Files
OpenSceneGraph/src/osgParticle/ModularEmitter.cpp

106 lines
4.0 KiB
C++

#include <osgParticle/ModularEmitter>
#include <osgParticle/Emitter>
#include <osgParticle/ConnectedParticleSystem>
#include <osg/Notify>
osgParticle::ModularEmitter::ModularEmitter()
: Emitter(),
_numParticleToCreateMovementCompensationRatio(0.0f),
_counter(new RandomRateCounter),
_placer(new PointPlacer),
_shooter(new RadialShooter)
{
}
osgParticle::ModularEmitter::ModularEmitter(const ModularEmitter& copy, const osg::CopyOp& copyop):
Emitter(copy, copyop),
_numParticleToCreateMovementCompensationRatio(copy._numParticleToCreateMovementCompensationRatio),
_counter(static_cast<Counter *>(copyop(copy._counter.get()))),
_placer(static_cast<Placer *>(copyop(copy._placer.get()))),
_shooter(static_cast<Shooter *>(copyop(copy._shooter.get())))
{
}
void osgParticle::ModularEmitter::emit(double dt)
{
ConnectedParticleSystem* cps = dynamic_cast<ConnectedParticleSystem*>(getParticleSystem());
osg::Matrix worldToPs;
osg::MatrixList worldMats = getParticleSystem()->getWorldMatrices();
if (!worldMats.empty())
{
const osg::Matrix psToWorld = worldMats[0];
worldToPs = osg::Matrix::inverse(psToWorld);
}
if (getReferenceFrame() == RELATIVE_RF)
{
const osg::Matrix& ltw = getLocalToWorldMatrix();
const osg::Matrix& previous_ltw = getPreviousLocalToWorldMatrix();
const osg::Matrix emitterToPs = ltw * worldToPs;
const osg::Matrix prevEmitterToPs = previous_ltw * worldToPs;
int n = _counter->numParticlesToCreate(dt);
if (_numParticleToCreateMovementCompensationRatio>0.0f)
{
// compute the distance moved between frames
const osg::Vec3d controlPosition
= osg::Vec3d(_placer->getControlPosition());
osg::Vec3d previousPosition = controlPosition * previous_ltw;
osg::Vec3d currentPosition = controlPosition * ltw;
float distance = (currentPosition-previousPosition).length();
float size = getUseDefaultTemplate() ?
getParticleSystem()->getDefaultParticleTemplate().getSizeRange().minimum :
getParticleTemplate().getSizeRange().minimum;
float num_extra_samples = _numParticleToCreateMovementCompensationRatio*distance/size;
float rounded_down = floor(num_extra_samples);
float remainder = num_extra_samples-rounded_down;
n = osg::maximum(n, int(rounded_down) + (((float) rand() < remainder * (float)RAND_MAX) ? 1 : 0));
}
for (int i=0; i<n; ++i)
{
Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()? 0: &getParticleTemplate());
if (P)
{
_placer->place(P);
_shooter->shoot(P);
// Now need to transform the position and velocity because we having a moving model.
float r = ((float)rand()/(float)RAND_MAX);
P->transformPositionVelocity(emitterToPs, prevEmitterToPs, r);
//P->transformPositionVelocity(ltw);
if (cps) P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps);
}
else
{
osg::notify(osg::NOTICE)<<"run out of particle"<<std::endl;
}
}
}
else
{
int n = _counter->numParticlesToCreate(dt);
for (int i=0; i<n; ++i)
{
Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()? 0: &getParticleTemplate());
if (P)
{
_placer->place(P);
P->setPosition(P->getPosition() * worldToPs);
_shooter->shoot(P);
P->setVelocity(osg::Matrix::transform3x3(P->getVelocity(),
worldToPs));
if (cps) P->setUpTexCoordsAsPartOfConnectedParticleSystem(cps);
}
}
}
}