234 lines
7.5 KiB
C++
234 lines
7.5 KiB
C++
#include <osgParticle/Particle>
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#include <osgParticle/LinearInterpolator>
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#include <osgParticle/ParticleSystem>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Matrix>
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#include <osg/GL>
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#include <osg/Notify>
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namespace
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{
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const float cosPI3 = cosf(osg::PI / 3.0f);
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const float sinPI3 = sinf(osg::PI / 3.0f);
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const float hex_texcoord_x1 = 0.5f + 0.5f * cosPI3;
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const float hex_texcoord_x2 = 0.5f - 0.5f * cosPI3;
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const float hex_texcoord_y1 = 0.5f + 0.5f * sinPI3;
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const float hex_texcoord_y2 = 0.5f - 0.5f * sinPI3;
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}
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osgParticle::Particle::Particle()
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: _shape(QUAD),
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_sr(0.2f, 0.2f),
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_ar(1, 0),
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_cr(osg::Vec4(1, 1, 1, 1), osg::Vec4(1, 1, 1, 1)),
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_si(new LinearInterpolator),
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_ai(new LinearInterpolator),
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_ci(new LinearInterpolator),
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_alive(true),
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_mustdie(false),
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_lifeTime(2),
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_radius(0.2f),
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_mass(0.1f),
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_massinv(10.0f),
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_prev_pos(0, 0, 0),
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_position(0, 0, 0),
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_velocity(0, 0, 0),
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_prev_angle(0, 0, 0),
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_angle(0, 0, 0),
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_angul_arvel(0, 0, 0),
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_t0(0),
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_current_size(0),
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_current_alpha(0),
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_s_tile(1.0f),
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_t_tile(1.0f),
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_num_tile(1),
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_cur_tile(-1),
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_s_coord(0.0f),
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_t_coord(0.0f),
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_previousParticle(INVALID_INDEX),
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_nextParticle(INVALID_INDEX)
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{
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}
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bool osgParticle::Particle::update(double dt)
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{
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// this method should return false when the particle dies;
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// so, if we were instructed to die, do it now and return.
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if (_mustdie) {
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_alive = false;
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return false;
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}
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double x = 0;
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// if we don't live forever, compute our normalized age.
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if (_lifeTime > 0) {
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x = _t0 / _lifeTime;
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}
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_t0 += dt;
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// if our age is over the lifetime limit, then die and return.
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if (x > 1) {
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_alive = false;
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return false;
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}
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//Compute the current texture tile based on our normalized age
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int currentTile = static_cast<int>(x * _num_tile);
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//If the current texture tile is different from previous, then compute new texture coords
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if(currentTile != _cur_tile)
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{
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_cur_tile = currentTile;
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_s_coord = _s_tile * fmod(_cur_tile , 1.0 / _s_tile);
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_t_coord = 1.0 - _t_tile * (static_cast<int>(_cur_tile * _t_tile) + 1);
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// osg::notify(osg::NOTICE)<<this<<" setting tex coords "<<_s_coord<<" "<<_t_coord<<std::endl;
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}
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// compute the current values for size, alpha and color.
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if (_lifeTime <= 0) {
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if (dt == _t0) {
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_current_size = _sr.get_random();
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_current_alpha = _ar.get_random();
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_current_color = _cr.get_random();
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}
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} else {
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_current_size = _si.get()->interpolate(x, _sr);
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_current_alpha = _ai.get()->interpolate(x, _ar);
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_current_color = _ci.get()->interpolate(x, _cr);
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}
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// update position
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_prev_pos = _position;
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_position += _velocity * dt;
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// update angle
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_prev_angle = _angle;
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_angle += _angul_arvel * dt;
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if (_angle.x() > osg::PI*2) _angle.x() -= osg::PI*2;
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if (_angle.x() < -osg::PI*2) _angle.x() += osg::PI*2;
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if (_angle.y() > osg::PI*2) _angle.y() -= osg::PI*2;
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if (_angle.y() < -osg::PI*2) _angle.y() += osg::PI*2;
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if (_angle.z() > osg::PI*2) _angle.z() -= osg::PI*2;
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if (_angle.z() < -osg::PI*2) _angle.z() += osg::PI*2;
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return true;
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}
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void osgParticle::Particle::render(osg::GLBeginEndAdapter* gl, const osg::Vec3& xpos, const osg::Vec3& px, const osg::Vec3& py, float scale) const
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{
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gl->Color4f( _current_color.x(),
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_current_color.y(),
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_current_color.z(),
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_current_color.w() * _current_alpha);
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osg::Vec3 p1(px * _current_size * scale);
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osg::Vec3 p2(py * _current_size * scale);
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switch (_shape)
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{
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case POINT:
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gl->Vertex3f(xpos.x(), xpos.y(), xpos.z());
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break;
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case QUAD:
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gl->TexCoord2f(_s_coord, _t_coord);
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gl->Vertex3fv((xpos-(p1+p2)).ptr());
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gl->TexCoord2f(_s_coord+_s_tile, _t_coord);
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gl->Vertex3fv((xpos+(p1-p2)).ptr());
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gl->TexCoord2f(_s_coord+_s_tile, _t_coord+_t_tile);
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gl->Vertex3fv((xpos+(p1+p2)).ptr());
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gl->TexCoord2f(_s_coord, _t_coord+_t_tile);
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gl->Vertex3fv((xpos-(p1-p2)).ptr());
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break;
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case QUAD_TRIANGLESTRIP:
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gl->PushMatrix();
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gl->Translatef(xpos.x(), xpos.y(), xpos.z());
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// we must gl.Begin() and gl.End() here, because each particle is a single strip
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gl->Begin(GL_TRIANGLE_STRIP);
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gl->TexCoord2f(_s_coord+_s_tile, _t_coord+_t_tile);
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gl->Vertex3fv((p1+p2).ptr());
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gl->TexCoord2f(_s_coord, _t_coord+_t_tile);
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gl->Vertex3fv((-p1+p2).ptr());
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gl->TexCoord2f(_s_coord+_s_tile, _t_coord);
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gl->Vertex3fv((p1-p2).ptr());
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gl->TexCoord2f(_s_coord, _t_coord);
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gl->Vertex3fv((-p1-p2).ptr());
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gl->End();
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gl->PopMatrix();
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break;
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case HEXAGON:
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gl->PushMatrix();
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gl->Translatef(xpos.x(), xpos.y(), xpos.z());
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// we must gl.Begin() and gl.End() here, because each particle is a single fan
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gl->Begin(GL_TRIANGLE_FAN);
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gl->TexCoord2f(_s_coord + _s_tile * 0.5f, _t_coord + _t_tile * 0.5f);
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gl->Vertex3f(0,0,0);
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gl->TexCoord2f(_s_coord + _s_tile * hex_texcoord_x1, _t_coord + _t_tile * hex_texcoord_y1);
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gl->Vertex3fv((p1*cosPI3+p2*sinPI3).ptr());
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gl->TexCoord2f(_s_coord + _s_tile * hex_texcoord_x2, _t_coord + _t_tile * hex_texcoord_y1);
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gl->Vertex3fv((-p1*cosPI3+p2*sinPI3).ptr());
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gl->TexCoord2f(_s_coord, _t_coord + _t_tile * 0.5f);
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gl->Vertex3fv((-p1).ptr());
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gl->TexCoord2f(_s_coord + _s_tile * hex_texcoord_x2, _t_coord + _t_tile * hex_texcoord_y2);
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gl->Vertex3fv((-p1*cosPI3-p2*sinPI3).ptr());
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gl->TexCoord2f(_s_coord + _s_tile * hex_texcoord_x1, _t_coord + _t_tile * hex_texcoord_y2);
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gl->Vertex3fv((p1*cosPI3-p2*sinPI3).ptr());
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gl->TexCoord2f(_s_coord + _s_tile, _t_coord + _t_tile * 0.5f);
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gl->Vertex3fv((p1).ptr());
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gl->TexCoord2f(_s_coord + _s_tile * hex_texcoord_x1, _t_coord + _t_tile * hex_texcoord_y1);
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gl->Vertex3fv((p1*cosPI3+p2*sinPI3).ptr());
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gl->End();
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break;
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case LINE:
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{
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// Get the normalized direction of the particle, to be used in the
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// calculation of one of the linesegment endpoints.
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float vl = _velocity.length();
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if (vl != 0) {
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osg::Vec3 v = _velocity * _current_size * scale / vl;
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gl->TexCoord1f(0);
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gl->Vertex3f(xpos.x(), xpos.y(), xpos.z());
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gl->TexCoord1f(1);
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gl->Vertex3f(xpos.x() + v.x(), xpos.y() + v.y(), xpos.z() + v.z());
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}
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}
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break;
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default:
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osg::notify(osg::WARN) << "Invalid shape for particles\n";
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}
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}
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void osgParticle::Particle::setUpTexCoordsAsPartOfConnectedParticleSystem(ParticleSystem* ps)
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{
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if (getPreviousParticle()!=Particle::INVALID_INDEX)
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{
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update(0.0);
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Particle* previousParticle = ps->getParticle(getPreviousParticle());
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const osg::Vec3& previousPosition = previousParticle->getPosition();
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const osg::Vec3& newPosition = getPosition();
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float distance = (newPosition-previousPosition).length();
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float s_coord_delta = 0.5f*distance/getCurrentSize();
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float s_coord = previousParticle->_s_coord + s_coord_delta;
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setTextureTile(1,1,0);
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_cur_tile = 0;
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_s_coord = s_coord;
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_t_coord = 0.0f;
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}
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}
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