// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CParticleSystemSceneNode.h" #include "os.h" #include "ISceneManager.h" #include "ICameraSceneNode.h" #include "IVideoDriver.h" #include "CParticleAnimatedMeshSceneNodeEmitter.h" #include "CParticleBoxEmitter.h" #include "CParticleCylinderEmitter.h" #include "CParticleMeshEmitter.h" #include "CParticlePointEmitter.h" #include "CParticleRingEmitter.h" #include "CParticleSphereEmitter.h" #include "CParticleAttractionAffector.h" #include "CParticleFadeOutAffector.h" #include "CParticleGravityAffector.h" #include "CParticleRotationAffector.h" #include "CParticleScaleAffector.h" #include "SViewFrustum.h" namespace irr { namespace scene { //! constructor CParticleSystemSceneNode::CParticleSystemSceneNode(bool createDefaultEmitter, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) : IParticleSystemSceneNode(parent, mgr, id, position, rotation, scale), Emitter(0), ParticleSize(core::dimension2d<f32>(5.0f, 5.0f)), LastEmitTime(0), MaxParticles(0xffff), Buffer(0), ParticlesAreGlobal(true) { #ifdef _DEBUG setDebugName("CParticleSystemSceneNode"); #endif Buffer = new SMeshBuffer(); if (createDefaultEmitter) { IParticleEmitter* e = createBoxEmitter(); setEmitter(e); e->drop(); } } //! destructor CParticleSystemSceneNode::~CParticleSystemSceneNode() { if (Emitter) Emitter->drop(); if (Buffer) Buffer->drop(); removeAllAffectors(); } //! Gets the particle emitter, which creates the particles. IParticleEmitter* CParticleSystemSceneNode::getEmitter() { return Emitter; } //! Sets the particle emitter, which creates the particles. void CParticleSystemSceneNode::setEmitter(IParticleEmitter* emitter) { if (emitter == Emitter) return; if (Emitter) Emitter->drop(); Emitter = emitter; if (Emitter) Emitter->grab(); } //! Adds new particle effector to the particle system. void CParticleSystemSceneNode::addAffector(IParticleAffector* affector) { affector->grab(); AffectorList.push_back(affector); } //! Get a list of all particle affectors. const core::list<IParticleAffector*>& CParticleSystemSceneNode::getAffectors() const { return AffectorList; } //! Removes all particle affectors in the particle system. void CParticleSystemSceneNode::removeAllAffectors() { core::list<IParticleAffector*>::Iterator it = AffectorList.begin(); while (it != AffectorList.end()) { (*it)->drop(); it = AffectorList.erase(it); } } //! Returns the material based on the zero based index i. video::SMaterial& CParticleSystemSceneNode::getMaterial(u32 i) { return Buffer->Material; } //! Returns amount of materials used by this scene node. u32 CParticleSystemSceneNode::getMaterialCount() const { return 1; } //! Creates a particle emitter for an animated mesh scene node IParticleAnimatedMeshSceneNodeEmitter* CParticleSystemSceneNode::createAnimatedMeshSceneNodeEmitter( scene::IAnimatedMeshSceneNode* node, bool useNormalDirection, const core::vector3df& direction, f32 normalDirectionModifier, s32 mbNumber, bool everyMeshVertex, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticleAnimatedMeshSceneNodeEmitter( node, useNormalDirection, direction, normalDirectionModifier, mbNumber, everyMeshVertex, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a box particle emitter. IParticleBoxEmitter* CParticleSystemSceneNode::createBoxEmitter( const core::aabbox3df& box, const core::vector3df& direction, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticleBoxEmitter(box, direction, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a particle emitter for emitting from a cylinder IParticleCylinderEmitter* CParticleSystemSceneNode::createCylinderEmitter( const core::vector3df& center, f32 radius, const core::vector3df& normal, f32 length, bool outlineOnly, const core::vector3df& direction, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticleCylinderEmitter( center, radius, normal, length, outlineOnly, direction, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a mesh particle emitter. IParticleMeshEmitter* CParticleSystemSceneNode::createMeshEmitter( scene::IMesh* mesh, bool useNormalDirection, const core::vector3df& direction, f32 normalDirectionModifier, s32 mbNumber, bool everyMeshVertex, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize) { return new CParticleMeshEmitter( mesh, useNormalDirection, direction, normalDirectionModifier, mbNumber, everyMeshVertex, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a point particle emitter. IParticlePointEmitter* CParticleSystemSceneNode::createPointEmitter( const core::vector3df& direction, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticlePointEmitter(direction, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a ring particle emitter. IParticleRingEmitter* CParticleSystemSceneNode::createRingEmitter( const core::vector3df& center, f32 radius, f32 ringThickness, const core::vector3df& direction, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticleRingEmitter( center, radius, ringThickness, direction, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a sphere particle emitter. IParticleSphereEmitter* CParticleSystemSceneNode::createSphereEmitter( const core::vector3df& center, f32 radius, const core::vector3df& direction, u32 minParticlesPerSecond, u32 maxParticlesPerSecond, const video::SColor& minStartColor, const video::SColor& maxStartColor, u32 lifeTimeMin, u32 lifeTimeMax, s32 maxAngleDegrees, const core::dimension2df& minStartSize, const core::dimension2df& maxStartSize ) { return new CParticleSphereEmitter(center, radius, direction, minParticlesPerSecond, maxParticlesPerSecond, minStartColor, maxStartColor, lifeTimeMin, lifeTimeMax, maxAngleDegrees, minStartSize, maxStartSize ); } //! Creates a point attraction affector. This affector modifies the positions of the //! particles and attracts them to a specified point at a specified speed per second. IParticleAttractionAffector* CParticleSystemSceneNode::createAttractionAffector( const core::vector3df& point, f32 speed, bool attract, bool affectX, bool affectY, bool affectZ ) { return new CParticleAttractionAffector( point, speed, attract, affectX, affectY, affectZ ); } //! Creates a scale particle affector. IParticleAffector* CParticleSystemSceneNode::createScaleParticleAffector(const core::dimension2df& scaleTo) { return new CParticleScaleAffector(scaleTo); } //! Creates a fade out particle affector. IParticleFadeOutAffector* CParticleSystemSceneNode::createFadeOutParticleAffector( const video::SColor& targetColor, u32 timeNeededToFadeOut) { return new CParticleFadeOutAffector(targetColor, timeNeededToFadeOut); } //! Creates a gravity affector. IParticleGravityAffector* CParticleSystemSceneNode::createGravityAffector( const core::vector3df& gravity, u32 timeForceLost) { return new CParticleGravityAffector(gravity, timeForceLost); } //! Creates a rotation affector. This affector rotates the particles around a specified pivot //! point. The speed represents Degrees of rotation per second. IParticleRotationAffector* CParticleSystemSceneNode::createRotationAffector( const core::vector3df& speed, const core::vector3df& pivotPoint ) { return new CParticleRotationAffector( speed, pivotPoint ); } //! pre render event void CParticleSystemSceneNode::OnRegisterSceneNode() { doParticleSystem(os::Timer::getTime()); if (IsVisible && (Particles.size() != 0)) { SceneManager->registerNodeForRendering(this); ISceneNode::OnRegisterSceneNode(); } } //! render void CParticleSystemSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; #if 0 // calculate vectors for letting particles look to camera core::vector3df view(camera->getTarget() - camera->getAbsolutePosition()); view.normalize(); view *= -1.0f; #else const core::matrix4 &m = camera->getViewFrustum()->getTransform( video::ETS_VIEW ); const core::vector3df view ( -m[2], -m[6] , -m[10] ); #endif // reallocate arrays, if they are too small reallocateBuffers(); // create particle vertex data s32 idx = 0; for (u32 i=0; i<Particles.size(); ++i) { const SParticle& particle = Particles[i]; #if 0 core::vector3df horizontal = camera->getUpVector().crossProduct(view); horizontal.normalize(); horizontal *= 0.5f * particle.size.Width; core::vector3df vertical = horizontal.crossProduct(view); vertical.normalize(); vertical *= 0.5f * particle.size.Height; #else f32 f; f = 0.5f * particle.size.Width; const core::vector3df horizontal ( m[0] * f, m[4] * f, m[8] * f ); f = -0.5f * particle.size.Height; const core::vector3df vertical ( m[1] * f, m[5] * f, m[9] * f ); #endif Buffer->Vertices[0+idx].Pos = particle.pos + horizontal + vertical; Buffer->Vertices[0+idx].Color = particle.color; Buffer->Vertices[0+idx].Normal = view; Buffer->Vertices[1+idx].Pos = particle.pos + horizontal - vertical; Buffer->Vertices[1+idx].Color = particle.color; Buffer->Vertices[1+idx].Normal = view; Buffer->Vertices[2+idx].Pos = particle.pos - horizontal - vertical; Buffer->Vertices[2+idx].Color = particle.color; Buffer->Vertices[2+idx].Normal = view; Buffer->Vertices[3+idx].Pos = particle.pos - horizontal + vertical; Buffer->Vertices[3+idx].Color = particle.color; Buffer->Vertices[3+idx].Normal = view; idx +=4; } // render all core::matrix4 mat; if (!ParticlesAreGlobal) mat.setTranslation(AbsoluteTransformation.getTranslation()); driver->setTransform(video::ETS_WORLD, mat); driver->setMaterial(Buffer->Material); driver->drawVertexPrimitiveList(Buffer->getVertices(), Particles.size()*4, Buffer->getIndices(), Particles.size()*2, video::EVT_STANDARD, EPT_TRIANGLES,Buffer->getIndexType()); // for debug purposes only: if ( DebugDataVisible & scene::EDS_BBOX ) { driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); video::SMaterial deb_m; deb_m.Lighting = false; driver->setMaterial(deb_m); driver->draw3DBox(Buffer->BoundingBox, video::SColor(0,255,255,255)); } } //! returns the axis aligned bounding box of this node const core::aabbox3d<f32>& CParticleSystemSceneNode::getBoundingBox() const { return Buffer->getBoundingBox(); } void CParticleSystemSceneNode::doParticleSystem(u32 time) { if (LastEmitTime==0) { LastEmitTime = time; return; } u32 now = time; u32 timediff = time - LastEmitTime; LastEmitTime = time; // run emitter if (Emitter && IsVisible) { SParticle* array = 0; s32 newParticles = Emitter->emitt(now, timediff, array); if (newParticles && array) { s32 j=Particles.size(); if (newParticles > 16250-j) newParticles=16250-j; Particles.set_used(j+newParticles); for (s32 i=j; i<j+newParticles; ++i) { Particles[i]=array[i-j]; AbsoluteTransformation.rotateVect(Particles[i].startVector); if (ParticlesAreGlobal) AbsoluteTransformation.transformVect(Particles[i].pos); } } } // run affectors core::list<IParticleAffector*>::Iterator ait = AffectorList.begin(); for (; ait != AffectorList.end(); ++ait) (*ait)->affect(now, Particles.pointer(), Particles.size()); if (ParticlesAreGlobal) Buffer->BoundingBox.reset(AbsoluteTransformation.getTranslation()); else Buffer->BoundingBox.reset(core::vector3df(0,0,0)); // animate all particles f32 scale = (f32)timediff; for (u32 i=0; i<Particles.size();) { // erase is pretty expensive! if (now > Particles[i].endTime) { // Particle order does not seem to matter. // So we can delete by switching with last particle and deleting that one. // This is a lot faster and speed is very important here as the erase otherwise // can cause noticable freezes. Particles[i] = Particles[Particles.size()-1]; Particles.erase( Particles.size()-1 ); } else { Particles[i].pos += (Particles[i].vector * scale); Buffer->BoundingBox.addInternalPoint(Particles[i].pos); ++i; } } const f32 m = (ParticleSize.Width > ParticleSize.Height ? ParticleSize.Width : ParticleSize.Height) * 0.5f; Buffer->BoundingBox.MaxEdge.X += m; Buffer->BoundingBox.MaxEdge.Y += m; Buffer->BoundingBox.MaxEdge.Z += m; Buffer->BoundingBox.MinEdge.X -= m; Buffer->BoundingBox.MinEdge.Y -= m; Buffer->BoundingBox.MinEdge.Z -= m; if (ParticlesAreGlobal) { core::matrix4 absinv( AbsoluteTransformation, core::matrix4::EM4CONST_INVERSE ); absinv.transformBoxEx(Buffer->BoundingBox); } } //! Sets if the particles should be global. If it is, the particles are affected by //! the movement of the particle system scene node too, otherwise they completely //! ignore it. Default is true. void CParticleSystemSceneNode::setParticlesAreGlobal(bool global) { ParticlesAreGlobal = global; } //! Remove all currently visible particles void CParticleSystemSceneNode::clearParticles() { Particles.set_used(0); } //! Sets the size of all particles. void CParticleSystemSceneNode::setParticleSize(const core::dimension2d<f32> &size) { os::Printer::log("setParticleSize is deprecated, use setMinStartSize/setMaxStartSize in emitter.", irr::ELL_WARNING); //A bit of a hack, but better here than in the particle code if (Emitter) { Emitter->setMinStartSize(size); Emitter->setMaxStartSize(size); } ParticleSize = size; } void CParticleSystemSceneNode::reallocateBuffers() { if (Particles.size() * 4 > Buffer->getVertexCount() || Particles.size() * 6 > Buffer->getIndexCount()) { u32 oldSize = Buffer->getVertexCount(); Buffer->Vertices.set_used(Particles.size() * 4); u32 i; // fill remaining vertices for (i=oldSize; i<Buffer->Vertices.size(); i+=4) { Buffer->Vertices[0+i].TCoords.set(0.0f, 0.0f); Buffer->Vertices[1+i].TCoords.set(0.0f, 1.0f); Buffer->Vertices[2+i].TCoords.set(1.0f, 1.0f); Buffer->Vertices[3+i].TCoords.set(1.0f, 0.0f); } // fill remaining indices u32 oldIdxSize = Buffer->getIndexCount(); u32 oldvertices = oldSize; Buffer->Indices.set_used(Particles.size() * 6); for (i=oldIdxSize; i<Buffer->Indices.size(); i+=6) { Buffer->Indices[0+i] = (u16)0+oldvertices; Buffer->Indices[1+i] = (u16)2+oldvertices; Buffer->Indices[2+i] = (u16)1+oldvertices; Buffer->Indices[3+i] = (u16)0+oldvertices; Buffer->Indices[4+i] = (u16)3+oldvertices; Buffer->Indices[5+i] = (u16)2+oldvertices; oldvertices += 4; } } } //! Writes attributes of the scene node. void CParticleSystemSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { IParticleSystemSceneNode::serializeAttributes(out, options); out->addBool("GlobalParticles", ParticlesAreGlobal); out->addFloat("ParticleWidth", ParticleSize.Width); out->addFloat("ParticleHeight", ParticleSize.Height); // write emitter E_PARTICLE_EMITTER_TYPE type = EPET_COUNT; if (Emitter) type = Emitter->getType(); out->addEnum("Emitter", (s32)type, ParticleEmitterTypeNames); if (Emitter) Emitter->serializeAttributes(out, options); // write affectors E_PARTICLE_AFFECTOR_TYPE atype = EPAT_NONE; for (core::list<IParticleAffector*>::ConstIterator it = AffectorList.begin(); it != AffectorList.end(); ++it) { atype = (*it)->getType(); out->addEnum("Affector", (s32)atype, ParticleAffectorTypeNames); (*it)->serializeAttributes(out); } // add empty affector to make it possible to add further affectors if (options && options->Flags & io::EARWF_FOR_EDITOR) out->addEnum("Affector", EPAT_NONE, ParticleAffectorTypeNames); } //! Reads attributes of the scene node. void CParticleSystemSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { IParticleSystemSceneNode::deserializeAttributes(in, options); ParticlesAreGlobal = in->getAttributeAsBool("GlobalParticles"); ParticleSize.Width = in->getAttributeAsFloat("ParticleWidth"); ParticleSize.Height = in->getAttributeAsFloat("ParticleHeight"); // read emitter int emitterIdx = in->findAttribute("Emitter"); if (emitterIdx == -1) return; if (Emitter) Emitter->drop(); Emitter = 0; E_PARTICLE_EMITTER_TYPE type = (E_PARTICLE_EMITTER_TYPE) in->getAttributeAsEnumeration("Emitter", ParticleEmitterTypeNames); switch(type) { case EPET_POINT: Emitter = createPointEmitter(); break; case EPET_ANIMATED_MESH: Emitter = createAnimatedMeshSceneNodeEmitter(NULL); // we can't set the node - the user will have to do this break; case EPET_BOX: Emitter = createBoxEmitter(); break; case EPET_CYLINDER: Emitter = createCylinderEmitter(core::vector3df(0,0,0), 10.f, core::vector3df(0,1,0), 10.f); // (values here don't matter) break; case EPET_MESH: Emitter = createMeshEmitter(NULL); // we can't set the mesh - the user will have to do this break; case EPET_RING: Emitter = createRingEmitter(core::vector3df(0,0,0), 10.f, 10.f); // (values here don't matter) break; case EPET_SPHERE: Emitter = createSphereEmitter(core::vector3df(0,0,0), 10.f); // (values here don't matter) break; default: break; } u32 idx = 0; #if 0 if (Emitter) idx = Emitter->deserializeAttributes(idx, in); ++idx; #else if (Emitter) Emitter->deserializeAttributes(in); #endif // read affectors removeAllAffectors(); u32 cnt = in->getAttributeCount(); while(idx < cnt) { const char* name = in->getAttributeName(idx); if (!name || strcmp("Affector", name)) return; E_PARTICLE_AFFECTOR_TYPE atype = (E_PARTICLE_AFFECTOR_TYPE)in->getAttributeAsEnumeration(idx, ParticleAffectorTypeNames); IParticleAffector* aff = 0; switch(atype) { case EPAT_ATTRACT: aff = createAttractionAffector(core::vector3df(0,0,0)); break; case EPAT_FADE_OUT: aff = createFadeOutParticleAffector(); break; case EPAT_GRAVITY: aff = createGravityAffector(); break; case EPAT_ROTATE: aff = createRotationAffector(); break; case EPAT_SCALE: aff = createScaleParticleAffector(); break; case EPAT_NONE: default: break; } ++idx; if (aff) { #if 0 idx = aff->deserializeAttributes(idx, in, options); ++idx; #else aff->deserializeAttributes(in, options); #endif addAffector(aff); aff->drop(); } } } } // end namespace scene } // end namespace irr
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