mirror of
https://github.com/overte-org/overte.git
synced 2025-06-27 07:09:46 +02:00
added more API for the particle system
This commit is contained in:
parent
d93edf0aca
commit
ae99ca5ec8
3 changed files with 116 additions and 66 deletions
|
@ -2011,23 +2011,37 @@ void Application::update(float deltaTime) {
|
|||
_audio.eventuallyAnalyzePing();
|
||||
#endif
|
||||
|
||||
|
||||
if (TESTING_PARTICLE_SYSTEM) {
|
||||
if (_particleSystemInitialized) {
|
||||
_particleSystem.simulate(deltaTime);
|
||||
} else {
|
||||
int coolDemoEmitter = _particleSystem.addEmitter();
|
||||
|
||||
// update the particle system
|
||||
_particleSystem.setUpDirection(glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
_particleSystem.simulate(deltaTime);
|
||||
_particleSystem.runSpecialEffectsTest(deltaTime);
|
||||
} else {
|
||||
// create a stable test emitter and spit out a bunch of particles
|
||||
int coolDemoEmitter = _particleSystem.addEmitter();
|
||||
if (coolDemoEmitter != -1) {
|
||||
glm::vec3 particleEmitterPosition = glm::vec3(5.0f, 1.3f, 5.0f);
|
||||
glm::vec3 particleEmitterPosition = glm::vec3(5.0f, 1.0f, 5.0f);
|
||||
_particleSystem.setEmitterPosition(coolDemoEmitter, particleEmitterPosition);
|
||||
_particleSystem.emitParticlesNow(coolDemoEmitter, 1500);
|
||||
float radius = 0.01f;
|
||||
glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glm::vec3 velocity(0.0f, 0.1f, 0.0f);
|
||||
float lifespan = 100000.0f;
|
||||
_particleSystem.emitParticlesNow(coolDemoEmitter, 1500, radius, color, velocity, lifespan);
|
||||
}
|
||||
|
||||
// determine a collision sphere
|
||||
glm::vec3 collisionSpherePosition = glm::vec3( 5.0f, 0.5f, 5.0f );
|
||||
float collisionSphereRadius = 0.5f;
|
||||
_particleSystem.setCollisionSphere(collisionSpherePosition, collisionSphereRadius);
|
||||
|
||||
// signal that the particle system has been initialized
|
||||
_particleSystemInitialized = true;
|
||||
_particleSystem.useOrangeBlueColorPalette();
|
||||
|
||||
// apply a preset color palette
|
||||
_particleSystem.setOrangeBlueColorPalette();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,22 +11,28 @@
|
|||
#include "ParticleSystem.h"
|
||||
#include "Application.h"
|
||||
|
||||
const float DEFAULT_PARTICLE_BOUNCE = 1.0f;
|
||||
const float DEFAULT_PARTICLE_AIR_FRICTION = 2.0f;
|
||||
const float DEFAULT_PARTICLE_JITTER = 0.05f;
|
||||
const float DEFAULT_PARTICLE_GRAVITY = 0.05f;
|
||||
|
||||
ParticleSystem::ParticleSystem() {
|
||||
|
||||
_gravity = 0.005;
|
||||
_numEmitters = 0;
|
||||
_bounce = 0.9f;
|
||||
_timer = 0.0f;
|
||||
_airFriction = 6.0f;
|
||||
_jitter = 0.1f;
|
||||
_homeAttraction = 0.0f;
|
||||
_numEmitters = 0;
|
||||
_gravity = DEFAULT_PARTICLE_GRAVITY;
|
||||
_bounce = DEFAULT_PARTICLE_BOUNCE;
|
||||
_airFriction = DEFAULT_PARTICLE_AIR_FRICTION;
|
||||
_jitter = DEFAULT_PARTICLE_JITTER;
|
||||
_emitterAttraction = 0.0f;
|
||||
_tornadoForce = 0.0f;
|
||||
_neighborAttraction = 0.02f;
|
||||
_neighborRepulsion = 0.9f;
|
||||
_neighborAttraction = 0.0f;
|
||||
_neighborRepulsion = 0.0f;
|
||||
_collisionSphereRadius = 0.0f;
|
||||
_collisionSpherePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_numParticles = 0;
|
||||
_usingCollisionSphere = false;
|
||||
_upDirection = glm::vec3(0.0f, 1.0f, 0.0f); // default
|
||||
|
||||
for (unsigned int e = 0; e < MAX_EMITTERS; e++) {
|
||||
_emitter[e].position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
@ -39,7 +45,8 @@ ParticleSystem::ParticleSystem() {
|
|||
for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
|
||||
_particle[p].alive = false;
|
||||
_particle[p].age = 0.0f;
|
||||
_particle[p].radius = 0.01f;
|
||||
_particle[p].lifespan = 0.0f;
|
||||
_particle[p].radius = 0.0f;
|
||||
_particle[p].emitterIndex = 0;
|
||||
_particle[p].position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
@ -71,9 +78,6 @@ void ParticleSystem::simulate(float deltaTime) {
|
|||
updateParticle(p, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// apply special effects
|
||||
runSpecialEffectsTest(deltaTime);
|
||||
}
|
||||
|
||||
void ParticleSystem::updateEmitter(int e, float deltaTime) {
|
||||
|
@ -84,39 +88,63 @@ void ParticleSystem::updateEmitter(int e, float deltaTime) {
|
|||
}
|
||||
|
||||
|
||||
|
||||
void ParticleSystem::emitParticlesNow(int e, int num) {
|
||||
|
||||
_numParticles = num;
|
||||
|
||||
if (_numParticles > MAX_PARTICLES) {
|
||||
_numParticles = MAX_PARTICLES;
|
||||
}
|
||||
void ParticleSystem::emitParticlesNow(int e, int num, float radius, glm::vec4 color, glm::vec3 velocity, float lifespan) {
|
||||
|
||||
for (unsigned int p = 0; p < num; p++) {
|
||||
_particle[p].alive = true;
|
||||
_particle[p].position = _emitter[e].position;
|
||||
createParticle(_emitter[e].position, velocity, radius, color, lifespan);
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::useOrangeBlueColorPalette() {
|
||||
void ParticleSystem::createParticle(glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan) {
|
||||
|
||||
for (unsigned int p = 0; p < MAX_PARTICLES; p++) {
|
||||
if (!_particle[p].alive) {
|
||||
|
||||
_particle[p].lifespan = lifespan;
|
||||
_particle[p].alive = true;
|
||||
_particle[p].age = 0.0f;
|
||||
_particle[p].position = position;
|
||||
_particle[p].velocity = velocity;
|
||||
_particle[p].radius = radius;
|
||||
_particle[p].color = color;
|
||||
|
||||
_numParticles ++;
|
||||
|
||||
assert(_numParticles <= MAX_PARTICLES);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ParticleSystem::killParticle(int p) {
|
||||
|
||||
assert( p >= 0);
|
||||
assert( p < MAX_PARTICLES);
|
||||
assert( _numParticles > 0);
|
||||
|
||||
_particle[p].alive = false;
|
||||
_numParticles --;
|
||||
}
|
||||
|
||||
|
||||
void ParticleSystem::setOrangeBlueColorPalette() {
|
||||
|
||||
for (unsigned int p = 0; p < _numParticles; p++) {
|
||||
|
||||
float radian = ((float)p / (float)_numParticles) * PI_TIMES_TWO;
|
||||
float wave = sinf(radian);
|
||||
|
||||
float red = 0.5f + 0.5f * wave;
|
||||
float green = 0.3f + 0.3f * wave;
|
||||
float blue = 0.2f - 0.2f * wave;
|
||||
_particle[p].color = glm::vec3(red, green, blue);
|
||||
float alpha = 1.0f;
|
||||
|
||||
_particle[p].color = glm::vec4(red, green, blue, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
|
||||
|
||||
_timer += deltaTime;
|
||||
|
@ -130,13 +158,13 @@ void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
|
|||
|
||||
_emitter[0].rotation = glm::quat(glm::radians(tilt));
|
||||
|
||||
_gravity = 0.0f + 0.02f * sinf( _timer * 0.52f );
|
||||
_airFriction = 3.0f + 1.0f * sinf( _timer * 0.32f );
|
||||
_jitter = 0.05f + 0.05f * sinf( _timer * 0.42f );
|
||||
_homeAttraction = 0.01f + 0.01f * cosf( _timer * 0.6f );
|
||||
_tornadoForce = 0.0f + 0.03f * sinf( _timer * 0.7f );
|
||||
_neighborAttraction = 0.1f + 0.1f * cosf( _timer * 0.8f );
|
||||
_neighborRepulsion = 0.4f + 0.3f * sinf( _timer * 0.4f );
|
||||
_gravity = 0.0f + DEFAULT_PARTICLE_GRAVITY * sinf( _timer * 0.52f );
|
||||
_airFriction = (DEFAULT_PARTICLE_AIR_FRICTION + 0.5f) + 2.0f * sinf( _timer * 0.32f );
|
||||
_jitter = DEFAULT_PARTICLE_JITTER + DEFAULT_PARTICLE_JITTER * sinf( _timer * 0.42f );
|
||||
_emitterAttraction = 0.015f + 0.015f * cosf( _timer * 0.6f );
|
||||
_tornadoForce = 0.0f + 0.03f * sinf( _timer * 0.7f );
|
||||
_neighborAttraction = 0.1f + 0.1f * cosf( _timer * 0.8f );
|
||||
_neighborRepulsion = 0.2f + 0.2f * sinf( _timer * 0.4f );
|
||||
|
||||
if (_gravity < 0.0f) {
|
||||
_gravity = 0.0f;
|
||||
|
@ -144,10 +172,13 @@ void ParticleSystem::runSpecialEffectsTest(float deltaTime) {
|
|||
}
|
||||
|
||||
|
||||
|
||||
void ParticleSystem::updateParticle(int p, float deltaTime) {
|
||||
|
||||
_particle[p].age += deltaTime;
|
||||
|
||||
if (_particle[p].age > _particle[p].lifespan) {
|
||||
killParticle(p);
|
||||
}
|
||||
|
||||
// apply random jitter
|
||||
_particle[p].velocity +=
|
||||
|
@ -160,7 +191,7 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
|
|||
|
||||
// apply attraction to home position
|
||||
glm::vec3 vectorToHome = _emitter[_particle[p].emitterIndex].position - _particle[p].position;
|
||||
_particle[p].velocity += vectorToHome * _homeAttraction * deltaTime;
|
||||
_particle[p].velocity += vectorToHome * _emitterAttraction * deltaTime;
|
||||
|
||||
// apply neighbor attraction
|
||||
int neighbor = p + 1;
|
||||
|
@ -189,7 +220,7 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
|
|||
}
|
||||
|
||||
// apply gravity
|
||||
_particle[p].velocity.y -= _gravity * deltaTime;
|
||||
_particle[p].velocity -= _upDirection * _gravity * deltaTime;
|
||||
|
||||
// update position by velocity
|
||||
_particle[p].position += _particle[p].velocity;
|
||||
|
@ -239,11 +270,9 @@ void ParticleSystem::render() {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ParticleSystem::renderParticle(int p) {
|
||||
|
||||
glColor3f(_particle[p].color.x, _particle[p].color.y, _particle[p].color.z);
|
||||
glColor4f(_particle[p].color.r, _particle[p].color.g, _particle[p].color.b, _particle[p].color.a );
|
||||
glPushMatrix();
|
||||
glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);
|
||||
glutSolidSphere(_particle[p].radius, 6, 6);
|
||||
|
|
|
@ -11,33 +11,27 @@
|
|||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
const int MAX_PARTICLES = 5000;
|
||||
const int MAX_PARTICLES = 10000;
|
||||
const int MAX_EMITTERS = 10;
|
||||
|
||||
class ParticleSystem {
|
||||
public:
|
||||
ParticleSystem();
|
||||
|
||||
int addEmitter(); // add (create) an emitter and get its unique id
|
||||
void useOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
|
||||
int addEmitter(); // add (create) an emitter and get its unique id
|
||||
void emitParticlesNow(int e, int numParticles, float radius, glm::vec4 color, glm::vec3 velocity, float lifespan);
|
||||
void simulate(float deltaTime);
|
||||
void render();
|
||||
void runSpecialEffectsTest(float deltaTime); // for debugging and artistic exploration
|
||||
|
||||
void setOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
|
||||
void setCollisionSphere(glm::vec3 position, float radius); // specify a sphere for the particles to collide with
|
||||
void emitParticlesNow(int e, int numParticles); // tell this emitter to generate this many particles right now
|
||||
void simulate(float deltaTime); // run it
|
||||
void render(); // show it
|
||||
void setEmitterPosition(int e, glm::vec3 position) { _emitter[e].position = position; } // set the position of this emitter
|
||||
void setEmitterRotation(int e, glm::quat rotation) { _emitter[e].rotation = rotation; } // set the rotation of this emitter
|
||||
void setUpDirection(glm::vec3 upDirection) {_upDirection = upDirection;} // tell particle system which direction is up
|
||||
|
||||
private:
|
||||
|
||||
struct Particle {
|
||||
bool alive;
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
glm::vec3 color;
|
||||
float age;
|
||||
float radius;
|
||||
int emitterIndex;
|
||||
};
|
||||
|
||||
struct Emitter {
|
||||
glm::vec3 position;
|
||||
glm::quat rotation;
|
||||
|
@ -45,7 +39,19 @@ private:
|
|||
glm::vec3 up;
|
||||
glm::vec3 front;
|
||||
};
|
||||
|
||||
|
||||
struct Particle {
|
||||
bool alive; // is the particle active?
|
||||
glm::vec3 position; // position
|
||||
glm::vec3 velocity; // velocity
|
||||
glm::vec4 color; // color (rgba)
|
||||
float age; // age in seconds
|
||||
float radius; // radius
|
||||
float lifespan; // how long this particle stays alive (in seconds)
|
||||
int emitterIndex; // which emitter created this particle?
|
||||
};
|
||||
|
||||
glm::vec3 _upDirection;
|
||||
float _bounce;
|
||||
float _gravity;
|
||||
float _timer;
|
||||
|
@ -55,7 +61,7 @@ private:
|
|||
int _numEmitters;
|
||||
float _airFriction;
|
||||
float _jitter;
|
||||
float _homeAttraction;
|
||||
float _emitterAttraction;
|
||||
float _tornadoForce;
|
||||
float _neighborAttraction;
|
||||
float _neighborRepulsion;
|
||||
|
@ -66,7 +72,8 @@ private:
|
|||
// private methods
|
||||
void updateEmitter(int e, float deltaTime);
|
||||
void updateParticle(int index, float deltaTime);
|
||||
void runSpecialEffectsTest(float deltaTime);
|
||||
void createParticle(glm::vec3 position, glm::vec3 velocity, float radius, glm::vec4 color, float lifespan);
|
||||
void killParticle(int p);
|
||||
void renderEmitter(int emitterIndex, float size);
|
||||
void renderParticle(int p);
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue