overte/libraries/entities/src/ParticleEffectEntityItem.cpp
David Rowe 9e2b5b75b6 Make able to emit in specified range of directions
Controlled by polar and azimuth start and finish angles, around point or
from specified part of spheroid surface.
2015-09-17 22:40:49 -07:00

832 lines
39 KiB
C++

//
// 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 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 <glm/gtx/transform.hpp>
#include <QtCore/QJsonDocument>
#include <QDebug>
#include <ByteCountCoding.h>
#include <GeometryUtil.h>
#include <Interpolate.h>
#include "EntityTree.h"
#include "EntityTreeElement.h"
#include "EntitiesLogging.h"
#include "EntityScriptingInterface.h"
#include "ParticleEffectEntityItem.h"
const glm::vec3 X_AXIS = glm::vec3(1.0f, 0.0f, 0.0f);
const glm::vec3 Z_AXIS = glm::vec3(0.0f, 0.0f, 1.0f);
const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 };
const xColor ParticleEffectEntityItem::DEFAULT_COLOR_SPREAD = { 0, 0, 0 };
const float ParticleEffectEntityItem::DEFAULT_ALPHA = 1.0f;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_SPREAD = 0.0f;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_START = DEFAULT_ALPHA;
const float ParticleEffectEntityItem::DEFAULT_ALPHA_FINISH = DEFAULT_ALPHA;
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 float ParticleEffectEntityItem::DEFAULT_EMIT_SPEED = 5.0f;
const float ParticleEffectEntityItem::DEFAULT_SPEED_SPREAD = 1.0f;
const glm::quat ParticleEffectEntityItem::DEFAULT_EMIT_ORIENTATION = glm::angleAxis(-PI_OVER_TWO, X_AXIS); // Vertical
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_DIMENSIONS = glm::vec3(0.0f, 0.0f, 0.0f); // Emit from point
const float ParticleEffectEntityItem::DEFAULT_EMIT_RADIUS_START = 1.0f; // Emit from surface (when emitDimensions > 0)
const float ParticleEffectEntityItem::DEFAULT_POLAR_START = 0.0f; // Emit along z-axis
const float ParticleEffectEntityItem::DEFAULT_POLAR_FINISH = 0.0f; // ""
const float ParticleEffectEntityItem::DEFAULT_AZIMUTH_START = -PI; // Emit full circumference (when polarFinish > 0)
const float ParticleEffectEntityItem::DEFAULT_AZIMUTH_FINISH = PI; // ""
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_ACCELERATION(0.0f, -9.8f, 0.0f);
const glm::vec3 ParticleEffectEntityItem::DEFAULT_ACCELERATION_SPREAD(0.0f, 0.0f, 0.0f);
const float ParticleEffectEntityItem::DEFAULT_PARTICLE_RADIUS = 0.025f;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_SPREAD = 0.0f;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_START = DEFAULT_PARTICLE_RADIUS;
const float ParticleEffectEntityItem::DEFAULT_RADIUS_FINISH = DEFAULT_PARTICLE_RADIUS;
const QString ParticleEffectEntityItem::DEFAULT_TEXTURES = "";
EntityItemPointer ParticleEffectEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
return std::make_shared<ParticleEffectEntityItem>(entityID, properties);
}
// our non-pure virtual subclass for now...
ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
EntityItem(entityItemID),
_lastAnimated(usecTimestampNow()),
_animationLoop(),
_animationSettings(),
_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)),
_particleAccelerations(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
_particleRadiuses(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusStarts(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_radiusFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
_particleColors(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorStarts(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_colorFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
_particleAlphas(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaStarts(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_alphaFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
_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::setEmitSpeed(float emitSpeed) {
_emitSpeed = emitSpeed;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setSpeedSpread(float speedSpread) {
_speedSpread = speedSpread;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setEmitOrientation(const glm::quat& emitOrientation) {
_emitOrientation = emitOrientation;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setEmitDimensions(const glm::vec3& emitDimensions) {
_emitDimensions = emitDimensions;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setEmitAcceleration(const glm::vec3& emitAcceleration) {
_emitAcceleration = emitAcceleration;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::setAccelerationSpread(const glm::vec3& accelerationSpread){
_accelerationSpread = accelerationSpread;
computeAndUpdateDimensions();
}
void ParticleEffectEntityItem::computeAndUpdateDimensions() {
const float time = _lifespan * 1.1f; // add 10% extra time to account for incremental timer accumulation error
glm::vec3 velocity = _emitSpeed * (_emitOrientation * Z_AXIS);
glm::vec3 velocitySpread = _speedSpread * (_emitOrientation * Z_AXIS);
glm::vec3 maxVelocity = glm::abs(velocity) + velocitySpread;
glm::vec3 maxAccleration = glm::abs(_acceleration) + _accelerationSpread;
glm::vec3 maxDistance = 0.5f * _emitDimensions + time * maxVelocity + (0.5f * time * time) * maxAccleration;
float maxDistanceValue = std::max(maxDistance.x, std::max(maxDistance.y, maxDistance.z));
//times 2 because dimensions are diameters not radii
glm::vec3 dims(2.0f * maxDistanceValue);
EntityItem::setDimensions(dims);
}
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(alpha, getAlpha);
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(emitSpeed, getEmitSpeed);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(speedSpread, getSpeedSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitOrientation, getEmitOrientation);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitDimensions, getEmitDimensions);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitRadiusStart, getEmitRadiusStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(polarStart, getPolarStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(polarFinish, getPolarFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(azimuthStart, getAzimuthStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(azimuthFinish, getAzimuthFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(emitAcceleration, getEmitAcceleration);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(accelerationSpread, getAccelerationSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(particleRadius, getParticleRadius);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusSpread, getRadiusSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusStart, getRadiusStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(radiusFinish, getRadiusFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorSpread, getColorSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorStart, getColorStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(colorFinish, getColorFinish);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaSpread, getAlphaSpread);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaStart, getAlphaStart);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(alphaFinish, getAlphaFinish);
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(alpha, setAlpha);
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(emitSpeed, setEmitSpeed);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(speedSpread, setSpeedSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitOrientation, setEmitOrientation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitDimensions, setEmitDimensions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitRadiusStart, setEmitRadiusStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(polarStart, setPolarStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(polarFinish, setPolarFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(azimuthStart, setAzimuthStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(azimuthFinish, setAzimuthFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(emitAcceleration, setEmitAcceleration);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(accelerationSpread, setAccelerationSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(particleRadius, setParticleRadius);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusSpread, setRadiusSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusStart, setRadiusStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(radiusFinish, setRadiusFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorSpread, setColorSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorStart, setColorStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(colorFinish, setColorFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaSpread, setAlphaSpread);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaStart, setAlphaStart);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(alphaFinish, setAlphaFinish);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(textures, setTextures);
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);
if (args.bitstreamVersion < VERSION_ENTITIES_PARTICLE_ELLIPSOID_EMITTER) {
SKIP_ENTITY_PROPERTY(PROP_EMIT_VELOCITY, glm::vec3);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_MODIFICATIONS) {
READ_ENTITY_PROPERTY(PROP_EMIT_ACCELERATION, glm::vec3, setEmitAcceleration);
READ_ENTITY_PROPERTY(PROP_ACCELERATION_SPREAD, glm::vec3, setAccelerationSpread);
READ_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, float, setParticleRadius);
READ_ENTITY_PROPERTY(PROP_TEXTURES, QString, setTextures);
if (args.bitstreamVersion < VERSION_ENTITIES_PARTICLE_ELLIPSOID_EMITTER) {
SKIP_ENTITY_PROPERTY(PROP_VELOCITY_SPREAD, glm::vec3);
}
} else {
// EMIT_ACCELERATION FAKEOUT
READ_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, float, setParticleRadius);
// ACCELERATION_SPREAD FAKEOUT
READ_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, float, setParticleRadius);
// ACTUAL PARTICLE_RADIUS
READ_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, float, setParticleRadius);
READ_ENTITY_PROPERTY(PROP_TEXTURES, QString, setTextures);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_RADIUS_PROPERTIES) {
READ_ENTITY_PROPERTY(PROP_RADIUS_SPREAD, float, setRadiusSpread);
READ_ENTITY_PROPERTY(PROP_RADIUS_START, float, setRadiusStart);
READ_ENTITY_PROPERTY(PROP_RADIUS_FINISH, float, setRadiusFinish);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_COLOR_PROPERTIES) {
READ_ENTITY_PROPERTY(PROP_COLOR_SPREAD, xColor, setColorSpread);
READ_ENTITY_PROPERTY(PROP_COLOR_START, xColor, setColorStart);
READ_ENTITY_PROPERTY(PROP_COLOR_FINISH, xColor, setColorFinish);
READ_ENTITY_PROPERTY(PROP_ALPHA, float, setAlpha);
READ_ENTITY_PROPERTY(PROP_ALPHA_SPREAD, float, setAlphaSpread);
READ_ENTITY_PROPERTY(PROP_ALPHA_START, float, setAlphaStart);
READ_ENTITY_PROPERTY(PROP_ALPHA_FINISH, float, setAlphaFinish);
}
if (args.bitstreamVersion >= VERSION_ENTITIES_PARTICLE_ELLIPSOID_EMITTER) {
READ_ENTITY_PROPERTY(PROP_EMIT_SPEED, float, setEmitSpeed);
READ_ENTITY_PROPERTY(PROP_SPEED_SPREAD, float, setSpeedSpread);
READ_ENTITY_PROPERTY(PROP_EMIT_ORIENTATION, glm::quat, setEmitOrientation);
READ_ENTITY_PROPERTY(PROP_EMIT_DIMENSIONS, glm::vec3, setEmitDimensions);
READ_ENTITY_PROPERTY(PROP_EMIT_RADIUS_START, float, setEmitRadiusStart);
READ_ENTITY_PROPERTY(PROP_POLAR_START, float, setPolarStart);
READ_ENTITY_PROPERTY(PROP_POLAR_FINISH, float, setPolarFinish);
READ_ENTITY_PROPERTY(PROP_AZIMUTH_START, float, setAzimuthStart);
READ_ENTITY_PROPERTY(PROP_AZIMUTH_FINISH, float, setAzimuthFinish);
}
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_ACCELERATION;
requestedProperties += PROP_ACCELERATION_SPREAD;
requestedProperties += PROP_PARTICLE_RADIUS;
requestedProperties += PROP_TEXTURES;
requestedProperties += PROP_RADIUS_SPREAD;
requestedProperties += PROP_RADIUS_START;
requestedProperties += PROP_RADIUS_FINISH;
requestedProperties += PROP_COLOR_SPREAD;
requestedProperties += PROP_COLOR_START;
requestedProperties += PROP_COLOR_FINISH;
requestedProperties += PROP_ALPHA;
requestedProperties += PROP_ALPHA_SPREAD;
requestedProperties += PROP_ALPHA_START;
requestedProperties += PROP_ALPHA_FINISH;
requestedProperties += PROP_EMIT_SPEED;
requestedProperties += PROP_SPEED_SPREAD;
requestedProperties += PROP_EMIT_ORIENTATION;
requestedProperties += PROP_EMIT_DIMENSIONS;
requestedProperties += PROP_EMIT_RADIUS_START;
requestedProperties += PROP_POLAR_START;
requestedProperties += PROP_POLAR_FINISH;
requestedProperties += PROP_AZIMUTH_START;
requestedProperties += PROP_AZIMUTH_FINISH;
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_ACCELERATION, getEmitAcceleration());
APPEND_ENTITY_PROPERTY(PROP_ACCELERATION_SPREAD, getAccelerationSpread());
APPEND_ENTITY_PROPERTY(PROP_PARTICLE_RADIUS, getParticleRadius());
APPEND_ENTITY_PROPERTY(PROP_TEXTURES, getTextures());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_SPREAD, getRadiusSpread());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_START, getRadiusStart());
APPEND_ENTITY_PROPERTY(PROP_RADIUS_FINISH, getRadiusFinish());
APPEND_ENTITY_PROPERTY(PROP_COLOR_SPREAD, getColorSpread());
APPEND_ENTITY_PROPERTY(PROP_COLOR_START, getColorStart());
APPEND_ENTITY_PROPERTY(PROP_COLOR_FINISH, getColorFinish());
APPEND_ENTITY_PROPERTY(PROP_ALPHA, getAlpha());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_SPREAD, getAlphaSpread());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_START, getAlphaStart());
APPEND_ENTITY_PROPERTY(PROP_ALPHA_FINISH, getAlphaFinish());
APPEND_ENTITY_PROPERTY(PROP_EMIT_SPEED, getEmitSpeed());
APPEND_ENTITY_PROPERTY(PROP_SPEED_SPREAD, getSpeedSpread());
APPEND_ENTITY_PROPERTY(PROP_EMIT_ORIENTATION, getEmitOrientation());
APPEND_ENTITY_PROPERTY(PROP_EMIT_DIMENSIONS, getEmitDimensions());
APPEND_ENTITY_PROPERTY(PROP_EMIT_RADIUS_START, getEmitRadiusStart());
APPEND_ENTITY_PROPERTY(PROP_POLAR_START, getPolarStart());
APPEND_ENTITY_PROPERTY(PROP_POLAR_FINISH, getPolarFinish());
APPEND_ENTITY_PROPERTY(PROP_AZIMUTH_START, getAzimuthStart());
APPEND_ENTITY_PROPERTY(PROP_AZIMUTH_FINISH, getAzimuthFinish());
}
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::updateRadius(quint32 index, float age) {
_particleRadiuses[index] = Interpolate::cubicInterpolate3Points(_radiusStarts[index], _radiusMiddles[index],
_radiusFinishes[index], age);
}
void ParticleEffectEntityItem::updateColor(quint32 index, float age) {
_particleColors[index].red =
(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].red, _colorMiddles[index].red,
_colorFinishes[index].red, age), 0.0f, 255.0f);
_particleColors[index].green =
(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].green, _colorMiddles[index].green,
_colorFinishes[index].green, age), 0.0f, 255.0f);
_particleColors[index].blue =
(int)glm::clamp(Interpolate::cubicInterpolate3Points(_colorStarts[index].blue, _colorMiddles[index].blue,
_colorFinishes[index].blue, age), 0.0f, 255.0f);
}
void ParticleEffectEntityItem::updateAlpha(quint32 index, float age) {
_particleAlphas[index] = glm::clamp(Interpolate::cubicInterpolate3Points(_alphaStarts[index], _alphaMiddles[index],
_alphaFinishes[index], age), 0.0f, 1.0f);
}
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 accel = _particleAccelerations[index];
glm::vec3 atSquared = (0.5f * deltaTime * deltaTime) * accel;
glm::vec3 at = accel * deltaTime;
_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 {
float age = (1.0f - _particleLifetimes[i] / _lifespan); // 0.0 .. 1.0
updateRadius(i, age);
updateColor(i, age);
updateAlpha(i, age);
integrateParticle(i, deltaTime);
extendBounds(_particlePositions[i]);
}
}
// emit new particles, but only if animation 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;
// Radius
if (_radiusSpread == 0.0f) {
_radiusStarts[i] = getRadiusStart();
_radiusMiddles[i] =_particleRadius;
_radiusFinishes[i] = getRadiusFinish();
} else {
float spreadMultiplier = 1.0f + (2.0f * randFloat() - 1.0f) * _radiusSpread / _particleRadius;
_radiusStarts[i] = spreadMultiplier * getRadiusStart();
_radiusMiddles[i] = spreadMultiplier * _particleRadius;
_radiusFinishes[i] = spreadMultiplier * getRadiusFinish();
}
updateRadius(i, 0.0f);
// Velocity and acceleration
if (_polarStart == 0.0f && _polarFinish == 0.0f) {
// Emit along z-axis
_particlePositions[i] = getPosition();
_particleVelocities[i] =
(_emitSpeed + (2.0f * randFloat() - 1.0f) * _speedSpread) * (_emitOrientation * Z_AXIS);
_particleAccelerations[i] = _emitAcceleration + (2.0f * randFloat() - 1.0f) * _accelerationSpread;
} else {
// Emit around point or from ellipsoid
// - Distribute directions evenly around point
// - Distribute points relatively evenly over ellipsoid surface
float elevationMinZ = sin(PI_OVER_TWO - _polarFinish);
float elevationMaxZ = sin(PI_OVER_TWO - _polarStart);
float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
float azimuth;
if (_azimuthFinish >= _azimuthStart) {
azimuth = _azimuthStart + (_azimuthFinish - _azimuthStart) * randFloat();
} else {
azimuth = _azimuthStart + (2.0 * PI + _azimuthFinish - _azimuthStart) * randFloat();
}
glm::vec3 emitDirection;
if (_emitDimensions == glm::vec3()) {
// Point
emitDirection = _emitOrientation * fromSpherical(elevation, azimuth);
_particlePositions[i] = getPosition();
} else {
// Ellipsoid
glm::vec3 radiuses = 0.5f * _emitDimensions;
float x = radiuses.x * cos(elevation) * cos(azimuth);
float y = radiuses.y * cos(elevation) * sin(azimuth);
float z = radiuses.z * sin(elevation);
glm::vec3 emitPosition = glm::vec3(x, y, z);
emitDirection = glm::normalize(glm::vec3(
x / (radiuses.x * radiuses.x),
y / (radiuses.y * radiuses.y),
z / (radiuses.z * radiuses.z)
));
_particlePositions[i] = getPosition() + _emitOrientation * emitPosition;
}
_particleVelocities[i] =
(_emitSpeed + (2.0f * randFloat() - 1.0f) * _speedSpread) * (_emitOrientation * emitDirection);
_particleAccelerations[i] = _emitAcceleration + (2.0f * randFloat() - 1.0f) * _accelerationSpread;
}
integrateParticle(i, timeLeftInFrame);
extendBounds(_particlePositions[i]);
// Color
if (_colorSpread == xColor{ 0, 0, 0 }) {
_colorStarts[i] = getColorStart();
_colorMiddles[i] = getXColor();
_colorFinishes[i] = getColorFinish();
} else {
xColor startColor = getColorStart();
xColor middleColor = getXColor();
xColor finishColor = getColorFinish();
float spread = 2.0f * randFloat() - 1.0f;
float spreadMultiplierRed = 1.0f + spread * (float)_colorSpread.red / (float)middleColor.red;
float spreadMultiplierGreen = 1.0f + spread * (float)_colorSpread.green / (float)middleColor.green;
float spreadMultiplierBlue = 1.0f + spread * (float)_colorSpread.blue / (float)middleColor.blue;
_colorStarts[i].red = (int)glm::clamp(spreadMultiplierRed * (float)startColor.red, 0.0f, 255.0f);
_colorStarts[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)startColor.green, 0.0f, 255.0f);
_colorStarts[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)startColor.blue, 0.0f, 255.0f);
_colorMiddles[i].red = (int)glm::clamp(spreadMultiplierRed * (float)middleColor.red, 0.0f, 255.0f);
_colorMiddles[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)middleColor.green, 0.0f, 255.0f);
_colorMiddles[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)middleColor.blue, 0.0f, 255.0f);
_colorFinishes[i].red = (int)glm::clamp(spreadMultiplierRed * (float)finishColor.red, 0.0f, 255.0f);
_colorFinishes[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)finishColor.green, 0.0f, 255.0f);
_colorFinishes[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)finishColor.blue, 0.0f, 255.0f);
}
updateColor(i, 0.0f);
// Alpha
if (_alphaSpread == 0.0f) {
_alphaStarts[i] = getAlphaStart();
_alphaMiddles[i] = _alpha;
_alphaFinishes[i] = getAlphaFinish();
} else {
float spreadMultiplier = 1.0f + (2.0f * randFloat() - 1) * _alphaSpread / _alpha;
_alphaStarts[i] = spreadMultiplier * getAlphaStart();
_alphaMiddles[i] = spreadMultiplier * _alpha;
_alphaFinishes[i] = spreadMultiplier * getAlphaFinish();
}
updateAlpha(i, 0.0f);
_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);
_particleRadiuses.resize(_maxParticles);
_radiusStarts.resize(_maxParticles);
_radiusMiddles.resize(_maxParticles);
_radiusFinishes.resize(_maxParticles);
_particleColors.resize(_maxParticles);
_colorStarts.resize(_maxParticles);
_colorMiddles.resize(_maxParticles);
_colorFinishes.resize(_maxParticles);
_particleAlphas.resize(_maxParticles);
_alphaStarts.resize(_maxParticles);
_alphaMiddles.resize(_maxParticles);
_alphaFinishes.resize(_maxParticles);
// effectively 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;
}
}