBBON) {
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if (_particle[p].previousParticle != -1) {
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if (_particle[_particle[p].previousParticle].alive) {
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int pp = _particle[p].previousParticle;
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glm::vec3 v = _particle[p].position - _particle[pp].position;
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float distance = glm::length(v);
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if (distance > 0.0f) {
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v /= distance;
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glm::vec3 up = glm::normalize(glm::cross(v, _upDirection));
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glm::vec3 right = glm::normalize(glm::cross(up, v));
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right *= _particle[p].radius;
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up *= _particle[p].radius;
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glm::vec3 p0Left = _particle[p ].position - right;
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glm::vec3 p0Right = _particle[p ].position + right;
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glm::vec3 p0Down = _particle[p ].position - up;
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glm::vec3 p0Up = _particle[p ].position + up;
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glm::vec3 ppLeft = _particle[pp].position - right;
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glm::vec3 ppRight = _particle[pp].position + right;
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glm::vec3 ppDown = _particle[pp].position - up;
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glm::vec3 ppUp = _particle[pp].position + up;
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glBegin(GL_TRIANGLES);
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glVertex3f(p0Left.x, p0Left.y, p0Left.z );
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glVertex3f(p0Right.x, p0Right.y, p0Right.z );
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glVertex3f(ppLeft.x, ppLeft.y, ppLeft.z );
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glEnd();
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glBegin(GL_TRIANGLES);
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glVertex3f(p0Right.x, p0Right.y, p0Right.z );
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glVertex3f(ppLeft.x, ppLeft.y, ppLeft.z );
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glVertex3f(ppRight.x, ppRight.y, ppRight.z );
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glEnd();
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glBegin(GL_TRIANGLES);
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glVertex3f(p0Up.x, p0Up.y, p0Up.z );
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glVertex3f(p0Down.x, p0Down.y, p0Down.z );
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glVertex3f(ppDown.x, ppDown.y, ppDown.z );
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glEnd();
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glBegin(GL_TRIANGLES);
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glVertex3f(p0Up.x, p0Up.y, p0Up.z );
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glVertex3f(ppUp.x, ppUp.y, ppUp.z );
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glVertex3f(ppDown.x, ppDown.y, ppDown.z );
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glEnd();
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}
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}
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}
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}
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}
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void ParticleSystem::renderEmitter(int e, float size) {
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glLineWidth(2.0f);
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glColor3f(0.4f, 0.4, 0.8);
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glBegin(GL_LINES);
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glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
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glVertex3f(_emitter[e].position.x + _emitter[e].direction.x, _emitter[e].position.y + _emitter[e].direction.y, _emitter[e].position.z + _emitter[e].direction.z);
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glEnd();
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}
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