added particle life stages

This commit is contained in:
Jeffrey Ventrella 2013-07-17 16:03:10 -07:00
parent d572feecf9
commit 1f1259cec5
4 changed files with 59 additions and 39 deletions

View file

@ -73,7 +73,7 @@ using namespace std;
static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
static char STAR_CACHE_FILE[] = "cachedStars.txt";
static const bool TESTING_PARTICLE_SYSTEM = true;
static const bool TESTING_PARTICLE_SYSTEM = false;
static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored

View file

@ -29,6 +29,9 @@ Hand::Hand(Avatar* owningAvatar) :
// initialize all finger particle emitters with an invalid id as default
for (int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
_fingerParticleEmitter[f] = -1;
//glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
//_particleSystem.setEmitterBaseParticle(f, true, 0.012f, color);
}
}
@ -181,17 +184,14 @@ void Hand::updateFingerParticles(float deltaTime) {
_fingerParticleEmitter[f] = _particleSystem.addEmitter();
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
//_particleSystem.setEmitterParticle(f, true, 0.012f, color);
ParticleSystem::ParticleAttributes attributes;
// set attributes for each life stage of the particle:
attributes.radius = 0.001f;
attributes.radius = 0.0f;
attributes.color = glm::vec4( 1.0f, 1.0f, 0.5f, 0.5f);
attributes.gravity = 0.0f;
attributes.airFriction = 0.0f;
attributes.jitter = 0.0f;
attributes.jitter = 0.002f;
attributes.emitterAttraction = 0.0f;
attributes.tornadoForce = 0.0f;
attributes.neighborAttraction = 0.0f;
@ -200,13 +200,20 @@ void Hand::updateFingerParticles(float deltaTime) {
attributes.usingCollisionSphere = false;
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 0, attributes);
attributes.radius = 0.002f;
attributes.jitter = 0.01f;
attributes.radius = 0.01f;
attributes.jitter = 0.0f;
attributes.gravity = -0.005f;
attributes.color = glm::vec4( 1.0f, 0.2f, 0.0f, 0.4f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 1, attributes);
attributes.radius = 0.007f;
attributes.gravity = -0.01f;
attributes.radius = 0.01f;
attributes.gravity = 0.0f;
attributes.color = glm::vec4( 0.0f, 0.0f, 0.0f, 0.2f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 2, attributes);
attributes.radius = 0.02f;
attributes.color = glm::vec4( 0.0f, 0.0f, 0.0f, 0.0f);
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 3, attributes);
}
_particleSystemInitialized = true;
@ -233,14 +240,14 @@ void Hand::updateFingerParticles(float deltaTime) {
glm::quat particleEmitterRotation = rotationBetween(IDENTITY_UP, fingerDirection);
_particleSystem.setEmitterPosition(_fingerParticleEmitter[0], particleEmitterPosition);
_particleSystem.setEmitterRotation(_fingerParticleEmitter[0], particleEmitterRotation);
_particleSystem.setEmitterPosition(_fingerParticleEmitter[f], particleEmitterPosition);
_particleSystem.setEmitterRotation(_fingerParticleEmitter[f], particleEmitterRotation);
float radius = 0.005f;
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
glm::vec3 velocity = fingerDirection * 0.002f;
float lifespan = 0.3f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[0], 1, radius, color, velocity, lifespan);
float lifespan = 1.0f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[f], 1, radius, color, velocity, lifespan);
}
}

View file

@ -39,6 +39,7 @@ ParticleSystem::ParticleSystem() {
for (int s = 0; s<NUM_PARTICLE_LIFE_STAGES; s++) {
_emitter[e].particleAttributes[s].radius = DEFAULT_PARTICLE_RADIUS;
_emitter[e].particleAttributes[s].color = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
_emitter[e].particleAttributes[s].bounce = DEFAULT_PARTICLE_BOUNCE;
_emitter[e].particleAttributes[s].airFriction = DEFAULT_PARTICLE_AIR_FRICTION;
_emitter[e].particleAttributes[s].gravity = 0.0f;
@ -125,6 +126,7 @@ void ParticleSystem::createParticle(int e, glm::vec3 position, glm::vec3 velocit
_particle[p].color = color;
_particle[p].radius = _emitter[e].particleAttributes[0].radius;
_particle[p].color = _emitter[e].particleAttributes[0].color;
_numParticles ++;
@ -175,6 +177,7 @@ void ParticleSystem::setParticleAttributes(int emitterIndex, int lifeStage, Part
ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];
a->radius = attributes.radius;
a->color = attributes.color;
a->bounce = attributes.bounce;
a->gravity = attributes.gravity;
a->airFriction = attributes.airFriction;
@ -192,19 +195,27 @@ void ParticleSystem::setParticleAttributes(int emitterIndex, int lifeStage, Part
void ParticleSystem::updateParticle(int p, float deltaTime) {
assert(_particle[p].age <= _particle[p].lifespan);
float ageFraction = _particle[p].age / _particle[p].lifespan;
int lifeStage = (int)( ageFraction * (NUM_PARTICLE_LIFE_STAGES-1) );
float lifeStageFraction = ageFraction * ( NUM_PARTICLE_LIFE_STAGES - 1 ) - lifeStage;
/*
if ( p == 0 ) {
printf( "lifespan = %f ageFraction = %f lifeStage = %d lifeStageFraction = %f\n", _particle[p].lifespan, ageFraction, lifeStage, lifeStageFraction );
}
*/
int lifeStage = (int)( ageFraction * NUM_PARTICLE_LIFE_STAGES );
_particle[p].radius = _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage].radius;
_particle[p].radius
= _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage ].radius * (1.0f - lifeStageFraction)
+ _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage+1].radius * lifeStageFraction;
_particle[p].color
= _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage ].color * (1.0f - lifeStageFraction)
+ _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage+1].color * lifeStageFraction;
Emitter myEmitter = _emitter[_particle[p].emitterIndex];
// apply random jitter
@ -292,13 +303,13 @@ void ParticleSystem::setCollisionSphere(int e, glm::vec3 position, float radius)
_emitter[e].particleAttributes[lifeStage].collisionSphereRadius = radius;
}
void ParticleSystem::setEmitterParticle(int emitterIndex, bool showing ) {
void ParticleSystem::setEmitterBaseParticle(int emitterIndex, bool showing ) {
_emitter[emitterIndex].baseParticle.alive = true;
_emitter[emitterIndex].baseParticle.emitterIndex = emitterIndex;
}
void ParticleSystem::setEmitterParticle(int emitterIndex, bool showing, float radius, glm::vec4 color ) {
void ParticleSystem::setEmitterBaseParticle(int emitterIndex, bool showing, float radius, glm::vec4 color ) {
_emitter[emitterIndex].baseParticle.alive = true;
_emitter[emitterIndex].baseParticle.emitterIndex = emitterIndex;
@ -310,7 +321,7 @@ void ParticleSystem::setEmitterParticle(int emitterIndex, bool showing, float ra
void ParticleSystem::render() {
// render the emitters
for (unsigned int e = 0; e < _numEmitters; e++) {
for (int e = 0; e < _numEmitters; e++) {
if (_emitter[e].baseParticle.alive) {
glColor4f(_emitter[e].baseParticle.color.r, _emitter[e].baseParticle.color.g, _emitter[e].baseParticle.color.b, _emitter[e].baseParticle.color.a );
@ -370,14 +381,14 @@ void ParticleSystem::renderParticle(int p) {
glutSolidSphere(_particle[p].radius, 6, 6);
glPopMatrix();
// render velocity lines
glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f);
glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f;
glBegin(GL_LINES);
glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
glVertex3f(end.x, end.y, end.z);
glEnd();
if (SHOW_VELOCITY_TAILS) {
glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f);
glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f;
glBegin(GL_LINES);
glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
glVertex3f(end.x, end.y, end.z);
glEnd();
}
}
}

View file

@ -13,14 +13,16 @@
const int MAX_PARTICLES = 5000;
const int MAX_EMITTERS = 20;
const int NUM_PARTICLE_LIFE_STAGES = 3;
const int NUM_PARTICLE_LIFE_STAGES = 4;
const bool USE_BILLBOARD_RENDERING = false;
const bool SHOW_VELOCITY_TAILS = false;
class ParticleSystem {
public:
struct ParticleAttributes {
float radius;
glm::vec4 color;
float bounce;
float gravity;
float airFriction;
@ -40,8 +42,8 @@ public:
void emitParticlesNow(int emitterIndex, int numParticles, float radius, glm::vec4 color, glm::vec3 velocity, float lifespan);
void simulate(float deltaTime);
void render();
void setEmitterParticle(int emitterIndex, bool showing );
void setEmitterParticle(int emitterIndex, bool showing, float radius, glm::vec4 color );
void setEmitterBaseParticle(int emitterIndex, bool showing );
void setEmitterBaseParticle(int emitterIndex, bool showing, float radius, glm::vec4 color );
void setOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
void setUpDirection(glm::vec3 upDirection) {_upDirection = upDirection;} // tell particle system which direction is up