added emitter particle

This commit is contained in:
Jeffrey Ventrella 2013-07-17 14:51:11 -07:00
parent 202fb95102
commit d0dffb464b
4 changed files with 93 additions and 14 deletions

View file

@ -3546,6 +3546,7 @@ void Application::updateParticleSystem(float deltaTime) {
ParticleSystem::ParticleAttributes attributes;
attributes.radius = 0.01f;
attributes.gravity = 0.0f + 0.05f * sinf( t * 0.52f );
attributes.airFriction = 2.5 + 2.0f * sinf( t * 0.32f );
attributes.jitter = 0.05f + 0.05f * sinf( t * 0.42f );

View file

@ -176,9 +176,39 @@ void Hand::setLeapHands(const std::vector<glm::vec3>& handPositions,
void Hand::updateFingerParticles(float deltaTime) {
if (!_particleSystemInitialized) {
for ( int f = 0; f< NUM_FINGERS_PER_HAND; f ++ ) {
_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.gravity = 0.0f;
attributes.airFriction = 0.0f;
attributes.jitter = 0.0f;
attributes.emitterAttraction = 0.0f;
attributes.tornadoForce = 0.0f;
attributes.neighborAttraction = 0.0f;
attributes.neighborRepulsion = 0.0f;
attributes.bounce = 1.0f;
attributes.usingCollisionSphere = false;
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 0, attributes);
attributes.radius = 0.002f;
attributes.jitter = 0.01f;
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 1, attributes);
attributes.radius = 0.007f;
attributes.gravity = -0.01f;
_particleSystem.setParticleAttributes(_fingerParticleEmitter[f], 2, attributes);
}
_particleSystemInitialized = true;
} else {
// update the particles
@ -208,7 +238,7 @@ void Hand::updateFingerParticles(float deltaTime) {
float radius = 0.005f;
glm::vec4 color(1.0f, 0.6f, 0.0f, 0.5f);
glm::vec3 velocity = fingerDirection * 0.005f;
glm::vec3 velocity = fingerDirection * 0.002f;
float lifespan = 0.3f;
_particleSystem.emitParticlesNow(_fingerParticleEmitter[0], 1, radius, color, velocity, lifespan);
}

View file

@ -11,6 +11,7 @@
#include "ParticleSystem.h"
#include "Application.h"
const float DEFAULT_PARTICLE_RADIUS = 0.01f;
const float DEFAULT_PARTICLE_BOUNCE = 1.0f;
const float DEFAULT_PARTICLE_AIR_FRICTION = 2.0f;
@ -19,7 +20,7 @@ ParticleSystem::ParticleSystem() {
_numEmitters = 0;
_numParticles = 0;
_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);
_emitter[e].rotation = glm::quat();
@ -27,8 +28,17 @@ ParticleSystem::ParticleSystem() {
_emitter[e].up = IDENTITY_UP;
_emitter[e].front = IDENTITY_FRONT;
_emitter[e].visible = false;
_emitter[e].baseParticle.alive = false;
_emitter[e].baseParticle.age = 0.0f;
_emitter[e].baseParticle.lifespan = 0.0f;
_emitter[e].baseParticle.radius = 0.0f;
_emitter[e].baseParticle.emitterIndex = 0;
_emitter[e].baseParticle.position = glm::vec3(0.0f, 0.0f, 0.0f);
_emitter[e].baseParticle.velocity = glm::vec3(0.0f, 0.0f, 0.0f);
for (int s = 0; s<NUM_PARTICLE_LIFE_STAGES; s++) {
_emitter[e].particleAttributes[s].radius = DEFAULT_PARTICLE_RADIUS;
_emitter[e].particleAttributes[s].bounce = DEFAULT_PARTICLE_BOUNCE;
_emitter[e].particleAttributes[s].airFriction = DEFAULT_PARTICLE_AIR_FRICTION;
_emitter[e].particleAttributes[s].gravity = 0.0f;
@ -112,9 +122,10 @@ void ParticleSystem::createParticle(int e, glm::vec3 position, glm::vec3 velocit
_particle[p].age = 0.0f;
_particle[p].position = position;
_particle[p].velocity = velocity;
_particle[p].radius = radius;
_particle[p].color = color;
_particle[p].radius = _emitter[e].particleAttributes[0].radius;
_numParticles ++;
assert(_numParticles <= MAX_PARTICLES);
@ -163,6 +174,7 @@ void ParticleSystem::setParticleAttributes(int emitterIndex, int lifeStage, Part
ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];
a->radius = attributes.radius;
a->bounce = attributes.bounce;
a->gravity = attributes.gravity;
a->airFriction = attributes.airFriction;
@ -183,8 +195,16 @@ void ParticleSystem::updateParticle(int p, float deltaTime) {
float ageFraction = _particle[p].age / _particle[p].lifespan;
int lifeStage = (int)( ageFraction * NUM_PARTICLE_LIFE_STAGES );
_particle[p].radius = _emitter[_particle[p].emitterIndex].particleAttributes[lifeStage].radius;
Emitter myEmitter = _emitter[_particle[p].emitterIndex];
// apply random jitter
@ -272,10 +292,34 @@ void ParticleSystem::setCollisionSphere(int e, glm::vec3 position, float radius)
_emitter[e].particleAttributes[lifeStage].collisionSphereRadius = radius;
}
void ParticleSystem::setEmitterParticle(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 ) {
_emitter[emitterIndex].baseParticle.alive = true;
_emitter[emitterIndex].baseParticle.emitterIndex = emitterIndex;
_emitter[emitterIndex].baseParticle.radius = radius;
_emitter[emitterIndex].baseParticle.color = color;
}
void ParticleSystem::render() {
// render the emitters
for (unsigned 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 );
glPushMatrix();
glTranslatef(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);
glutSolidSphere(_emitter[e].baseParticle.radius, 6, 6);
glPopMatrix();
}
if (_emitter[e].visible) {
renderEmitter(e, 0.2f);
}

View file

@ -20,6 +20,7 @@ class ParticleSystem {
public:
struct ParticleAttributes {
float radius;
float bounce;
float gravity;
float airFriction;
@ -39,6 +40,8 @@ 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 setOrangeBlueColorPalette(); // apply a nice preset color palette to the particles
void setUpDirection(glm::vec3 upDirection) {_upDirection = upDirection;} // tell particle system which direction is up
@ -51,16 +54,6 @@ public:
private:
struct Emitter {
glm::vec3 position;
glm::quat rotation;
glm::vec3 right; // derived from rotation
glm::vec3 up; // derived from rotation
glm::vec3 front; // derived from rotation
bool visible;
ParticleAttributes particleAttributes[NUM_PARTICLE_LIFE_STAGES]; // the attributes of particles emitted from this emitter
};
struct Particle {
bool alive; // is the particle active?
glm::vec3 position; // position
@ -72,6 +65,17 @@ private:
int emitterIndex; // which emitter created this particle?
};
struct Emitter {
glm::vec3 position;
glm::quat rotation;
glm::vec3 right; // derived from rotation
glm::vec3 up; // derived from rotation
glm::vec3 front; // derived from rotation
bool visible;
Particle baseParticle; // a non-physical particle at the emitter position
ParticleAttributes particleAttributes[NUM_PARTICLE_LIFE_STAGES]; // the attributes of particles emitted from this emitter
};
glm::vec3 _upDirection;
Emitter _emitter[MAX_EMITTERS];
Particle _particle[MAX_PARTICLES];