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more developing on the API for the particle system
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parent
48bf26fb28
commit
3649c89c12
4 changed files with 127 additions and 55 deletions
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@ -172,6 +172,7 @@ Application::Application(int& argc, char** argv, timeval &startup_time) :
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_frameCount(0),
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_fps(120.0f),
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_justStarted(true),
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_particleSystemInitialized(false),
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_wantToKillLocalVoxels(false),
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_frustumDrawingMode(FRUSTUM_DRAW_MODE_ALL),
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_viewFrustumOffsetYaw(-135.0),
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@ -1749,9 +1750,10 @@ void Application::init() {
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_palette.addTool(&_swatch);
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_palette.addAction(_colorVoxelMode, 0, 2);
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_palette.addAction(_eyedropperMode, 0, 3);
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_palette.addAction(_selectVoxelMode, 0, 4);
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_palette.addAction(_selectVoxelMode, 0, 4);
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}
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const float MAX_AVATAR_EDIT_VELOCITY = 1.0f;
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const float MAX_VOXEL_EDIT_DISTANCE = 20.0f;
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const float HEAD_SPHERE_RADIUS = 0.07;
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@ -2010,9 +2012,23 @@ void Application::update(float deltaTime) {
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#endif
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if (TESTING_PARTICLE_SYSTEM) {
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glm::vec3 particleEmitterPosition = glm::vec3(5.0f, 1.0f, 5.0f);
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_particleSystem.setEmitterPosition(0, particleEmitterPosition);
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_particleSystem.simulate(deltaTime);
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if (_particleSystemInitialized) {
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_particleSystem.simulate(deltaTime);
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} else {
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int coolDemoEmitter = _particleSystem.addEmitter();
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if (coolDemoEmitter != -1) {
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glm::vec3 particleEmitterPosition = glm::vec3(5.0f, 1.3f, 5.0f);
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_particleSystem.setEmitterPosition(coolDemoEmitter, particleEmitterPosition);
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_particleSystem.emitParticlesNow(coolDemoEmitter, 1500);
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}
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glm::vec3 collisionSpherePosition = glm::vec3( 5.0f, 0.5f, 5.0f );
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float collisionSphereRadius = 0.5f;
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_particleSystem.setCollisionSphere(collisionSpherePosition, collisionSphereRadius);
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_particleSystemInitialized = true;
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_particleSystem.useOrangeBlueColorPalette();
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}
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}
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}
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@ -2459,7 +2475,9 @@ void Application::displaySide(Camera& whichCamera) {
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}
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if (TESTING_PARTICLE_SYSTEM) {
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_particleSystem.render();
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if (_particleSystemInitialized) {
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_particleSystem.render();
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}
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}
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// Render the world box
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@ -278,6 +278,7 @@ private:
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timeval _timerStart, _timerEnd;
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timeval _lastTimeUpdated;
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bool _justStarted;
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bool _particleSystemInitialized;
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Stars _stars;
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@ -13,22 +13,22 @@
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ParticleSystem::ParticleSystem() {
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_gravity = 0.005;
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_numEmitters = 1;
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_bounce = 0.9f;
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_timer = 0.0f;
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_airFriction = 6.0f;
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_jitter = 0.1f;
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_homeAttraction = 0.0f;
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_tornadoForce = 0.0f;
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_neighborAttraction = 0.02f;
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_neighborRepulsion = 0.9f;
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_TEST_bigSphereRadius = 0.5f;
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_TEST_bigSpherePosition = glm::vec3( 5.0f, _TEST_bigSphereRadius, 5.0f);
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_numParticles = 1500;
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for (unsigned int e = 0; e < _numEmitters; e++) {
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_gravity = 0.005;
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_numEmitters = 0;
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_bounce = 0.9f;
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_timer = 0.0f;
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_airFriction = 6.0f;
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_jitter = 0.1f;
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_homeAttraction = 0.0f;
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_tornadoForce = 0.0f;
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_neighborAttraction = 0.02f;
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_neighborRepulsion = 0.9f;
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_collisionSphereRadius = 0.0f;
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_collisionSpherePosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_numParticles = 0;
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_usingCollisionSphere = false;
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for (unsigned int e = 0; e < MAX_EMITTERS; e++) {
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_emitter[e].position = glm::vec3(0.0f, 0.0f, 0.0f);
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_emitter[e].rotation = glm::quat();
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_emitter[e].right = IDENTITY_RIGHT;
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@ -36,25 +36,25 @@ ParticleSystem::ParticleSystem() {
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_emitter[e].front = IDENTITY_FRONT;
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};
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for (unsigned int p = 0; p < _numParticles; p++) {
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float radian = ((float)p / (float)_numParticles) * PI_TIMES_TWO;
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float wave = sinf(radian);
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float red = 0.5f + 0.5f * wave;
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float green = 0.3f + 0.3f * wave;
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float blue = 0.2f - 0.2f * wave;
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_particle[p].color = glm::vec3(red, green, blue);
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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 = 0.01f;
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_particle[p].emitterIndex = 0;
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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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assert(_numParticles <= MAX_PARTICLES);
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assert(_numEmitters <= MAX_EMITTERS );
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return _numEmitters - 1;
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}
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@ -67,9 +67,11 @@ 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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updateParticle(p, deltaTime);
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if (_particle[p].alive) {
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updateParticle(p, deltaTime);
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}
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}
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// apply special effects
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runSpecialEffectsTest(deltaTime);
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}
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@ -81,6 +83,40 @@ void ParticleSystem::updateEmitter(int e, float deltaTime) {
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_emitter[e].up = _emitter[e].rotation * IDENTITY_UP;
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}
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void ParticleSystem::emitParticlesNow(int e, int num) {
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_numParticles = num;
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if (_numParticles > MAX_PARTICLES) {
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_numParticles = MAX_PARTICLES;
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}
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for (unsigned int p = 0; p < num; p++) {
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_particle[p].alive = true;
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_particle[p].position = _emitter[e].position;
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}
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}
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void ParticleSystem::useOrangeBlueColorPalette() {
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for (unsigned int p = 0; p < _numParticles; p++) {
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float radian = ((float)p / (float)_numParticles) * PI_TIMES_TWO;
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float wave = sinf(radian);
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float red = 0.5f + 0.5f * wave;
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float green = 0.3f + 0.3f * wave;
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float blue = 0.2f - 0.2f * wave;
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_particle[p].color = glm::vec3(red, green, blue);
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}
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}
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void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
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_timer += deltaTime;
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@ -93,14 +129,18 @@ void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
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);
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_emitter[0].rotation = glm::quat(glm::radians(tilt));
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_gravity = 0.01f + 0.01f * sinf( _timer * 0.52f );
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_airFriction = 3.0f + 2.0f * sinf( _timer * 0.32f );
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_gravity = 0.0f + 0.02f * sinf( _timer * 0.52f );
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_airFriction = 3.0f + 1.0f * sinf( _timer * 0.32f );
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_jitter = 0.05f + 0.05f * sinf( _timer * 0.42f );
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_homeAttraction = 0.01f + 0.01f * cosf( _timer * 0.6f );
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_tornadoForce = 0.0f + 0.03f * sinf( _timer * 0.7f );
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_neighborAttraction = 0.1f + 0.1f * cosf( _timer * 0.8f );
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_neighborRepulsion = 0.4f + 0.3f * sinf( _timer * 0.4f );
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if (_gravity < 0.0f) {
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_gravity = 0.0f;
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}
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}
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@ -118,7 +158,6 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
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-_jitter * ONE_HALF + _jitter * randFloat()
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) * deltaTime;
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// apply attraction to home position
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glm::vec3 vectorToHome = _emitter[_particle[p].emitterIndex].position - _particle[p].position;
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_particle[p].velocity += vectorToHome * _homeAttraction * deltaTime;
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@ -138,9 +177,8 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
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}
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// apply tornado force
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//glm::vec3 tornadoDirection = glm::cross(vectorToHome, _emitter[_particle[p].emitterIndex].up);
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//_particle[p].velocity += tornadoDirection * _tornadoForce * deltaTime;
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//_particle[p].velocity += _emitter[_particle[p].emitterIndex].up * _tornadoForce * deltaTime;
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glm::vec3 tornadoDirection = glm::cross(vectorToHome, _emitter[_particle[p].emitterIndex].up);
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_particle[p].velocity += tornadoDirection * _tornadoForce * deltaTime;
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// apply air friction
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float drag = 1.0 - _airFriction * deltaTime;
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@ -166,18 +204,25 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
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}
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// collision with sphere
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glm::vec3 vectorToSphereCenter = _TEST_bigSpherePosition - _particle[p].position;
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float distanceToSphereCenter = glm::length(vectorToSphereCenter);
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float combinedRadius = _TEST_bigSphereRadius + _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 = _TEST_bigSpherePosition - directionToSphereCenter * combinedRadius;
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if (_usingCollisionSphere) {
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glm::vec3 vectorToSphereCenter = _collisionSpherePosition - _particle[p].position;
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float distanceToSphereCenter = glm::length(vectorToSphereCenter);
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float combinedRadius = _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 = _collisionSpherePosition - directionToSphereCenter * combinedRadius;
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}
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}
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}
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}
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void ParticleSystem::setCollisionSphere(glm::vec3 position, float radius) {
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_usingCollisionSphere = true;
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_collisionSpherePosition = position;
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_collisionSphereRadius = radius;
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}
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void ParticleSystem::render() {
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@ -188,7 +233,9 @@ void ParticleSystem::render() {
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// render the particles
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for (unsigned int p = 0; p < _numParticles; p++) {
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renderParticle(p);
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if (_particle[p].alive) {
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renderParticle(p);
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}
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}
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}
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@ -18,13 +18,18 @@ class ParticleSystem {
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public:
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ParticleSystem();
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void setEmitterPosition(int e, glm::vec3 position) { _emitter[e].position = position; }
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void simulate(float deltaTime);
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void render();
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int addEmitter(); // add (create) an emitter and get its unique id
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void useOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
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void setCollisionSphere(glm::vec3 position, float radius); // specify a sphere for the particles to collide with
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void emitParticlesNow(int e, int numParticles); // tell this emitter to generate this many particles right now
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void simulate(float deltaTime); // run it
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void render(); // show it
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void setEmitterPosition(int e, glm::vec3 position) { _emitter[e].position = position; } // set the position of this emitter
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private:
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struct Particle {
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bool alive;
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glm::vec3 position;
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glm::vec3 velocity;
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glm::vec3 color;
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@ -54,8 +59,9 @@ private:
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float _tornadoForce;
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float _neighborAttraction;
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float _neighborRepulsion;
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float _TEST_bigSphereRadius;
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glm::vec3 _TEST_bigSpherePosition;
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bool _usingCollisionSphere;
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glm::vec3 _collisionSpherePosition;
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float _collisionSphereRadius;
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// private methods
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void updateEmitter(int e, float deltaTime);
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