From Martin Scheffler, "osgParticle: method to set start and end tile for particle texture (for animated particles). I also updated examples/osgParticle to show the feature.
The texture in data/Images should be copied to osg-data. I created the texture myself with the help of an explosion generator, so no license issues there. "
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@@ -323,6 +323,121 @@ osgParticle::ParticleSystem *create_complex_particle_system(osg::Group *root)
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}
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//////////////////////////////////////////////////////////////////////////////
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// ANIMATED PARTICLE SYSTEM CREATION
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//////////////////////////////////////////////////////////////////////////////
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osgParticle::ParticleSystem *create_animated_particle_system(osg::Group *root)
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{
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// Now we will create a particle system that uses two emitters to
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// display two animated particles, one showing an explosion, the other
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// a smoke cloud. A particle system can only use one texture, so
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// the animations for both particles are stored in a single bitmap.
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// The frames of the animation are stored in tiles. For each particle
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// template, the start and end tile of their animation have to be given.
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// The example file used here has 64 tiles, stored in eight rows with
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// eight images each.
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// First create a prototype for the explosion particle.
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osgParticle::Particle pexplosion;
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// The frames of the explosion particle are played from birth to
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// death of the particle. So if lifetime is one second, all 16 images
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// of the particle are shown in this second.
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pexplosion.setLifeTime(1);
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// some other particle properties just as in the last example.
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pexplosion.setSizeRange(osgParticle::rangef(0.75f, 3.0f));
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pexplosion.setAlphaRange(osgParticle::rangef(0.5f, 1.0f));
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pexplosion.setColorRange(osgParticle::rangev4(
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osg::Vec4(1, 1, 1, 1),
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osg::Vec4(1, 1, 1, 1)));
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pexplosion.setRadius(0.05f);
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pexplosion.setMass(0.05f);
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// This command sets the animation tiles to be shown for the particle.
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// The first two parameters define the tile layout of the texture image.
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// 8, 8 means the texture has eight rows of tiles with eight columns each.
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// 0, 15 defines the start and end tile
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pexplosion.setTextureTileRange(8, 8, 0, 15);
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// The smoke particle is just the same, only plays another tile range.
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osgParticle::Particle psmoke = pexplosion;
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psmoke.setTextureTileRange(8, 8, 32, 45);
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// Create a single particle system for both particle types
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osgParticle::ParticleSystem *ps = new osgParticle::ParticleSystem;
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// Assign the tiled texture
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ps->setDefaultAttributes("Images/fireparticle8x8.png", false, false);
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// Create two emitters, one for the explosions, one for the smoke balls.
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osgParticle::ModularEmitter *emitter1 = new osgParticle::ModularEmitter;
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emitter1->setParticleSystem(ps);
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emitter1->setParticleTemplate(pexplosion);
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osgParticle::ModularEmitter *emitter2 = new osgParticle::ModularEmitter;
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emitter2->setParticleSystem(ps);
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emitter2->setParticleTemplate(psmoke);
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// create a counter each. We could reuse the counter for both emitters, but
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// then we could not control the ratio of smoke balls to explosions
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osgParticle::RandomRateCounter *counter1 = new osgParticle::RandomRateCounter;
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counter1->setRateRange(10, 10);
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emitter1->setCounter(counter1);
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osgParticle::RandomRateCounter *counter2 = new osgParticle::RandomRateCounter;
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counter2->setRateRange(3, 4);
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emitter2->setCounter(counter2);
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// setup a single placer for both emitters.
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osgParticle::SectorPlacer *placer = new osgParticle::SectorPlacer;
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placer->setCenter(-8, 0, 0);
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placer->setRadiusRange(2.5, 5);
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placer->setPhiRange(0, 2 * osg::PI); // 360<36> angle to make a circle
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emitter1->setPlacer(placer);
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emitter2->setPlacer(placer);
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// the shooter is reused for both emitters
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osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter;
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shooter->setInitialSpeedRange(0, 0);
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// give particles a little spin
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shooter->setInitialRotationalSpeedRange(osgParticle::rangev3(
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osg::Vec3(0, 0, -1),
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osg::Vec3(0, 0, 1)));
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emitter1->setShooter(shooter);
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emitter2->setShooter(shooter);
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// add both emitters to the scene graph
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root->addChild(emitter1);
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root->addChild(emitter2);
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// create a program, just as before
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osgParticle::ModularProgram *program = new osgParticle::ModularProgram;
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program->setParticleSystem(ps);
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// create an operator that moves the particles upwards
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osgParticle::AccelOperator *op1 = new osgParticle::AccelOperator;
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op1->setAcceleration(osg::Vec3(0, 0, 2.0f));
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program->addOperator(op1);
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// add the program to the scene graph
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root->addChild(program);
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// create a Geode to contain our particle system.
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osg::Geode *geode = new osg::Geode;
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geode->addDrawable(ps);
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// add the geode to the scene graph.
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root->addChild(geode);
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return ps;
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}
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//////////////////////////////////////////////////////////////////////////////
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// MAIN SCENE GRAPH BUILDING FUNCTION
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//////////////////////////////////////////////////////////////////////////////
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@@ -341,6 +456,7 @@ void build_world(osg::Group *root)
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osgParticle::ParticleSystem *ps1 = create_simple_particle_system(root);
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osgParticle::ParticleSystem *ps2 = create_complex_particle_system(root);
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osgParticle::ParticleSystem *ps3 = create_animated_particle_system(root);
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// Now that the particle systems and all other related objects have been
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// created, we have to add an "updater" node to the scene graph. This node
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@@ -349,6 +465,7 @@ void build_world(osg::Group *root)
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osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater;
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psu->addParticleSystem(ps1);
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psu->addParticleSystem(ps2);
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psu->addParticleSystem(ps3);
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// add the updater node to the scene graph
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root->addChild(psu);
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