Jeffrey Ventrellaclean up1d5bf2013 years agoHistory
454 lines · 17.7 KB · C++
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////  ParticleSystem.cpp//  hifi////  Created by Jeffrey on July 10, 2013// #include <glm/glm.hpp>#include "InterfaceConfig.h"#include <SharedUtil.h>#include "ParticleSystem.h"#include "Application.h" const float DEFAULT_PARTICLE_RADIUS            = 0.01f;const float DEFAULT_PARTICLE_BOUNCE            = 1.0f;const float DEFAULT_PARTICLE_AIR_FRICTION      = 2.0f;const float DEFAULT_PARTICLE_LIFESPAN          = 1.0f;const int   DEFAULT_PARTICLE_SPHERE_RESOLUTION = 6; ParticleSystem::ParticleSystem() {     _numEmitters  = 0;    _numParticles = 0;    _upDirection  = glm::vec3(0.0f, 1.0f, 0.0f); // default                for (unsigned int emitterIndex = 0; emitterIndex < MAX_EMITTERS; emitterIndex++) {                Emitter e = _emitter[emitterIndex];                e.position            = glm::vec3(0.0f, 0.0f, 0.0f);        e.direction           = glm::vec3(0.0f, 1.0f, 0.0f);        e.visible             = false;        e.particleResolution  = DEFAULT_PARTICLE_SPHERE_RESOLUTION;        e.particleLifespan    = DEFAULT_PARTICLE_LIFESPAN;        e.showingBaseParticle = false;        e.emitReserve         = 0.0;        e.thrust              = 0.0f;        e.rate                = 0.0f;        e.currentParticle     = 0;        e.particleRenderStyle = PARTICLE_RENDER_STYLE_SPHERE;                    for (int lifeStage = 0; lifeStage<NUM_PARTICLE_LIFE_STAGES; lifeStage++) {             ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];             a->radius                  = DEFAULT_PARTICLE_RADIUS;            a->color                   = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);            a->bounce                  = DEFAULT_PARTICLE_BOUNCE;            a->airFriction             = DEFAULT_PARTICLE_AIR_FRICTION;            a->gravity                 = 0.0f;            a->jitter                  = 0.0f;            a->emitterAttraction       = 0.0f;            a->tornadoForce            = 0.0f;            a->neighborAttraction      = 0.0f;            a->neighborRepulsion       = 0.0f;            a->collisionSphereRadius   = 0.0f;            a->collisionSpherePosition = glm::vec3(0.0f, 0.0f, 0.0f);            a->usingCollisionSphere    = false;        }    };          for (unsigned int p = 0; p < MAX_PARTICLES; p++) {        _particle[p].alive            = false;        _particle[p].age              = 0.0f;        _particle[p].radius           = 0.0f;        _particle[p].emitterIndex     = 0;        _particle[p].previousParticle = -1;        _particle[p].position         = glm::vec3(0.0f, 0.0f, 0.0f);        _particle[p].velocity         = glm::vec3(0.0f, 0.0f, 0.0f);    }    } int ParticleSystem::addEmitter() {     if (_numEmitters < MAX_EMITTERS) {        _numEmitters ++;        return _numEmitters - 1;    }        return -1;}  void ParticleSystem::simulate(float deltaTime) {        // emit particles    for (int e = 0; e < _numEmitters; e++) {                assert( e >= 0 );        assert( e <= MAX_EMITTERS );        assert( _emitter[e].rate >= 0 );                _emitter[e].emitReserve += _emitter[e].rate * deltaTime;            int numParticlesEmittedThisTime = (int)_emitter[e].emitReserve;                _emitter[e].emitReserve -= numParticlesEmittedThisTime;            for (int p = 0; p < numParticlesEmittedThisTime; p++) {            createParticle(e);        }    }     // update particles    for (unsigned int p = 0; p < _numParticles; p++) {        if (_particle[p].alive) {            if (_particle[p].age > _emitter[_particle[p].emitterIndex].particleLifespan) {                killParticle(p);            } else {                updateParticle(p, deltaTime);            }        }    }} void ParticleSystem::createParticle(int e) {            for (unsigned int p = 0; p < MAX_PARTICLES; p++) {        if (!_particle[p].alive) {                            _particle[p].emitterIndex     = e;                _particle[p].alive            = true;            _particle[p].age              = 0.0f;            _particle[p].velocity         = _emitter[e].direction * _emitter[e].thrust;            _particle[p].position         = _emitter[e].position;            _particle[p].radius           = _emitter[e].particleAttributes[0].radius;            _particle[p].color            = _emitter[e].particleAttributes[0].color;            _particle[p].previousParticle = -1;                        if ( _particle[_emitter[e].currentParticle].alive) {                            if (_particle[_emitter[e].currentParticle].emitterIndex == e ) {                    _particle[p].previousParticle = _emitter[e].currentParticle;                }            }                        _emitter[e].currentParticle = p;                        _numParticles ++;                                                assert(_numParticles <= MAX_PARTICLES);                        break;        }    }} void ParticleSystem::killParticle(int p) {     assert( p >= 0);    assert( p < MAX_PARTICLES);    assert( _numParticles > 0);     _particle[p].alive            = false;    _particle[p].previousParticle = -1;    _particle[p].position         = _emitter[_particle[p].emitterIndex].position;    _particle[p].velocity         = glm::vec3(0.0f, 0.0f, 0.0f);    _particle[p].age              = 0.0f;    _particle[p].emitterIndex     = -1;      _numParticles --; }  void ParticleSystem::setParticleAttributes(int emitterIndex, ParticleAttributes attributes) {     for (int lifeStage = 0; lifeStage < NUM_PARTICLE_LIFE_STAGES; lifeStage ++ ) {        setParticleAttributes(emitterIndex, (ParticleLifeStage)lifeStage, attributes);    }} void ParticleSystem::setParticleAttributes(int emitterIndex, ParticleLifeStage lifeStage, ParticleAttributes attributes) {     ParticleAttributes * a = &_emitter[emitterIndex].particleAttributes[lifeStage];        a->radius                  = attributes.radius;    a->color                   = attributes.color;    a->bounce                  = attributes.bounce;    a->gravity                 = attributes.gravity;    a->airFriction             = attributes.airFriction;    a->jitter                  = attributes.jitter;    a->emitterAttraction       = attributes.emitterAttraction;    a->tornadoForce            = attributes.tornadoForce;    a->neighborAttraction      = attributes.neighborAttraction;    a->neighborRepulsion       = attributes.neighborRepulsion;    a->usingCollisionSphere    = attributes.usingCollisionSphere;    a->collisionSpherePosition = attributes.collisionSpherePosition;    a->collisionSphereRadius   = attributes.collisionSphereRadius;}  void ParticleSystem::updateParticle(int p, float deltaTime) {     if (_emitter[_particle[p].emitterIndex].particleLifespan > 0.0) {         Emitter myEmitter = _emitter[_particle[p].emitterIndex];         assert(_particle[p].age <= myEmitter.particleLifespan);                float ageFraction = _particle[p].age / myEmitter.particleLifespan;                    int lifeStage = (int)( ageFraction * (NUM_PARTICLE_LIFE_STAGES-1) );         float lifeStageFraction = ageFraction * ( NUM_PARTICLE_LIFE_STAGES - 1 ) - lifeStage;                     _particle[p].radius        = myEmitter.particleAttributes[lifeStage  ].radius * (1.0f - lifeStageFraction)        + myEmitter.particleAttributes[lifeStage+1].radius * lifeStageFraction;         _particle[p].color        = myEmitter.particleAttributes[lifeStage  ].color * (1.0f - lifeStageFraction)        + myEmitter.particleAttributes[lifeStage+1].color * lifeStageFraction;                    // apply random jitter        float j = myEmitter.particleAttributes[lifeStage].jitter;        _particle[p].velocity +=         glm::vec3        (            -j * ONE_HALF + j * randFloat(),             -j * ONE_HALF + j * randFloat(),             -j * ONE_HALF + j * randFloat()        ) * deltaTime;                // apply attraction to home position        glm::vec3 vectorToHome = myEmitter.position - _particle[p].position;        _particle[p].velocity += vectorToHome * myEmitter.particleAttributes[lifeStage].emitterAttraction * deltaTime;                // apply neighbor attraction        int neighbor = p + 1;        if (neighbor == _numParticles ) {            neighbor = 0;        }                if ( _particle[neighbor].emitterIndex == _particle[p].emitterIndex) {            glm::vec3 vectorToNeighbor = _particle[p].position - _particle[neighbor].position;                    _particle[p].velocity -= vectorToNeighbor * myEmitter.particleAttributes[lifeStage].neighborAttraction * deltaTime;             float distanceToNeighbor = glm::length(vectorToNeighbor);            if (distanceToNeighbor > 0.0f) {                _particle[neighbor].velocity += (vectorToNeighbor / ( 1.0f + distanceToNeighbor * distanceToNeighbor)) * myEmitter.particleAttributes[lifeStage].neighborRepulsion * deltaTime;            }        }                // apply tornado force        glm::vec3 tornadoDirection = glm::cross(vectorToHome, myEmitter.direction);        _particle[p].velocity += tornadoDirection * myEmitter.particleAttributes[lifeStage].tornadoForce * deltaTime;         // apply air friction        float drag = 1.0 - myEmitter.particleAttributes[lifeStage].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 -= _upDirection * myEmitter.particleAttributes[lifeStage].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 *= -myEmitter.particleAttributes[lifeStage].bounce;            }        }                // collision with sphere        if (myEmitter.particleAttributes[lifeStage].usingCollisionSphere) {            glm::vec3 vectorToSphereCenter = myEmitter.particleAttributes[lifeStage].collisionSpherePosition - _particle[p].position;            float distanceToSphereCenter = glm::length(vectorToSphereCenter);            float combinedRadius = myEmitter.particleAttributes[lifeStage].collisionSphereRadius + _particle[p].radius;            if (distanceToSphereCenter < combinedRadius) {                            if (distanceToSphereCenter > 0.0f){                    glm::vec3 directionToSphereCenter = vectorToSphereCenter / distanceToSphereCenter;                    _particle[p].position = myEmitter.particleAttributes[lifeStage].collisionSpherePosition - directionToSphereCenter * combinedRadius;                            }            }        }    }       // do this at the end...    _particle[p].age += deltaTime;  }  void ParticleSystem::killAllParticles() {     for (int e = 0; e < _numEmitters; e++) {        _emitter[e].currentParticle = -1;        _emitter[e].emitReserve = 0.0f;    }        for (unsigned int p = 0; p < _numParticles; p++) {        killParticle(p);    }} void ParticleSystem::render() {     // render the emitters    for (int e = 0; e < _numEmitters; e++) {         if (_emitter[e].showingBaseParticle) {            glColor4f(_particle[0].color.r, _particle[0].color.g, _particle[0].color.b, _particle[0].color.a );            glPushMatrix();            glTranslatef(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);            glutSolidSphere(_particle[0].radius, _emitter[e].particleResolution, _emitter[e].particleResolution);            glPopMatrix();        }         if (_emitter[e].visible) {            renderEmitter(e, 0.2f);        }    };          // render the particles    for (unsigned int p = 0; p < _numParticles; p++) {        if (_particle[p].alive) {            if (_emitter[_particle[p].emitterIndex].particleLifespan > 0.0) {                renderParticle(p);            }        }    }} void ParticleSystem::renderParticle(int p) {     glColor4f(_particle[p].color.r, _particle[p].color.g, _particle[p].color.b, _particle[p].color.a );     if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_BILLBOARD) {        glm::vec3 cameraPosition = Application::getInstance()->getCamera()->getPosition();        glm::vec3 viewVector = _particle[p].position - cameraPosition;        float distance = glm::length(viewVector);                if (distance >= 0.0f) {            viewVector /= distance;            glm::vec3 up    = glm::vec3(viewVector.y, viewVector.z, viewVector.x);            glm::vec3 right = glm::vec3(viewVector.z, viewVector.x, viewVector.y);                        glm::vec3 p0 = _particle[p].position - right * _particle[p].radius - up * _particle[p].radius;            glm::vec3 p1 = _particle[p].position + right * _particle[p].radius - up * _particle[p].radius;            glm::vec3 p2 = _particle[p].position + right * _particle[p].radius + up * _particle[p].radius;            glm::vec3 p3 = _particle[p].position - right * _particle[p].radius + up * _particle[p].radius;                        glBegin(GL_TRIANGLES);                         glVertex3f(p0.x, p0.y, p0.z);             glVertex3f(p1.x, p1.y, p1.z);             glVertex3f(p2.x, p2.y, p2.z);             glEnd();             glBegin(GL_TRIANGLES);                         glVertex3f(p0.x, p0.y, p0.z);             glVertex3f(p2.x, p2.y, p2.z);             glVertex3f(p3.x, p3.y, p3.z);             glEnd();        }    } else if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_SPHERE) {         glPushMatrix();        glTranslatef(_particle[p].position.x, _particle[p].position.y, _particle[p].position.z);        glutSolidSphere(_particle[p].radius, _emitter[_particle[p].emitterIndex].particleResolution, _emitter[_particle[p].emitterIndex].particleResolution);        glPopMatrix();     } else if (_emitter[_particle[p].emitterIndex].particleRenderStyle == PARTICLE_RENDER_STYLE_RIBBON) {            if (_particle[p].previousParticle != -1) {            if ((_particle[p].alive)            &&  (_particle[_particle[p].previousParticle].alive)            &&  (_particle[_particle[p].previousParticle].emitterIndex == _particle[p].emitterIndex )) {                            int pp = _particle[p].previousParticle;                 glm::vec3 v = _particle[p].position - _particle[pp].position;                float distance = glm::length(v);                 if (distance > 0.0f) {                                    v /= distance;                     glm::vec3 up    = glm::normalize(glm::cross(v, _upDirection)) * _particle[p].radius;                    glm::vec3 right = glm::normalize(glm::cross(up, v          )) * _particle[p].radius;                                                            glm::vec3 p0Left  = _particle[p ].position - right;                    glm::vec3 p0Right = _particle[p ].position + right;                    glm::vec3 p0Down  = _particle[p ].position - up;                    glm::vec3 p0Up    = _particle[p ].position + up;                     glm::vec3 ppLeft  = _particle[pp].position - right;                    glm::vec3 ppRight = _particle[pp].position + right;                    glm::vec3 ppDown  = _particle[pp].position - up;                    glm::vec3 ppUp    = _particle[pp].position + up;                                                            glBegin(GL_TRIANGLES);                                                         glVertex3f(p0Left.x,  p0Left.y,  p0Left.z  );                         glVertex3f(p0Right.x, p0Right.y, p0Right.z );                         glVertex3f(ppLeft.x,  ppLeft.y,  ppLeft.z  );                          glVertex3f(p0Right.x, p0Right.y, p0Right.z );                         glVertex3f(ppLeft.x,  ppLeft.y,  ppLeft.z  );                         glVertex3f(ppRight.x, ppRight.y, ppRight.z );                          glVertex3f(p0Up.x,    p0Up.y,    p0Up.z    );                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z  );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z  );                          glVertex3f(p0Up.x,    p0Up.y,    p0Up.z    );                         glVertex3f(ppUp.x,    ppUp.y,    ppUp.z    );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z  );                          glVertex3f(p0Up.x,    p0Up.y,    p0Left.z  );                         glVertex3f(p0Right.x, p0Right.y, p0Right.z );                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z  );                          glVertex3f(p0Up.x,    p0Up.y,    p0Left.z  );                         glVertex3f(p0Left.x,  p0Left.y,  p0Left.z  );                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z  );                          glVertex3f(ppUp.x,    ppUp.y,    ppLeft.z  );                         glVertex3f(ppRight.x, ppRight.y, ppRight.z );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z  );                          glVertex3f(ppUp.x,    ppUp.y,    ppLeft.z  );                         glVertex3f(ppLeft.x,  ppLeft.y,  ppLeft.z  );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z  );                                             glEnd();                }            }                                }    }}  void ParticleSystem::renderEmitter(int e, float size) {     glLineWidth(2.0f);    glColor3f(0.4f, 0.4, 0.8);    glBegin(GL_LINES);    glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);    glVertex3f(_emitter[e].position.x + _emitter[e].direction.x, _emitter[e].position.y + _emitter[e].direction.y, _emitter[e].position.z + _emitter[e].direction.z);    glEnd();}