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Merge pull request #645 from Ventrella/particles
version 1 of particle system
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commit
934fa2e158
4 changed files with 255 additions and 0 deletions
10
interface/src/Application.cpp
Executable file → Normal file
10
interface/src/Application.cpp
Executable file → Normal file
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@ -73,6 +73,8 @@ using namespace std;
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static char STAR_FILE[] = "https://s3-us-west-1.amazonaws.com/highfidelity/stars.txt";
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static char STAR_CACHE_FILE[] = "cachedStars.txt";
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static const bool TESTING_PARTICLE_SYSTEM = false;
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static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored
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const glm::vec3 START_LOCATION(4.f, 0.f, 5.f); // Where one's own node begins in the world
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@ -2006,6 +2008,10 @@ void Application::update(float deltaTime) {
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_audio.setLastVelocity(_myAvatar.getVelocity());
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_audio.eventuallyAnalyzePing();
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#endif
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if (TESTING_PARTICLE_SYSTEM) {
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_particleSystem.simulate(deltaTime);
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}
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}
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void Application::updateAvatar(float deltaTime) {
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@ -2449,6 +2455,10 @@ void Application::displaySide(Camera& whichCamera) {
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_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
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_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
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}
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if (TESTING_PARTICLE_SYSTEM) {
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_particleSystem.render();
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}
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// Render the world box
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if (!_lookingInMirror->isChecked() && _renderStatsOn->isChecked()) { render_world_box(); }
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@ -41,6 +41,7 @@
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#include "ui/ChatEntry.h"
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#include "ToolsPalette.h"
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#include "Swatch.h"
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#include "ParticleSystem.h"
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class QAction;
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class QActionGroup;
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@ -366,6 +367,8 @@ private:
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GeometryCache _geometryCache;
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ParticleSystem _particleSystem;
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#ifndef _WIN32
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Audio _audio;
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#endif
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183
interface/src/ParticleSystem.cpp
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183
interface/src/ParticleSystem.cpp
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@ -0,0 +1,183 @@
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//
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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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ParticleSystem::ParticleSystem() {
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_numberOfParticles = 1500;
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assert(_numberOfParticles <= MAX_PARTICLES);
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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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_tornadoAxis = glm::normalize(glm::vec3(0.1f, 1.0f, 0.1f));
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_home = glm::vec3(5.0f, 1.0f, 5.0f);
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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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for (unsigned int p = 0; p < _numberOfParticles; p++) {
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_particle[p].position = _home;
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_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
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float radian = ((float)p / (float)_numberOfParticles) * 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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_particle[p].age = 0.0f;
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_particle[p].radius = 0.01f;
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}
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}
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void ParticleSystem::simulate(float deltaTime) {
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runSpecialEffectsTest(deltaTime);
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for (unsigned int p = 0; p < _numberOfParticles; p++) {
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updateParticle(p, deltaTime);
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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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_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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_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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_tornadoAxis = glm::vec3
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(
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0.0f + 0.5f * sinf( _timer * 0.55f ),
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1.0f,
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0.0f + 0.5f * cosf( _timer * 0.75f )
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);
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}
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void ParticleSystem::updateParticle(int p, float deltaTime) {
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_particle[p].age += deltaTime;
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// apply random jitter
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_particle[p].velocity +=
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glm::vec3
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(
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-_jitter * ONE_HALF + _jitter * randFloat(),
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-_jitter * ONE_HALF + _jitter * randFloat(),
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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 = _home - _particle[p].position;
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_particle[p].velocity += vectorToHome * _homeAttraction * deltaTime;
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// apply neighbor attraction
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int neighbor = p + 1;
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if (neighbor == _numberOfParticles ) {
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neighbor = 0;
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}
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glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position;
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_particle[p].velocity -= vectorToNeighbor * _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)) * _neighborRepulsion * deltaTime;
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}
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// apply tornado force
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glm::vec3 tornadoDirection = glm::cross(vectorToHome, _tornadoAxis);
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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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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.y -= _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 *= -_bounce;
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}
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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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}
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}
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}
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void ParticleSystem::render() {
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for (unsigned int p = 0; p < _numberOfParticles; p++) {
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glColor3f(_particle[p].color.x, _particle[p].color.y, _particle[p].color.z);
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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, 6, 6);
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glPopMatrix();
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// render velocity lines
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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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}
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59
interface/src/ParticleSystem.h
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59
interface/src/ParticleSystem.h
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@ -0,0 +1,59 @@
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//
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// ParticleSystem.h
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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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//
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#ifndef hifi_ParticleSystem_h
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#define hifi_ParticleSystem_h
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const int MAX_PARTICLES = 5000;
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const int MAX_EMITTERS = 10;
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class ParticleSystem {
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public:
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ParticleSystem();
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void simulate(float deltaTime);
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void render();
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private:
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struct Particle {
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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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float age;
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float radius;
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};
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struct Emitter {
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glm::vec3 position;
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glm::vec3 direction;
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};
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float _bounce;
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float _gravity;
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float _timer;
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Emitter _emitter[MAX_EMITTERS];
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Particle _particle[MAX_PARTICLES];
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int _numberOfParticles;
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glm::vec3 _home;
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glm::vec3 _tornadoAxis;
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float _airFriction;
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float _jitter;
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float _homeAttraction;
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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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// private methods
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void updateParticle(int index, float deltaTime);
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void runSpecialEffectsTest(float deltaTime);
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};
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#endif
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