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ParticleEngine.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 <graph/ParticleEngine.h>
#include <graph/OptionsDisplay.h>
#include <common/OptionsTransient.h>
#include <client/ScorchedClient.h>
#include <GLEXT/GLState.h>
#include <GLEXT/GLCamera.h>
#include <algorithm>

float ParticleEngine::speed_ = 1.0f;

ParticleEngine::ParticleEngine(GLCamera *camera, 
	unsigned int maxParticles) :
	GameStateI("ParticleEngine"),
	camera_(camera),
	particlesOnScreen_(0), particles_(0), 
	freeParticles_(0), usedParticles_(0),
	totalTime_(0.0f), allowSorting_(true)
{
	setMaxParticles(maxParticles);
}

ParticleEngine::~ParticleEngine()
{
	delete [] particles_;
	delete [] freeParticles_;
	delete [] usedParticles_;
	particles_ = 0;
	freeParticles_ = 0;
	usedParticles_ = 0;
}

void ParticleEngine::setMaxParticles(unsigned int maxParticles)
{
	maxParticles_ = maxParticles;
	delete [] particles_;
	delete [] freeParticles_;
	delete [] usedParticles_;
	freeParticles_ = new Particle*[maxParticles];
	particles_  = new Particle[maxParticles];
	usedParticles_ = new Particle*[maxParticles];

	killAll();
}

unsigned int ParticleEngine::getMaxParticles()
{
	return maxParticles_;
}

unsigned int ParticleEngine::getParticlesOnScreen()
{
	return particlesOnScreen_;
}

void ParticleEngine::killAll()
{
	for (unsigned int i=0; i<maxParticles_; i++)
	{
		Particle &particle = particles_[i];
		particle.engine_ = this;
		if (particle.life_ > 0.0f)
		{
			if (particle.renderer_)
			{
				particle.renderer_->recycleParticle(particle);
			}

			particle.unsetParticle();
			particle.life_ = -1.0f;
		}

		freeParticles_[i] = &particles_[i];
	}
	particlesOnScreen_ = 0;
}

void ParticleEngine::draw(const unsigned state)
{
	if (OptionsDisplay::instance()->getNoDrawParticles()) return;

	GLState glstate(GLState::TEXTURE_ON | GLState::BLEND_ON | GLState::DEPTH_ON);
	glDepthMask(GL_FALSE);
	
	for (unsigned int i=0; i<particlesOnScreen_; i++)
	{
		Particle *particle = usedParticles_[i];
		if (particle->renderer_ &&
			particle->simulated_)
		{
			particle->renderer_->renderParticle(*particle);
		}
	}

	glDepthMask(GL_TRUE);
}

static inline bool lt_distance(Particle *o1, Particle *o2) 
{ 
	return o1->distance_ > o2->distance_;
}

static inline float approx_distance(float  dx, float dy, float dz, float w)
{
	float approx = (dx * dx) + (dy * dy) + (dz * dz);
	return approx;
}

void ParticleEngine::simulate(const unsigned state, float time)
{
	if (speed_ != 1.0f) time *= speed_;

	const float StepTime = 0.05f;
	totalTime_ += time;
	while (totalTime_ > StepTime)
	{
		totalTime_ -= StepTime;
		normalizedSimulate(StepTime);
	}
}

void ParticleEngine::normalizedSimulate(float time)
{
	Vector momentum;
	Vector &cameraPos = camera_->getCurrentPos();

	unsigned int currentParticles = particlesOnScreen_;
	unsigned int putPos = 0;
	for (unsigned int i=0; i<currentParticles; i++)
	{
		Particle *particle = usedParticles_[i];

		particle->life_ -= time;
		if (particle->life_ > 0.0f)
		{
			particle->simulated_ = true;
			momentum = particle->velocity_ * particle->mass_;

			//update the particle's position
			particle->position_ += momentum * time;
			
			//interpolate the color, alpha value, and size
			particle->color_ += particle->colorCounter_ * time;
			particle->alpha_ += particle->alphaCounter_ * time;
			particle->size_ += particle->sizeCounter_ * time;
			particle->percent_ += particle->percentCounter_ * time;

			// now its time for the external forces to take their toll
			particle->velocity_ *= 1.0f - (particle->friction_ * time);
			particle->velocity_ += particle->gravity_ * time * time;

			// Wind
			if (particle->windAffect_)
			{
				particle->velocity_ += ScorchedClient::instance()->getOptionsTransient().getWindDirection() * 
					ScorchedClient::instance()->getOptionsTransient().getWindSpeed() * 80.0f * time * time;
			}

			// Simulate the particle
			if (particle->renderer_ && 
				!OptionsDisplay::instance()->getNoSimulateParticles())
			{
				particle->renderer_->simulateParticle(*particle, time);
			}
			particle->distance_ = approx_distance(
				cameraPos[0] - particle->position_[0],
				cameraPos[1] - particle->position_[1],
				cameraPos[2] - particle->position_[2],
				particle->size_[0]);

			usedParticles_[putPos] = particle;
			putPos++;
		}
		else
		{
			if (particle->renderer_)
			{
				particle->renderer_->recycleParticle(*particle);
			}

			particlesOnScreen_--;
			freeParticles_[particlesOnScreen_] = particle;
			particle->unsetParticle();
		}
	}

	if (allowSorting_ &&
		!OptionsDisplay::instance()->getNoDepthSorting() &&
		particlesOnScreen_ > 0)
	{
		// sort by distance
		std::sort(usedParticles_, usedParticles_ + particlesOnScreen_, lt_distance);
	}
}

Particle *ParticleEngine::getNextAliveParticle()
{
	Particle *particle = 0;
	if (particlesOnScreen_ < maxParticles_)
	{
		particle = freeParticles_[particlesOnScreen_];
		usedParticles_[particlesOnScreen_] = particle;
		particlesOnScreen_ ++;	
	}

	return particle;
}





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