tge/engine/game/fx/particleEngine.h
2017-04-17 06:17:10 -06:00

336 lines
10 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PARTICLEEMITTER_H_
#define _PARTICLEEMITTER_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
//-------------------------------------- Engine initialization...
//
namespace ParticleEngine {
enum ParticleConsts
{
PC_COLOR_KEYS = 4,
PC_SIZE_KEYS = 4,
};
/// Initalize the particle engine
void init();
/// Destroy the particle engine
void destroy();
extern Point3F windVelocity; ///< Global wind velocity for all particles
/// Sets the wind velocity for all particles
/// @param vel Velocity
inline void setWindVelocity(const Point3F & vel) { windVelocity = vel; }
/// Returns the wind velocity
inline Point3F getWindVelocity() { return windVelocity; }
}
//--------------------------------------------------------------------------
//-------------------------------------- The data and the Emitter class
// are all that the game should deal
// with (other than initializing the
// global engine pointer of course)
//
struct Particle;
class ParticleData;
class ParticleEmitter;
class ParticleData : public SimDataBlock
{
typedef SimDataBlock Parent;
enum PDConst
{
PDC_MAX_TEX = 50,
};
public:
F32 dragCoefficient;
F32 windCoefficient;
F32 gravityCoefficient;
F32 inheritedVelFactor;
F32 constantAcceleration;
S32 lifetimeMS;
S32 lifetimeVarianceMS;
F32 spinSpeed; // degrees per second
F32 spinRandomMin;
F32 spinRandomMax;
bool useInvAlpha;
bool allowLighting;
bool animateTexture;
U32 numFrames;
U32 framesPerSec;
ColorF colors[ParticleEngine::PC_COLOR_KEYS];
F32 sizes[ParticleEngine::PC_SIZE_KEYS];
F32 times[4];
StringTableEntry textureNameList[PDC_MAX_TEX];
TextureHandle textureList[PDC_MAX_TEX];
public:
ParticleData();
~ParticleData();
void initializeParticle(Particle*, const Point3F&);
void packData(BitStream* stream);
void unpackData(BitStream* stream);
bool onAdd();
bool preload(bool server, char errorBuffer[256]);
bool loadParameters();
bool reload(char errorBuffer[256]);
DECLARE_CONOBJECT(ParticleData);
static void initPersistFields();
};
struct Particle
{
Point3F pos; // current instantaneous position
Point3F vel; // " " velocity
Point3F acc; // Constant acceleration
Point3F orientDir; // direction particle should go if using oriented particles
U32 totalLifetime; // Total ms that this instance should be "live"
ParticleData* dataBlock; // datablock that contains global parameters for
// this instance
Particle* nextInList; // Managed by the current owning emitter
U32 currentAge;
Particle* nextInEngine; // Managed by the global engine object
ParticleEmitter* currentOwner;
ColorF color;
F32 size;
F32 spinSpeed;
};
//--------------------------------------
class ParticleEmitterData : public GameBaseData
{
typedef GameBaseData Parent;
public:
ParticleEmitterData();
DECLARE_CONOBJECT(ParticleEmitterData);
static void initPersistFields();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
bool preload(bool server, char errorBuffer[256]);
bool onAdd();
bool loadParameters();
bool reload();
public:
S32 ejectionPeriodMS; ///< Time, in Miliseconds, between particle ejection
S32 periodVarianceMS; ///< Varience in ejection peroid between 0 and n
F32 ejectionVelocity; ///< Ejection velocity
F32 velocityVariance; ///< Variance for velocity between 0 and n
F32 ejectionOffset; ///< Z offset from emitter point to eject from
F32 thetaMin; ///< Minimum angle, from the horizontal plane, to eject from
F32 thetaMax; ///< Maximum angle, from the horizontal plane, to eject from
F32 phiReferenceVel; ///< Reference angle, from the verticle plane, to eject from
F32 phiVariance; ///< Varience from the reference angle, from 0 to n
U32 lifetimeMS; ///< Lifetime of particles
U32 lifetimeVarianceMS; ///< Varience in lifetime from 0 to n
bool overrideAdvance; ///<
bool orientParticles; ///< Particles always face the screen
bool orientOnVelocity; ///< Particles face the screen at the start
bool useEmitterSizes; ///< Use emitter specified sizes instead of datablock sizes
bool useEmitterColors; ///< Use emitter specified colors instead of datablock colors
StringTableEntry particleString; ///< Used to load particle data directly from a string
Vector<ParticleData*> particleDataBlocks; ///< Datablocks for particle emissions
Vector<U32> dataBlockIds; ///< Datablock IDs which corospond to the particleDataBlocks
};
DECLARE_CONSOLETYPE(ParticleEmitterData)
//--------------------------------------
class ParticleEmitter : public GameBase
{
typedef GameBase Parent;
friend class PEngine;
public:
ParticleEmitter();
~ParticleEmitter();
bool allowLighting;
bool lastLightingValue;
TextureHandle whiteTexture;
void setupParticleLighting(bool allowlighting);
void resetParticleLighting();
void lightParticle(const Particle &part);
ColorF getCollectiveColor()
{
U32 count = 0;
ColorF color(0.0f, 0.0f, 0.0f);
Particle *particle = mParticleListHead;
while(particle)
{
color += particle->color;
particle = particle->nextInList;
count++;
}
if(count > 0)
color /= count;
return color;
}
/// Sets sizes of particles based on sizelist provided
/// @param sizeList List of sizes
void setSizes( F32 *sizeList );
/// Sets colors for particles based on color list provided
/// @param colorList List of colors
void setColors( ColorF *colorList );
ParticleEmitterData *getDataBlock(){ return mDataBlock; }
bool onNewDataBlock(GameBaseData* dptr);
/// By default, a particle renderer will wait for it's owner to delete it. When this
/// is turned on, it will delete itself as soon as it's particle count drops to zero.
void deleteWhenEmpty();
/// @name Particle Emission
/// Main interface for creating particles. The emitter does _not_ track changes
/// in axis or velocity over the course of a single update, so this should be called
/// at a fairly fine grain. The emitter will potentially track the last particle
/// to be created into the next call to this function in order to create a uniformly
/// random time distribution of the particles. If the object to which the emitter is
/// attached is in motion, it should try to ensure that for call (n+1) to this
/// function, start is equal to the end from call (n). This will ensure a uniform
/// spatial distribution.
/// @{
void emitParticles(const Point3F& start,
const Point3F& end,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& point,
const bool useLastPosition,
const Point3F& axis,
const Point3F& velocity,
const U32 numMilliseconds);
void emitParticles(const Point3F& rCenter,
const Point3F& rNormal,
const F32 radius,
const Point3F& velocity,
S32 count);
/// @}
virtual void setTransform(const MatrixF & mat);
protected:
/// @name Internal interface
/// @{
/// Adds a particle
/// @param pos Initial position of particle
/// @param axis
/// @param vel Initial velocity
/// @param axisx
void addParticle(const Point3F &pos, const Point3F &axis, const Point3F &vel, const Point3F &axisx);
/// Renders a particle facing the camera with a spin factor
/// @param part Particle
/// @param basePnts Base points for the quad the particle is rendered on
/// @param camView Camera view matrix
/// @param spinFactor 0.0-1.0 modifyer for
void renderBillboardParticle( const Particle &part, const Point3F *basePnts, const MatrixF &camView, const F32 spinFactor );
/// Renders a particle which will face the camera but spin itself to look
/// like it is facing a particular velocity.
/// @param part Particle
/// @param camPos Camera position
void renderOrientedParticle( const Particle &part, const Point3F &camPos );
/// Updates the bounding box for the particle system
bool updateBBox(const Point3F &position);
/// @}
protected:
bool onAdd();
void onRemove();
void processTick(const Move *move);
void advanceTime(F32 dt);
// Rendering
protected:
bool prepRenderImage(SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
void renderObject(SceneState *state, SceneRenderImage *image);
// PEngine interface
private:
/// Removes the provided particle from the system and lets the caller of the
/// function assume control of it
/// @param part Particle
void stealParticle(Particle *part);
private:
ParticleEmitterData* mDataBlock;
/// This is used so we only update our transform/bounding box
/// on ticks, to minimize calls to setTransform.
bool mNeedTransformUpdate;
Particle* mParticleListHead;
U32 mInternalClock;
U32 mNextParticleTime;
Point3F mLastPosition;
bool mHasLastPosition;
bool mDeleteWhenEmpty;
bool mDeleteOnTick;
S32 mLifetimeMS;
S32 mElapsedTimeMS;
F32 sizes[ParticleEngine::PC_SIZE_KEYS];
ColorF colors[ParticleEngine::PC_COLOR_KEYS];
};
#endif // _H_PARTICLEEMITTER