// // ParticleEffectEntityItem.cpp // libraries/entities/src // // Some starter code for a particle simulation entity, which could ideally be used for a variety of effects. // This is some really early and rough stuff here. It was enough for now to just get it up and running in the interface. // // Todo's and other notes: // - The simulation should restart when the AnimationLoop's max frame is reached (or passed), but there doesn't seem // to be a good way to set that max frame to something reasonable right now. // - There seems to be a bug whereby entities on the edge of screen will just pop off or on. This is probably due // to my lack of understanding of how entities in the octree are picked for rendering. I am updating the entity // dimensions based on the bounds of the sim, but maybe I need to update a dirty flag or something. // - This should support some kind of pre-roll of the simulation. // - Just to get this out the door, I just did forward Euler integration. There are better ways. // - Gravity always points along the Y axis. Support an actual gravity vector. // - Add the ability to add arbitrary forces to the simulation. // - Add controls for spread (which is currently hard-coded) and varying emission strength (not currently implemented). // - Add drag. // - Add some kind of support for collisions. // - There's no synchronization of the simulation across clients at all. In fact, it's using rand() under the hood, so // there's no gaurantee that different clients will see simulations that look anything like the other. // // Created by Jason Rickwald on 3/2/15. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include #include "EntityTree.h" #include "EntityTreeElement.h" #include "EntitiesLogging.h" #include "EntityScriptingInterface.h" #include "ParticleEffectEntityItem.h" const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 }; const float ParticleEffectEntityItem::DEFAULT_ANIMATION_FRAME_INDEX = 0.0f; const bool ParticleEffectEntityItem::DEFAULT_ANIMATION_IS_PLAYING = false; const float ParticleEffectEntityItem::DEFAULT_ANIMATION_FPS = 30.0f; const quint32 ParticleEffectEntityItem::DEFAULT_MAX_PARTICLES = 1000; const float ParticleEffectEntityItem::DEFAULT_LIFESPAN = 3.0f; const float ParticleEffectEntityItem::DEFAULT_EMIT_RATE = 15.0f; const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_VELOCITY(0.0f, 0.0f, 0.0f); const glm::vec3 ParticleEffectEntityItem::DEFAULT_VELOCITY_SPREAD(0.0f, 0.0f, 0.0f); const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_ACCELERATION(0.0f, 0.0f, 0.0f); const float ParticleEffectEntityItem::DEFAULT_PARTICLE_RADIUS = 0.025f; const QString ParticleEffectEntityItem::DEFAULT_TEXTURES = ""; EntityItemPointer ParticleEffectEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { return std::make_shared(entityID, properties); } // our non-pure virtual subclass for now... ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) : EntityItem(entityItemID), _maxParticles(DEFAULT_MAX_PARTICLES), _lifespan(DEFAULT_LIFESPAN), _emitRate(DEFAULT_EMIT_RATE), _emitVelocity(DEFAULT_EMIT_VELOCITY), _emitAcceleration(DEFAULT_EMIT_ACCELERATION), _particleRadius(DEFAULT_PARTICLE_RADIUS), _lastAnimated(usecTimestampNow()), _animationLoop(), _animationSettings(), _textures(DEFAULT_TEXTURES), _texturesChangedFlag(false), _shapeType(SHAPE_TYPE_NONE), _particleLifetimes(DEFAULT_MAX_PARTICLES, 0.0f), _particlePositions(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)), _particleVelocities(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)), _timeUntilNextEmit(0.0f), _particleHeadIndex(0), _particleTailIndex(0), _particleMaxBound(glm::vec3(1.0f, 1.0f, 1.0f)), _particleMinBound(glm::vec3(-1.0f, -1.0f, -1.0f)) { _type = EntityTypes::ParticleEffect; setColor(DEFAULT_COLOR); setProperties(properties); } ParticleEffectEntityItem::~ParticleEffectEntityItem() { } void ParticleEffectEntityItem::setLifespan(float lifespan) { _lifespan = lifespan; } void ParticleEffectEntityItem::setEmitVelocity(glm::vec3 emitVelocity) { _emitVelocity = emitVelocity; } void ParticleEffectEntityItem::setVelocitySpread(glm::vec3 velocitySpread) { _velocitySpread = velocitySpread; } void ParticleEffectEntityItem::setEmitAcceleration(glm::vec3 emitAcceleration) { _emitAcceleration = emitAcceleration; } void ParticleEffectEntityItem::setParticleRadius(float particleRadius) { _particleRadius = particleRadius; } EntityItemProperties ParticleEffectEntityItem::getProperties() const { EntityItemProperties properties = EntityItem::getProperties(); // get the properties from our base class COPY_ENTITY_PROPERTY_TO_PROPERTIES(color, getXColor); COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationIsPlaying, getAnimationIsPlaying); COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationFrameIndex, getAnimationFrameIndex); COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationFPS, getAnimationFPS); COPY_ENTITY_PROPERTY_TO_PROPERTIES(glowLevel, getGlowLevel); COPY_ENTITY_PROPERTY_TO_PROPERTIES(animationSettings, getAnimationSettings); COPY_ENTITY_PROPERTY_TO_PROPERTIES(shapeType, getShapeType); COPY_ENTITY_PROPERTY_TO_PROPERTIES(maxParticles, getMaxParticles); COPY_ENTITY_PROPERTY_TO_PROPERTIES(lifespan, getLifespan); COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitRate, getEmitRate); COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitVelocity, getEmitVelocity); COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitAcceleration, getEmitAcceleration); COPY_ENTITY_PROPERTY_TO_PROPERTIES(particleRadius, getParticleRadius); COPY_ENTITY_PROPERTY_TO_PROPERTIES(textures, getTextures); return properties; } bool ParticleEffectEntityItem::setProperties(const EntityItemProperties& properties) { bool somethingChanged = EntityItem::setProperties(properties); // set the properties in our base class SET_ENTITY_PROPERTY_FROM_PROPERTIES(color, setColor); SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationIsPlaying, setAnimationIsPlaying); SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationFrameIndex, setAnimationFrameIndex); SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationFPS, setAnimationFPS); SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel); SET_ENTITY_PROPERTY_FROM_PROPERTIES(animationSettings, setAnimationSettings); SET_ENTITY_PROPERTY_FROM_PROPERTIES(shapeType, updateShapeType); SET_ENTITY_PROPERTY_FROM_PROPERTIES(maxParticles, setMaxParticles); SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifespan, setLifespan); SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitRate, setEmitRate); SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitVelocity, setEmitVelocity); SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitAcceleration, setEmitAcceleration); SET_ENTITY_PROPERTY_FROM_PROPERTIES(particleRadius, setParticleRadius); SET_ENTITY_PROPERTY_FROM_PROPERTIES(textures, setTextures); SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocitySpread, setVelocitySpread); if (somethingChanged) { bool wantDebug = false; if (wantDebug) { uint64_t now = usecTimestampNow(); int elapsed = now - getLastEdited(); qCDebug(entities) << "ParticleEffectEntityItem::setProperties() AFTER update... edited AGO=" << elapsed << "now=" << now << " getLastEdited()=" << getLastEdited(); } setLastEdited(properties.getLastEdited()); } return somethingChanged; } int ParticleEffectEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData) { int bytesRead = 0; const unsigned char* dataAt = data; READ_ENTITY_PROPERTY(PROP_COLOR, rgbColor, setColor); // Because we're using AnimationLoop which will reset the frame index if you change it's running state // we want to read these values in the order they appear in the buffer, but call our setters in an // order that allows AnimationLoop to preserve the correct frame rate. float animationFPS = getAnimationFPS(); float animationFrameIndex = getAnimationFrameIndex(); bool animationIsPlaying = getAnimationIsPlaying(); READ_ENTITY_PROPERTY(PROP_ANIMATION_FPS, float, setAnimationFPS); READ_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, float, setAnimationFrameIndex); READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, setAnimationIsPlaying); if (propertyFlags.getHasProperty(PROP_ANIMATION_PLAYING)) { if (animationIsPlaying != getAnimationIsPlaying()) { setAnimationIsPlaying(animationIsPlaying); } } if (propertyFlags.getHasProperty(PROP_ANIMATION_FPS)) { setAnimationFPS(animationFPS); } if (propertyFlags.getHasProperty(PROP_ANIMATION_FRAME_INDEX)) { setAnimationFrameIndex(animationFrameIndex); } READ_ENTITY_PROPERTY(PROP_ANIMATION_SETTINGS, QString, setAnimationSettings); READ_ENTITY_PROPERTY(PROP_SHAPE_TYPE, ShapeType, updateShapeType); READ_ENTITY_PROPERTY(PROP_MAX_PARTICLES, quint32, setMaxParticles); READ_ENTITY_PROPERTY(PROP_LIFESPAN, float, setLifespan); READ_ENTITY_PROPERTY(PROP_EMIT_RATE, float, setEmitRate); READ_ENTITY_PROPERTY(PROP_EMIT_VELOCITY, glm::vec3, setEmitVelocity); READ_ENTITY_PROPERTY(PROP_EMIT_ACCELERATION, glm::vec3, setEmitAcceleration); READ_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, float, setParticleRadius); READ_ENTITY_PROPERTY(PROP_TEXTURES, QString, setTextures); READ_ENTITY_PROPERTY(PROP_VELOCITY_SPREAD, glm::vec3, setVelocitySpread); return bytesRead; } // TODO: eventually only include properties changed since the params.lastViewFrustumSent time EntityPropertyFlags ParticleEffectEntityItem::getEntityProperties(EncodeBitstreamParams& params) const { EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params); requestedProperties += PROP_COLOR; requestedProperties += PROP_ANIMATION_FPS; requestedProperties += PROP_ANIMATION_FRAME_INDEX; requestedProperties += PROP_ANIMATION_PLAYING; requestedProperties += PROP_ANIMATION_SETTINGS; requestedProperties += PROP_SHAPE_TYPE; requestedProperties += PROP_MAX_PARTICLES; requestedProperties += PROP_LIFESPAN; requestedProperties += PROP_EMIT_RATE; requestedProperties += PROP_EMIT_VELOCITY; requestedProperties += PROP_EMIT_ACCELERATION; requestedProperties += PROP_PARTICLE_RADIUS; requestedProperties += PROP_TEXTURES; requestedProperties += PROP_VELOCITY_SPREAD; return requestedProperties; } void ParticleEffectEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params, EntityTreeElementExtraEncodeData* modelTreeElementExtraEncodeData, EntityPropertyFlags& requestedProperties, EntityPropertyFlags& propertyFlags, EntityPropertyFlags& propertiesDidntFit, int& propertyCount, OctreeElement::AppendState& appendState) const { bool successPropertyFits = true; APPEND_ENTITY_PROPERTY(PROP_COLOR, getColor()); APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FPS, getAnimationFPS()); APPEND_ENTITY_PROPERTY(PROP_ANIMATION_FRAME_INDEX, getAnimationFrameIndex()); APPEND_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, getAnimationIsPlaying()); APPEND_ENTITY_PROPERTY(PROP_ANIMATION_SETTINGS, getAnimationSettings()); APPEND_ENTITY_PROPERTY(PROP_SHAPE_TYPE, (uint32_t)getShapeType()); APPEND_ENTITY_PROPERTY(PROP_MAX_PARTICLES, getMaxParticles()); APPEND_ENTITY_PROPERTY(PROP_LIFESPAN, getLifespan()); APPEND_ENTITY_PROPERTY(PROP_EMIT_RATE, getEmitRate()); APPEND_ENTITY_PROPERTY(PROP_EMIT_VELOCITY, getEmitVelocity()); APPEND_ENTITY_PROPERTY(PROP_EMIT_ACCELERATION, getEmitAcceleration()); APPEND_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, getParticleRadius()); APPEND_ENTITY_PROPERTY(PROP_TEXTURES, getTextures()); APPEND_ENTITY_PROPERTY(PROP_VELOCITY_SPREAD, getVelocitySpread()); } bool ParticleEffectEntityItem::isAnimatingSomething() const { // keep animating if there are particles still alive. return (getAnimationIsPlaying() || getLivingParticleCount() > 0) && getAnimationFPS() != 0.0f; } bool ParticleEffectEntityItem::needsToCallUpdate() const { return true; } void ParticleEffectEntityItem::update(const quint64& now) { float deltaTime = (float)(now - _lastAnimated) / (float)USECS_PER_SECOND; _lastAnimated = now; // only advance the frame index if we're playing if (getAnimationIsPlaying()) { _animationLoop.simulate(deltaTime); } if (isAnimatingSomething()) { stepSimulation(deltaTime); } EntityItem::update(now); // let our base class handle it's updates... } void ParticleEffectEntityItem::debugDump() const { quint64 now = usecTimestampNow(); qCDebug(entities) << "PA EFFECT EntityItem id:" << getEntityItemID() << "---------------------------------------------"; qCDebug(entities) << " color:" << _color[0] << "," << _color[1] << "," << _color[2]; qCDebug(entities) << " position:" << debugTreeVector(getPosition()); qCDebug(entities) << " dimensions:" << debugTreeVector(getDimensions()); qCDebug(entities) << " getLastEdited:" << debugTime(getLastEdited(), now); } void ParticleEffectEntityItem::updateShapeType(ShapeType type) { if (type != _shapeType) { _shapeType = type; _dirtyFlags |= EntityItem::DIRTY_SHAPE | EntityItem::DIRTY_MASS; } } void ParticleEffectEntityItem::setAnimationFrameIndex(float value) { #ifdef WANT_DEBUG if (isAnimatingSomething()) { qCDebug(entities) << "ParticleEffectEntityItem::setAnimationFrameIndex()"; qCDebug(entities) << " value:" << value; qCDebug(entities) << " was:" << _animationLoop.getFrameIndex(); } #endif _animationLoop.setFrameIndex(value); } void ParticleEffectEntityItem::setAnimationSettings(const QString& value) { // the animations setting is a JSON string that may contain various animation settings. // if it includes fps, frameIndex, or running, those values will be parsed out and // will over ride the regular animation settings QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8()); QJsonObject settingsAsJsonObject = settingsAsJson.object(); QVariantMap settingsMap = settingsAsJsonObject.toVariantMap(); if (settingsMap.contains("fps")) { float fps = settingsMap["fps"].toFloat(); setAnimationFPS(fps); } if (settingsMap.contains("frameIndex")) { float frameIndex = settingsMap["frameIndex"].toFloat(); #ifdef WANT_DEBUG if (isAnimatingSomething()) { qCDebug(entities) << "ParticleEffectEntityItem::setAnimationSettings() calling setAnimationFrameIndex()..."; qCDebug(entities) << " settings:" << value; qCDebug(entities) << " settingsMap[frameIndex]:" << settingsMap["frameIndex"]; qCDebug(entities, " frameIndex: %20.5f", frameIndex); } #endif setAnimationFrameIndex(frameIndex); } if (settingsMap.contains("running")) { bool running = settingsMap["running"].toBool(); if (running != getAnimationIsPlaying()) { setAnimationIsPlaying(running); } } if (settingsMap.contains("firstFrame")) { float firstFrame = settingsMap["firstFrame"].toFloat(); setAnimationFirstFrame(firstFrame); } if (settingsMap.contains("lastFrame")) { float lastFrame = settingsMap["lastFrame"].toFloat(); setAnimationLastFrame(lastFrame); } if (settingsMap.contains("loop")) { bool loop = settingsMap["loop"].toBool(); setAnimationLoop(loop); } if (settingsMap.contains("hold")) { bool hold = settingsMap["hold"].toBool(); setAnimationHold(hold); } if (settingsMap.contains("startAutomatically")) { bool startAutomatically = settingsMap["startAutomatically"].toBool(); setAnimationStartAutomatically(startAutomatically); } _animationSettings = value; _dirtyFlags |= EntityItem::DIRTY_UPDATEABLE; } void ParticleEffectEntityItem::setAnimationIsPlaying(bool value) { _dirtyFlags |= EntityItem::DIRTY_UPDATEABLE; _animationLoop.setRunning(value); } void ParticleEffectEntityItem::setAnimationFPS(float value) { _dirtyFlags |= EntityItem::DIRTY_UPDATEABLE; _animationLoop.setFPS(value); } QString ParticleEffectEntityItem::getAnimationSettings() const { // the animations setting is a JSON string that may contain various animation settings. // if it includes fps, frameIndex, or running, those values will be parsed out and // will over ride the regular animation settings QString value = _animationSettings; QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8()); QJsonObject settingsAsJsonObject = settingsAsJson.object(); QVariantMap settingsMap = settingsAsJsonObject.toVariantMap(); QVariant fpsValue(getAnimationFPS()); settingsMap["fps"] = fpsValue; QVariant frameIndexValue(getAnimationFrameIndex()); settingsMap["frameIndex"] = frameIndexValue; QVariant runningValue(getAnimationIsPlaying()); settingsMap["running"] = runningValue; QVariant firstFrameValue(getAnimationFirstFrame()); settingsMap["firstFrame"] = firstFrameValue; QVariant lastFrameValue(getAnimationLastFrame()); settingsMap["lastFrame"] = lastFrameValue; QVariant loopValue(getAnimationLoop()); settingsMap["loop"] = loopValue; QVariant holdValue(getAnimationHold()); settingsMap["hold"] = holdValue; QVariant startAutomaticallyValue(getAnimationStartAutomatically()); settingsMap["startAutomatically"] = startAutomaticallyValue; settingsAsJsonObject = QJsonObject::fromVariantMap(settingsMap); QJsonDocument newDocument(settingsAsJsonObject); QByteArray jsonByteArray = newDocument.toJson(QJsonDocument::Compact); QString jsonByteString(jsonByteArray); return jsonByteString; } void ParticleEffectEntityItem::extendBounds(const glm::vec3& point) { _particleMinBound.x = glm::min(_particleMinBound.x, point.x); _particleMinBound.y = glm::min(_particleMinBound.y, point.y); _particleMinBound.z = glm::min(_particleMinBound.z, point.z); _particleMaxBound.x = glm::max(_particleMaxBound.x, point.x); _particleMaxBound.y = glm::max(_particleMaxBound.y, point.y); _particleMaxBound.z = glm::max(_particleMaxBound.z, point.z); } void ParticleEffectEntityItem::integrateParticle(quint32 index, float deltaTime) { glm::vec3 atSquared(0.5f * _emitAcceleration.x * deltaTime * deltaTime, 0.5f * _emitAcceleration.y * deltaTime * deltaTime, 0.5f * _emitAcceleration.z * deltaTime * deltaTime); glm::vec3 at(0.0f, _emitAcceleration.y * deltaTime, 0.0f); _particlePositions[index] += _particleVelocities[index] * deltaTime + atSquared; _particleVelocities[index] += at; } void ParticleEffectEntityItem::stepSimulation(float deltaTime) { _particleMinBound = glm::vec3(-1.0f, -1.0f, -1.0f); _particleMaxBound = glm::vec3(1.0f, 1.0f, 1.0f); // update particles between head and tail for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) { _particleLifetimes[i] -= deltaTime; // if particle has died. if (_particleLifetimes[i] <= 0.0f) { // move head forward _particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles; } else { integrateParticle(i, deltaTime); extendBounds(_particlePositions[i]); } } // emit new particles, but only if animaiton is playing if (getAnimationIsPlaying()) { float timeLeftInFrame = deltaTime; while (_timeUntilNextEmit < timeLeftInFrame) { timeLeftInFrame -= _timeUntilNextEmit; _timeUntilNextEmit = 1.0f / _emitRate; // emit a new particle at tail index. quint32 i = _particleTailIndex; _particleLifetimes[i] = _lifespan; // jitter the _emitVelocity by a random offset glm::vec3 randOffset; randOffset.x = -_velocitySpread.x + randFloat() * (_velocitySpread.x * 2.0f); randOffset.y = -_velocitySpread.y + randFloat() * (_velocitySpread.y * 2.0f); randOffset.z = -_velocitySpread.z + randFloat() * (_velocitySpread.z * 2.0f); // set initial conditions _particlePositions[i] = glm::vec3(0.0f, 0.0f, 0.0f); _particleVelocities[i] = _emitVelocity + randOffset; integrateParticle(i, timeLeftInFrame); extendBounds(_particlePositions[i]); _particleTailIndex = (_particleTailIndex + 1) % _maxParticles; // overflow! move head forward by one. // because the case of head == tail indicates an empty array, not a full one. // This can drop an existing older particle, but this is by design, newer particles are a higher priority. if (_particleTailIndex == _particleHeadIndex) { _particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles; } } _timeUntilNextEmit -= timeLeftInFrame; } } void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) { if (_maxParticles != maxParticles) { _maxParticles = maxParticles; // TODO: try to do something smart here and preserve the state of existing particles. // resize vectors _particleLifetimes.resize(_maxParticles); _particlePositions.resize(_maxParticles); _particleVelocities.resize(_maxParticles); // effectivly clear all particles and start emitting new ones from scratch. _particleHeadIndex = 0; _particleTailIndex = 0; _timeUntilNextEmit = 0.0f; } } // because particles are in a ring buffer, this isn't trivial quint32 ParticleEffectEntityItem::getLivingParticleCount() const { if (_particleTailIndex >= _particleHeadIndex) { return _particleTailIndex - _particleHeadIndex; } else { return (_maxParticles - _particleHeadIndex) + _particleTailIndex; } }