overte/interface/src/ParticleSystem.h
Jeffrey Ventrella 0aaeb4550a cleanup
2013-07-31 13:07:52 -07:00

134 lines
6.9 KiB
C++

//
// ParticleSystem.h
// hifi
//
// Created by Jeffrey on July 10, 2013
//
#ifndef hifi_ParticleSystem_h
#define hifi_ParticleSystem_h
#include <glm/gtc/quaternion.hpp>
const int MAX_PARTICLES = 5000;
const int NULL_EMITTER = -1;
const int NULL_PARTICLE = -1;
const int MAX_EMITTERS = 100;
enum ParticleRenderStyle
{
PARTICLE_RENDER_STYLE_SPHERE = 0,
PARTICLE_RENDER_STYLE_BILLBOARD,
PARTICLE_RENDER_STYLE_RIBBON,
NUM_PARTICLE_RENDER_STYLES
};
enum ColorModulationStyle
{
COLOR_MODULATION_STYLE_NULL = -1,
COLOR_MODULATION_STYLE_LIGHNTESS_PULSE,
COLOR_MODULATION_STYLE_LIGHTNESS_WAVE,
NUM_COLOR_MODULATION_STYLES
};
enum ParticleLifeStage
{
PARTICLE_LIFESTAGE_0 = 0,
PARTICLE_LIFESTAGE_1,
PARTICLE_LIFESTAGE_2,
PARTICLE_LIFESTAGE_3,
NUM_PARTICLE_LIFE_STAGES
};
class ParticleSystem {
public:
struct ParticleAttributes {
float radius; // radius of the particle
glm::vec4 color; // color (rgba) of the particle
float bounce; // how much reflection when the particle collides with floor/ground
float gravity; // force opposite of up direction
float airFriction; // continual dampening of velocity
float jitter; // random forces on velocity
float emitterAttraction; // an attraction to the emitter position
float tornadoForce; // force perpendicular to direction axis
float neighborAttraction; // causes particle to be pulled towards next particle in list
float neighborRepulsion; // causes particle to be repelled by previous particle in list
bool usingCollisionSphere; // set to true to allow collision with a sphere
glm::vec3 collisionSpherePosition; // position of the collision sphere
float collisionSphereRadius; // radius of the collision sphere
bool usingCollisionPlane; // set to true to allow collision with a plane
glm::vec3 collisionPlanePosition; // reference position of the collision plane
glm::vec3 collisionPlaneNormal; // the surface normal of the collision plane
float modulationAmplitude; // sets the degree (from 0 to 1) of the modulating effect
float modulationRate; // the period of modulation, in seconds
ColorModulationStyle modulationStyle; // to choose between color modulation styles
};
// public methods...
ParticleSystem();
int addEmitter(); // add (create new) emitter and get its unique id
void simulate(float deltaTime);
void killAllParticles();
void render();
void setUpDirection(glm::vec3 upDirection) {_upDirection = upDirection;} // tell particle system which direction is up
void setParticleAttributesToDefault(ParticleAttributes * attributes); // set these attributes to their default values
void setParticleAttributes (int emitterIndex, ParticleAttributes attributes); // set attributes for whole life of particles
void setParticleAttributes (int emitterIndex, ParticleLifeStage lifeStage, ParticleAttributes attributes); // set attributes for this life stage
void setEmitterPosition (int emitterIndex, glm::vec3 position );
void setEmitterParticleResolution (int emitterIndex, int resolution ) {_emitter[emitterIndex].particleResolution = resolution; }
void setEmitterDirection (int emitterIndex, glm::vec3 direction ) {_emitter[emitterIndex].direction = direction; }
void setShowingEmitter (int emitterIndex, bool showing ) {_emitter[emitterIndex].visible = showing; }
void setEmitterParticleLifespan (int emitterIndex, float lifespan ) {_emitter[emitterIndex].particleLifespan = lifespan; }
void setParticleRenderStyle (int emitterIndex, ParticleRenderStyle renderStyle ) {_emitter[emitterIndex].particleRenderStyle = renderStyle; }
void setEmitterThrust (int emitterIndex, float thrust ) {_emitter[emitterIndex].thrust = thrust; }
void setEmitterRate (int emitterIndex, float rate ) {_emitter[emitterIndex].rate = rate; }
void setShowingEmitterBaseParticle(int emitterIndex, bool showing ) {_emitter[emitterIndex].showingBaseParticle = showing; }
private:
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
int emitterIndex; // which emitter created this particle?
int previousParticle; // the last particle that this particle's emitter emitted;
};
struct Emitter {
glm::vec3 position; // the position of the emitter in world coordinates
glm::vec3 previousPosition; // the position of the emitter in the previous time step
glm::vec3 direction; // a normalized vector used as an axis for particle emission and other effects
bool visible; // whether or not a line is shown indicating the emitter (indicating its direction)
float particleLifespan; // how long the particle shall live, in seconds
int particleResolution; // for sphere-based particles
float emitReserve; // baed on 'rate', this is the number of particles that need to be emitted at a given time step
int numParticlesEmittedThisTime; //the integer number of particles to emit at the preent time step
float thrust; // the initial velocity upon emitting along the emitter direction
float rate; // currently, how many particles emitted during a simulation time step
bool showingBaseParticle; // if true, a copy of particle 0 is shown on the emitter position
int currentParticle; // the index of the most recently-emitted particle
ParticleAttributes particleAttributes[NUM_PARTICLE_LIFE_STAGES]; // the attributes of particles emitted from this emitter
ParticleRenderStyle particleRenderStyle;
};
glm::vec3 _upDirection;
Emitter _emitter[MAX_EMITTERS];
Particle _particle[MAX_PARTICLES];
int _numEmitters;
float _timer;
// private methods
void updateParticle(int index, float deltaTime);
void createParticle(int e, float timeFraction);
void killParticle(int p);
void renderEmitter(int emitterIndex, float size);
void renderParticle(int p);
};
#endif