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ParticleEmitter.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <common/Defines.h>
#include <graph/ParticleEmitter.h>
#include <sprites/DebrisActionRenderer.h>
#include <sprites/SmokeActionRenderer.h>
#include <sprites/ExplosionTextures.h>
#include <sprites/NapalmRenderer.h>
#include <sprites/ExplosionNukeRenderer.h>
#include <sprites/WallActionRenderer.h>
#include <landscape/Landscape.h>
#include <math.h>
#include <stdlib.h>

static void randomVector(Vector &result, Vector &start, Vector &end)
{
	result[0] = start[0] + ((end[0] - start[0]) * RAND);
	result[1] = start[1] + ((end[1] - start[1]) * RAND);
	result[2] = start[2] + ((end[2] - start[2]) * RAND);
}

static void randomCounterVector(Vector &result, Vector &current, 
								Vector &start, Vector &end,
								float life)
{
	randomVector(result, start, end);
	result -= current;
	result /= life;
}

static float randomScalar(float start, float end)
{
	return start + ((end - start) * RAND);
}

static float randomCounterScalar(float current, 
								float start, float end,
								float life)
{
	float result = randomScalar(start, end);
	result -= current;
	result /= life;
	return result;
}

ParticleEmitter::ParticleEmitter()
{
}

ParticleEmitter::~ParticleEmitter()
{
}

void ParticleEmitter::setLife(float life1, float life2)
{
	life1_ = life1; life2_ = life2;
}

void ParticleEmitter::setMass(float mass1, float mass2)
{
	mass1_ = mass1; mass2_ = mass2;
}

void ParticleEmitter::setFriction(float friction1, float friction2)
{
	friction1_ = friction1; friction2_ = friction2;
}
	
void ParticleEmitter::setStartColor(
		Vector startColor1, float startAlpha1,
		Vector startColor2, float startAlpha2)
{
	startAlpha1_ = startAlpha1; endAlpha1_ = startAlpha1; 
	startAlpha2_ = startAlpha2; endAlpha2_ = startAlpha2;
	startColor1_ = startColor1; endColor1_ = startColor1;
	startColor2_ = startColor2; endColor2_ = startColor2;
}

void ParticleEmitter::setEndColor(
		Vector endColor1, float endAlpha1,
		Vector endColor2, float endAlpha2)
{
	endColor1_ = endColor1; endAlpha1_ = endAlpha1;
	endColor2_ = endColor2; endAlpha2_ = endAlpha2;
}

void ParticleEmitter::setVelocity(Vector velocity1, Vector velocity2)
{
	velocity1_ = velocity1; velocity2_ = velocity2;
}

void ParticleEmitter::setStartSize(
		float startX1, float startY1,
		float startX2, float startY2)
{
	startSize1_[0] = startX1; startSize1_[1] = startY1;
	startSize2_[0] = startX2; startSize2_[1] = startY2;
}

void ParticleEmitter::setEndSize(
		float endX1, float endY1,
		float endX2, float endY2)
{
	endSize1_[0] = endX1; endSize1_[1] = endY1;
	endSize2_[0] = endX2; endSize2_[1] = endY2;
}

void ParticleEmitter::setGravity(Vector gravity)
{
	gravity_ = gravity;
}

void ParticleEmitter::setAdditiveTexture(bool additiveTexture)
{
	additiveTexture_ = additiveTexture;
}

void ParticleEmitter::setWindAffect(bool windAffect)
{
	windAffect_ = windAffect;
}

void ParticleEmitter::setAttributes(
	float life1, float life2,
	float mass1, float mass2,
	float friction1, float friction2,
	Vector velocity1, Vector velocity2,
	Vector startColor1, float startAlpha1,
	Vector startColor2, float startAlpha2,
	Vector endColor1, float endAlpha1,
	Vector endColor2, float endAlpha2,
	float startX1, float startY1,
	float startX2, float startY2,
	float endX1, float endY1,
	float endX2, float endY2,
	Vector gravity,
	bool additiveTexture,
	bool windAffect)
{
	setLife(life1, life2);
	setMass(mass1, mass2);
	setFriction(friction1, friction2);
	setVelocity(velocity1, velocity2);
	setStartColor(startColor1, startAlpha1,
		startColor2, startAlpha2);
	setEndColor(endColor1, endAlpha1,
		endColor2, endAlpha2);
	setStartSize(startX1, startY1,
		startX2, startY2);
	setEndSize(endX1, endY1,
		endX2, endY2);
	setGravity(gravity);
	setAdditiveTexture(additiveTexture);
	setWindAffect(windAffect);
}

void ParticleEmitter::createDefaultParticle(Particle &particle)
{
	float life = randomScalar(life1_, life2_);
	float mass = randomScalar(mass1_, mass2_);
	float friction = randomScalar(friction1_, friction2_);
	float alpha = randomScalar(startAlpha1_, startAlpha2_);
	float alphac = randomCounterScalar(alpha, endAlpha1_, endAlpha2_, life);

	Vector velocity;
	randomVector(velocity, velocity1_, velocity2_);
	Vector color, colorc;
	randomVector(color, startColor1_, startColor2_);
	randomCounterVector(colorc, color, endColor1_, endColor2_, life);
	Vector size, sizec;
	randomVector(size, startSize1_, startSize2_);
	randomCounterVector(sizec, size, endSize1_, endSize2_, life);

	particle.setParticle(life, mass, 
		friction, velocity, gravity_,
		color, colorc, 
		size, sizec, 
		alpha, alphac,
		additiveTexture_,
		windAffect_);
}

void ParticleEmitter::emitLinear(int number, 
	Vector &position1, Vector &position2,
	ParticleEngine &engine,
	ParticleRenderer *renderer)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		Vector position;
		randomVector(position, position1, position2);

		createDefaultParticle(*particle);
		particle->texture_ = &ExplosionTextures::instance()->particleTexture;
		particle->position_ = position;
		particle->renderer_ = renderer;
	}
}

void ParticleEmitter::emitExplosionRing(int number,
	Vector &position,
	ParticleEngine &engine,
	ParticleRenderer *renderer)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		Vector velocity;
		float ang = RAND * 2.0f * 3.14f;
		float speed = 45.0f;
		velocity[0] = getFastSin(ang) * speed;
		velocity[1] = getFastCos(ang) * speed;
		velocity[2] = 0.0f;

		particle->texture_ = &ExplosionTextures::instance()->particleTexture;
		particle->velocity_ = velocity;
		particle->position_ = position;
		particle->renderer_ = renderer;
	}
}

void ParticleEmitter::emitDebris(int number,
	Vector &position,
	ParticleEngine &engine)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		float direction = RAND * 3.14f * 2.0f;
		float speed = RAND * 25.0f + 5.0f;
		float height = RAND * 25.0f + 15.0f;
		Vector velocity(getFastSin(direction) * speed, 
			getFastCos(direction) * speed, height);

		if (RAND > 0.5f)
		{
			DebrisActionRenderer *debris = new DebrisActionRenderer;
			particle->velocity_ = velocity;
			particle->position_ = position;
			particle->renderer_ = ParticleRendererDebris::getInstance();
			particle->userData_ = debris;
		}
		else
		{
			SmokeActionRenderer *smoke = new SmokeActionRenderer;
			particle->velocity_ = velocity;
			particle->position_ = position;
			particle->renderer_ = ParticleRendererSmoke::getInstance();
			particle->userData_ = smoke;
		}
	}
}

void ParticleEmitter::emitSmoke(int number,
	Vector &position,
	ParticleEngine &engine)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		particle->position_ = position;
		particle->renderer_ = ParticleRendererQuads::getInstance();
		particle->texture_ = &ExplosionTextures::instance()->smokeTexture;
		particle->shadow_ = (RAND > 0.25f);
		particle->textureCoord_ = (int) (RAND * 4.0f);
	}
}

void ParticleEmitter::emitNapalm(
	Vector &position,
	ParticleEngine &engine,
	GLTextureSet *set)
{
	Particle *particle = engine.getNextAliveParticle();
	if (!particle) return;

	createDefaultParticle(*particle);

	particle->position_ = position;
	particle->renderer_ = ParticleRendererNapalm::getInstance();
	particle->textureCoord_ = 0;
	particle->userData_ = new NapalmRenderer(set);
}

void ParticleEmitter::emitSpray(
	Vector &position,
	ParticleEngine &engine,
	float width,
	GLTexture *texture)
{
	for (int i=0; i<6 + int(width) * 2; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		float rotation = RAND * 2.0f * 3.14f;
		float x = sinf(rotation);
		float y = cosf(rotation);
		Vector pos = position;
		pos[0] += (x * width * RAND);
		pos[1] += (y * width * RAND);
		Vector velocity;
		velocity[0] = (x * RAND) / 10.0f;
		velocity[1] = (y * RAND) / 10.0f;
		velocity[2] = 25.0f * RAND + 15.0f;

		particle->texture_ = texture;
		particle->velocity_ = velocity;
		particle->position_ = pos;
		particle->renderer_ = ParticleRendererQuads::getInstance();
		particle->textureCoord_ = (int) (RAND * 4.0f);
	}
}

void ParticleEmitter::emitTalk(
	Vector &position,
	ParticleEngine &engine)
{
	Particle *particle = engine.getNextAliveParticle();
	if (!particle) return;

	createDefaultParticle(*particle);

	particle->position_ = position;
	particle->renderer_ = ParticleRendererQuads::getInstance();
	particle->textureCoord_ = 0;
	particle->texture_ = &ExplosionTextures::instance()->talkTexture;
}

void ParticleEmitter::emitWallHit(
	Vector &position,
	ParticleEngine &engine,
	OptionsTransient::WallSide type)
{
	Particle *particle = engine.getNextAliveParticle();
	if (!particle) return;

	createDefaultParticle(*particle);

	particle->position_ = position;
	particle->renderer_ = ParticleRendererWall::getInstance();
	particle->userData_ = new WallActionRenderer(position, type);
}

void ParticleEmitter::emitTransport(
	Vector &position,
	ParticleEngine &engine,
	GLTextureSet *set)
{
	Particle *particle = engine.getNextAliveParticle();
	if (!particle) return;

	Vector velocity;
	createDefaultParticle(*particle);

	particle->position_ = position;
	particle->renderer_ = ParticleRendererQuads::getInstance();
	particle->textureCoord_ = 0;
	particle->textureSet_ = set;
}

void ParticleEmitter::emitExplosion(
	Vector &position,
	ParticleEngine &engine,
	float width,
	GLTextureSet *set,
	bool animate)
{
	for (int i=0; i<int(width) * 4; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		float randRotXY = (RAND * TWOPI);
		float randRotXZ = (RAND * TWOPI);
		float cosRandRotXZ = (float) cos(randRotXZ);
		Vector velocity;
		velocity[0] = float(sin(randRotXY) * cosRandRotXZ);
		velocity[1] = float(cos(randRotXY) * cosRandRotXZ);
		velocity[2] = float(sin(randRotXZ));
		velocity *= (width * 2.5f);

		float size = RAND * width * 2.0f + 2.0f;

		setEndSize(size, size, size, size);

		createDefaultParticle(*particle);

		particle->velocity_ = velocity;
		particle->position_ = position;
		particle->renderer_ = ParticleRendererQuads::getInstance();
		particle->textureCoord_ = int(RAND * 4.0f);
		if (animate)
		{
			particle->textureSet_ = set;
		}
		else
		{
			int index = MIN(int(RAND * (set->getNoTextures() - 1)), set->getNoTextures() - 1);
			particle->texture_ = set->getTexture(index);
		}
	}
}

void ParticleEmitter::emitMushroom(
	Vector &position,
	ParticleEngine &engine,
	int number,
	float width)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		particle->position_ = position;
		particle->renderer_ = ParticleRendererMushroom::getInstance();
		particle->textureCoord_ = int(RAND * 4.0f);
		particle->texture_ = &ExplosionTextures::instance()->smokeTexture;
		particle->shadow_ = (RAND > 0.80f);
		particle->userData_ = new ExplosionNukeRendererEntry(position, width);
	}
}

void ParticleEmitter::emitPrecipitation(
	Vector &position,
	ParticleEngine &engine,
	int number,
	bool rain)
{
	for (int i=0; i<number; i++)
	{
		Particle *particle = engine.getNextAliveParticle();
		if (!particle) return;

		createDefaultParticle(*particle);

		if (rain)
		{
			particle->texture_ = &ExplosionTextures::instance()->rainTexture;
			particle->renderer_ = ParticleRendererRain::getInstance();
		}
		else
		{
			particle->texture_ = &ExplosionTextures::instance()->snowTexture;
			particle->renderer_ = ParticleRendererSnow::getInstance();
		}
		particle->position_[0] = position[0] + RAND * 400.0f - 200.0f;
		particle->position_[1] = position[1] + RAND * 400.0f - 200.0f;
		particle->position_[2] = 180.0f;
		particle->shadow_ = false;
	}
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h