added more API for the particle system

This commit is contained in:
Jeffrey Ventrella 2013-07-12 18:55:42 -07:00
parent d93edf0aca
commit ae99ca5ec8
3 changed files with 116 additions and 66 deletions

View file

@ -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();
}
}
}

View file

@ -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);

View file

@ -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);
};