6b3757e6d7
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7901 178a84e3-b1eb-0310-8ba1-8eac791a3b58
405 lines
14 KiB
C++
405 lines
14 KiB
C++
// $Id$
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011 Joerg Henrichs, Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/particle_emitter.hpp"
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#include "graphics/material.hpp"
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#include "graphics/material_manager.hpp"
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#include "graphics/particle_kind.hpp"
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#include "graphics/irr_driver.hpp"
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#include "io/file_manager.hpp"
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#include "tracks/track.hpp"
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#include "utils/constants.hpp"
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class FadeAwayAffector : public scene::IParticleAffector
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{
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/** (Squared) distance from camera at which a particle started being faded out */
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float m_start_fading;
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/** (Squared) distance from camera at which a particle is completely faded out */
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float m_end_fading;
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public:
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FadeAwayAffector(float start, float end)
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{
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m_start_fading = start;
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m_end_fading = end;
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assert(m_end_fading >= m_start_fading);
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} // FadeAwayAffector
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// ------------------------------------------------------------------------
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virtual void affect(u32 now, scene::SParticle* particlearray, u32 count)
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{
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scene::ICameraSceneNode* curr_cam =
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irr_driver->getSceneManager()->getActiveCamera();
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const core::vector3df& cam_pos = curr_cam->getPosition();
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// printf("Affect called with now=%u, camera=%s\n", now, curr_cam->getName());
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for (unsigned int n=0; n<count; n++)
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{
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scene::SParticle& curr = particlearray[n];
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core::vector3df diff = curr.pos - cam_pos;
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const float x = diff.X;
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const float y = diff.Y;
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const float z = diff.Z;
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const float distance_squared = x*x + y*y + z*z;
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if (distance_squared < m_start_fading)
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{
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curr.color.setAlpha(255);
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}
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else if (distance_squared > m_end_fading)
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{
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curr.color.setAlpha(0);
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}
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else
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{
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curr.color.setAlpha((int)((distance_squared - m_start_fading)
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/ (m_end_fading - m_start_fading)));
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}
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} // for n<count
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} // affect
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// ------------------------------------------------------------------------
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virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
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{
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// FIXME: this method seems to make sense only for built-in affectors
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return scene::EPAT_FADE_OUT;
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}
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}; // FadeAwayAffector
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// ============================================================================
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class HeightMapCollisionAffector : public scene::IParticleAffector
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{
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std::vector< std::vector<float> > m_height_map;
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Track* m_track;
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bool m_first_time;
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public:
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HeightMapCollisionAffector(Track* t) : m_height_map(t->buildHeightMap())
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{
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m_track = t;
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m_first_time = true;
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}
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virtual void affect(u32 now, scene::SParticle* particlearray, u32 count)
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{
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const Vec3* aabb_min;
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const Vec3* aabb_max;
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m_track->getAABB(&aabb_min, &aabb_max);
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float track_x = aabb_min->getX();
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float track_z = aabb_min->getZ();
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const float track_x_len = aabb_max->getX() - aabb_min->getX();
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const float track_z_len = aabb_max->getZ() - aabb_min->getZ();
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for (unsigned int n=0; n<count; n++)
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{
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scene::SParticle& curr = particlearray[n];
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const int i = (int)( (curr.pos.X - track_x)
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/track_x_len*(HEIGHT_MAP_RESOLUTION) );
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const int j = (int)( (curr.pos.Z - track_z)
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/track_z_len*(HEIGHT_MAP_RESOLUTION) );
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if (i >= HEIGHT_MAP_RESOLUTION || j >= HEIGHT_MAP_RESOLUTION) continue;
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if (i < 0 || j < 0) continue;
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/*
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// debug draw
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core::vector3df lp = curr.pos;
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core::vector3df lp2 = curr.pos;
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lp2.Y = m_height_map[i][j] + 0.02f;
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irr_driver->getVideoDriver()->draw3DLine(lp, lp2, video::SColor(255,255,0,0));
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core::vector3df lp3 = lp2;
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lp3.X += 0.1f;
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lp3.Y += 0.02f;
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lp3.Z += 0.1f;
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lp2.X -= 0.1f;
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lp2.Y -= 0.02f;
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lp2.Z -= 0.1f;
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irr_driver->getVideoDriver()->draw3DBox(core::aabbox3d< f32 >(lp2, lp3), video::SColor(255,255,0,0));
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*/
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if (m_first_time)
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{
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curr.pos.Y = m_height_map[i][j]
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+ (curr.pos.Y - m_height_map[i][j])
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*((rand()%500)/500.0f);
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}
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else
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{
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if (curr.pos.Y < m_height_map[i][j])
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{
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//curr.color = video::SColor(255,255,0,0);
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curr.endTime = curr.startTime; // destroy particle
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}
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}
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}
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if (m_first_time) m_first_time = false;
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}
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virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
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{
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// FIXME: this method seems to make sense only for built-in affectors
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return scene::EPAT_FADE_OUT;
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}
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};
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// ============================================================================
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ParticleEmitter::ParticleEmitter(const ParticleKind* type,
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const Vec3 &position,
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scene::ISceneNode* parent)
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: m_position(position)
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{
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assert(type != NULL);
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m_magic_number = 0x58781325;
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m_node = NULL;
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m_particle_type = NULL;
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m_parent = parent;
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setParticleType(type);
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assert(m_node != NULL);
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} // KartParticleSystem
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//-----------------------------------------------------------------------------
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/** Destructor, removes
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*/
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ParticleEmitter::~ParticleEmitter()
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{
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assert(m_magic_number == 0x58781325);
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assert(m_node != NULL);
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irr_driver->removeNode(m_node);
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m_magic_number = 0xDEADBEEF;
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} // ~ParticleEmitter
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//-----------------------------------------------------------------------------
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void ParticleEmitter::update()
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{
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assert(m_magic_number == 0x58781325);
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// No particles to emit, nothing to do
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if (m_emitter->getMinParticlesPerSecond() == 0) return;
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// the emission direction does not automatically follow the orientation of
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// the node so fix that manually...
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core::matrix4 transform = m_node->getAbsoluteTransformation();
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core::vector3df velocity(m_particle_type->getVelocityX(),
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m_particle_type->getVelocityY(),
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m_particle_type->getVelocityZ());
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transform.rotateVect(velocity);
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m_emitter->setDirection(velocity);
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// There seems to be no way to randomise the velocity for particles,
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// so we have to do this manually, by changing the default velocity.
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// Irrlicht expects velocity (called 'direction') in m/ms!!
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/*
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const int x = m_particle_type->getAngleSpreadX();
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const int y = m_particle_type->getAngleSpreadY();
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const int z = m_particle_type->getAngleSpreadZ();
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Vec3 dir(cos(DEGREE_TO_RAD*(rand()%x - x/2))*m_particle_type->getVelocityX(),
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sin(DEGREE_TO_RAD*(rand()%y - x/2))*m_particle_type->getVelocityY(),
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sin(DEGREE_TO_RAD*(rand()%z - x/2))*m_particle_type->getVelocityZ());
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m_emitter->setDirection(dir.toIrrVector());
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*/
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} // update
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//-----------------------------------------------------------------------------
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void ParticleEmitter::setCreationRate(float f)
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{
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m_emitter->setMinParticlesPerSecond(int(f));
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m_emitter->setMaxParticlesPerSecond(int(f));
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// FIXME: to work around irrlicht bug, when an emitter is paused by setting the rate
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// to 0 results in a massive emission when enabling it back. In irrlicht 1.8
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// the node has a method called "clearParticles" that should be cleaner than this
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if (f == 0.0f)
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{
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m_emitter->grab();
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m_node->setEmitter(NULL);
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}
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else if (m_node->getEmitter() == NULL)
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{
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m_node->setEmitter(m_emitter);
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m_emitter->drop();
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}
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} // setCreationRate
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//-----------------------------------------------------------------------------
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/** Sets the position of the particle emitter.
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* \param pos The position for the particle emitter.
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*/
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void ParticleEmitter::setPosition(const Vec3 &pos)
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{
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m_node->setPosition(pos.toIrrVector());
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} // setPosition
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//-----------------------------------------------------------------------------
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void ParticleEmitter::setParticleType(const ParticleKind* type)
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{
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assert(m_magic_number == 0x58781325);
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if (m_particle_type == type) return; // already the right type
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if (m_node != NULL)
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{
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m_node->removeAll();
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m_node->removeAllAffectors();
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}
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else
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{
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m_node = irr_driver->addParticleNode();
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}
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if (m_parent != NULL)
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{
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m_node->setParent(m_parent);
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}
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m_particle_type = type;
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Material* material = type->getMaterial();
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const float minSize = type->getMinSize();
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const float maxSize = type->getMaxSize();
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const int lifeTimeMin = type->getMinLifetime();
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const int lifeTimeMax = type->getMaxLifetime();
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assert(maxSize >= minSize);
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assert(lifeTimeMax >= lifeTimeMin);
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#ifdef DEBUG
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if (material != NULL)
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{
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video::ITexture* tex = material->getTexture();
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assert(tex != NULL);
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const io::SNamedPath& name = tex->getName();
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const io::path& tpath = name.getPath();
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std::string debug_name = std::string("particles(") + tpath.c_str() + ")";
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m_node->setName(debug_name.c_str());
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}
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#endif
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video::SMaterial& mat0 = m_node->getMaterial(0);
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m_node->setPosition(m_position.toIrrVector());
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if (material != NULL)
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{
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assert(material->getTexture() != NULL);
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material->setMaterialProperties(&mat0);
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m_node->setMaterialTexture(0, material->getTexture());
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mat0.ZWriteEnable = !material->isTransparent(); // disable z-buffer writes if material is transparent
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}
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else
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{
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m_node->setMaterialTexture(0, irr_driver->getTexture((file_manager->getDataDir() + "/gui/main_help.png").c_str()));
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}
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switch (type->getShape())
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{
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case EMITTER_POINT:
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{
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m_emitter = m_node->createPointEmitter(core::vector3df(m_particle_type->getVelocityX(),
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m_particle_type->getVelocityY(),
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m_particle_type->getVelocityZ()), // velocity in m/ms
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type->getMinRate(), type->getMaxRate(),
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type->getMinColor(), type->getMaxColor(),
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lifeTimeMin, lifeTimeMax,
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m_particle_type->getAngleSpread() /* angle */
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);
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break;
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}
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case EMITTER_BOX:
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{
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const float box_size_x = type->getBoxSizeX()/2.0f;
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const float box_size_y = type->getBoxSizeY()/2.0f;
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const float box_size_z = type->getBoxSizeZ()/2.0f;
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m_emitter = m_node->createBoxEmitter(core::aabbox3df(-box_size_x, -box_size_y, -box_size_z,
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box_size_x, box_size_y, box_size_z),
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core::vector3df(m_particle_type->getVelocityX(),
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m_particle_type->getVelocityY(),
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m_particle_type->getVelocityZ()), // velocity in m/ms
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type->getMinRate(), type->getMaxRate(),
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type->getMinColor(), type->getMaxColor(),
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lifeTimeMin, lifeTimeMax,
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m_particle_type->getAngleSpread() /* angle */
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);
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break;
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}
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default:
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{
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fprintf(stderr, "[ParticleEmitter] Unknown shape\n");
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return;
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}
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}
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m_emitter->setMinStartSize(core::dimension2df(minSize, minSize));
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m_emitter->setMaxStartSize(core::dimension2df(maxSize, maxSize));
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m_node->setEmitter(m_emitter); // this grabs the emitter
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m_emitter->drop(); // so we can drop our references
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// FIXME: this is ridiculous, the fadeout time should be equal to the lifetime, except that the
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// lifetime is random...
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scene::IParticleFadeOutAffector *af = m_node->createFadeOutParticleAffector(video::SColor(0, 255, 255, 255),
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type->getFadeoutTime());
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m_node->addAffector(af);
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af->drop();
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if (type->getGravityStrength() != 0)
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{
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scene::IParticleGravityAffector *gaf = m_node->createGravityAffector(core::vector3df(00.0f, type->getGravityStrength(), 0.0f),
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type->getForceLostToGravityTime());
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m_node->addAffector(gaf);
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gaf->drop();
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}
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const float fas = type->getFadeAwayStart();
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const float fae = type->getFadeAwayEnd();
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if (fas > 0.0f && fae > 0.0f)
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{
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FadeAwayAffector* faa = new FadeAwayAffector(fas*fas, fae*fae);
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m_node->addAffector(faa);
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faa->drop();
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}
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} // setParticleType
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//-----------------------------------------------------------------------------
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void ParticleEmitter::addHeightMapAffector(Track* t)
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{
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HeightMapCollisionAffector* hmca = new HeightMapCollisionAffector(t);
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m_node->addAffector(hmca);
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hmca->drop();
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}
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