// // ParticleSystem.cpp // hifi // // Created by Jeffrey on July 10, 2013 // #include #include "InterfaceConfig.h" #include #include "ParticleSystem.h" ParticleSystem::ParticleSystem() { _numberOfParticles = 1500; assert(_numberOfParticles <= MAX_PARTICLES); _bounce = 0.9f; _timer = 0.0f; _airFriction = 6.0f; _jitter = 0.1f; _homeAttraction = 0.0f; _tornadoForce = 0.0f; _neighborAttraction = 0.02f; _neighborRepulsion = 0.9f; _tornadoAxis = glm::normalize(glm::vec3(0.1f, 1.0f, 0.1f)); _home = glm::vec3(5.0f, 1.0f, 5.0f); _TEST_bigSphereRadius = 0.5f; _TEST_bigSpherePosition = glm::vec3( 5.0f, _TEST_bigSphereRadius, 5.0f); for (unsigned int p = 0; p < _numberOfParticles; p++) { _particle[p].position = _home; _particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f); float red = 0.5f + 0.5f * sinf(((float)p / (float)_numberOfParticles) * 3.141592 * 2.0f); float green = 0.3f + 0.3f * sinf(((float)p / (float)_numberOfParticles) * 3.141592 * 2.0f); float blue = 0.2f - 0.2f * sinf(((float)p / (float)_numberOfParticles) * 3.141592 * 2.0f); _particle[p].color = glm::vec3(red, green, blue); _particle[p].age = 0; _particle[p].radius = 0.01f; } } void ParticleSystem::simulate(float deltaTime) { _timer += deltaTime; _gravity = 0.01f + 0.01f * sinf( _timer * 0.52f ); _airFriction = 3.0f + 2.0f * sinf( _timer * 0.32f ); _jitter = 0.05f + 0.05f * sinf( _timer * 0.42f ); _homeAttraction = 0.01f + 0.01f * cosf( _timer * 0.6f ); _tornadoForce = 0.0f + 0.03f * sinf( _timer * 0.7f ); _neighborAttraction = 0.1f + 0.1f * cosf( _timer * 0.8f ); _neighborRepulsion = 0.4f + 0.3f * sinf( _timer * 0.4f ); _tornadoAxis = glm::vec3 ( 0.0f + 0.5f * sinf( _timer * 0.55f ), 1.0f, 0.0f + 0.5f * cosf( _timer * 0.75f ) ); for (unsigned int p = 0; p < _numberOfParticles; p++) { // apply random jitter _particle[p].velocity += glm::vec3 ( -_jitter * ONE_HALF + _jitter * randFloat(), -_jitter * ONE_HALF + _jitter * randFloat(), -_jitter * ONE_HALF + _jitter * randFloat() ) * deltaTime; // apply attraction to home position glm::vec3 vectorToHome = _home - _particle[p].position; _particle[p].velocity += vectorToHome * _homeAttraction * deltaTime; // apply neighbor attraction int neighbor = p + 1; if (neighbor == _numberOfParticles ) { neighbor = 0; } glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position; _particle[p].velocity -= vectorToNeighbor * _neighborAttraction * deltaTime; float distanceToNeighbor = glm::length(vectorToNeighbor); if (distanceToNeighbor > 0.0f) { _particle[neighbor].velocity += (vectorToNeighbor / ( 1.0f + distanceToNeighbor * distanceToNeighbor)) * _neighborRepulsion * deltaTime; } // apply tornado force glm::vec3 tornadoDirection = glm::cross(vectorToHome, _tornadoAxis); _particle[p].velocity += tornadoDirection * _tornadoForce * deltaTime; // apply air friction float drag = 1.0 - _airFriction * deltaTime; if (drag < 0.0f) { _particle[p].velocity = glm::vec3(0.0f, 0.0f, 0.0f); } else { _particle[p].velocity *= drag; } // apply gravity _particle[p].velocity.y -= _gravity * deltaTime; // update position by velocity _particle[p].position += _particle[p].velocity; // collision with ground if (_particle[p].position.y < _particle[p].radius) { _particle[p].position.y = _particle[p].radius; if (_particle[p].velocity.y < 0.0f) { _particle[p].velocity.y *= -_bounce; } } // collision with sphere glm::vec3 vectorToSphereCenter = _TEST_bigSpherePosition - _particle[p].position; float distanceToSphereCenter = glm::length(vectorToSphereCenter); float combinedRadius = _TEST_bigSphereRadius + _particle[p].radius; if (distanceToSphereCenter < combinedRadius) { if (distanceToSphereCenter > 0.0f){ glm::vec3 directionToSphereCenter = vectorToSphereCenter / distanceToSphereCenter; _particle[p].position = _TEST_bigSpherePosition - directionToSphereCenter * combinedRadius; //_particle[p].velocity.y += 0.005f; } } } } void ParticleSystem::render() { for (unsigned int p = 0; p < _numberOfParticles; p++) { glColor3f(_particle[p].color.x, _particle[p].color.y, _particle[p].color.z); glPushMatrix(); glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z); glutSolidSphere(_particle[p].radius, 6, 6); glPopMatrix(); // render velocity lines glColor4f( _particle[p].color.x, _particle[p].color.y, _particle[p].color.z, 0.5f); glm::vec3 end = _particle[p].position - _particle[p].velocity * 2.0f; glBegin(GL_LINES); glVertex3f(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z); glVertex3f(end.x, end.y, end.z); glEnd(); } }