/** GDevelop - Particle System Extension Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com) This project is released under the MIT License. */ #include #include #include "GDCore/Tools/Localization.h" #include "GDCpp/Runtime/CommonTools.h" #include "GDCpp/Runtime/FontManager.h" #include "GDCpp/Runtime/ImageManager.h" #include "GDCpp/Runtime/Polygon2d.h" #include "GDCpp/Runtime/Project/InitialInstance.h" #include "GDCpp/Runtime/Project/Object.h" #include "GDCpp/Runtime/Project/Project.h" #include "GDCpp/Runtime/RuntimeGame.h" #include "GDCpp/Runtime/RuntimeScene.h" #include "GDCpp/Runtime/Serialization/SerializerElement.h" #include "ParticleEmitterObject.h" #include "ParticleSystemWrapper.h" #if defined(GD_IDE_ONLY) #include "GDCore/IDE/Project/ArbitraryResourceWorker.h" #include "GDCpp/Runtime/CommonTools.h" #endif // clang-format off #include #include // clang-format on using namespace std; ParticleEmitterBase::ParticleEmitterBase() : rendererType(Point), rendererParam1(3.0f), rendererParam2(1.0f), additive(false), tank(-1), flow(45), emitterForceMin(45.0f), emitterForceMax(85.0f), emitterXDirection(0.0f), emitterYDirection(1.0f), emitterZDirection(0.0f), emitterAngleA(0), emitterAngleB(90), zoneRadius(3.0f), particleGravityX(0.0f), particleGravityY(0.0f), particleGravityZ(0.0f), friction(2.0f), particleLifeTimeMin(0.5f), particleLifeTimeMax(2.5f), redParam(Enabled), greenParam(Random), blueParam(Random), alphaParam(Mutable), sizeParam(Mutable), angleParam(Mutable), particleRed1(255.0f), particleRed2(255.0f), particleGreen1(51), particleGreen2(255), particleBlue1(51), particleBlue2(0.0f), particleAlpha1(204), particleAlpha2(0.0f), particleSize1(100.0f), particleSize2(100.0f), particleAngle1(0.0f), particleAngle2(0.0f), particleAlphaRandomness1(0), particleAlphaRandomness2(0), particleSizeRandomness1(0), particleSizeRandomness2(0), particleAngleRandomness1(0), particleAngleRandomness2(0), maxParticleNb(300), destroyWhenNoParticles(true), particleSystem(NULL) {} ParticleEmitterObject::ParticleEmitterObject(gd::String name_) : Object(name_) #if defined(GD_IDE_ONLY) , particleEditionSimpleMode(true), emissionEditionSimpleMode(true), gravityEditionSimpleMode(true) #endif { } void ParticleEmitterObject::DoUnserializeFrom( gd::Project& project, const gd::SerializerElement& element) { ParticleEmitterBase::UnserializeParticleEmitterBaseFrom(element); #if defined(GD_IDE_ONLY) particleEditionSimpleMode = element.GetBoolAttribute("particleEditionSimpleMode"); emissionEditionSimpleMode = element.GetBoolAttribute("emissionEditionSimpleMode"); gravityEditionSimpleMode = element.GetBoolAttribute("gravityEditionSimpleMode"); #endif } void ParticleEmitterBase::UnserializeParticleEmitterBaseFrom( const gd::SerializerElement& element) { tank = element.GetDoubleAttribute("tank"); flow = element.GetDoubleAttribute("flow"); emitterForceMin = element.GetDoubleAttribute("emitterForceMin"); emitterForceMax = element.GetDoubleAttribute("emitterForceMax"); emitterXDirection = element.GetDoubleAttribute("emitterXDirection"); emitterYDirection = element.GetDoubleAttribute("emitterYDirection"); emitterZDirection = element.GetDoubleAttribute("emitterZDirection"); emitterAngleA = element.GetDoubleAttribute("emitterAngleA"); emitterAngleB = element.GetDoubleAttribute("emitterAngleB"); zoneRadius = element.GetDoubleAttribute("zoneRadius"); particleGravityX = element.GetDoubleAttribute("particleGravityX"); particleGravityY = element.GetDoubleAttribute("particleGravityY"); particleGravityZ = element.GetDoubleAttribute("particleGravityZ"); friction = element.GetDoubleAttribute("friction"); particleLifeTimeMin = element.GetDoubleAttribute("particleLifeTimeMin"); particleLifeTimeMax = element.GetDoubleAttribute("particleLifeTimeMax"); particleRed1 = element.GetDoubleAttribute("particleRed1"); particleRed2 = element.GetDoubleAttribute("particleRed2"); particleGreen1 = element.GetDoubleAttribute("particleGreen1"); particleGreen2 = element.GetDoubleAttribute("particleGreen2"); particleBlue1 = element.GetDoubleAttribute("particleBlue1"); particleBlue2 = element.GetDoubleAttribute("particleBlue2"); particleAlpha1 = element.GetDoubleAttribute("particleAlpha1"); particleAlpha2 = element.GetDoubleAttribute("particleAlpha2"); rendererParam1 = element.GetDoubleAttribute("rendererParam1"); rendererParam2 = element.GetDoubleAttribute("rendererParam2"); particleSize1 = element.GetDoubleAttribute("particleSize1"); particleSize2 = element.GetDoubleAttribute("particleSize2"); particleAngle1 = element.GetDoubleAttribute("particleAngle1"); particleAngle2 = element.GetDoubleAttribute("particleAngle2"); particleAlphaRandomness1 = element.GetDoubleAttribute("particleAlphaRandomness1"); particleAlphaRandomness2 = element.GetDoubleAttribute("particleAlphaRandomness2"); particleSizeRandomness1 = element.GetDoubleAttribute("particleSizeRandomness1"); particleSizeRandomness2 = element.GetDoubleAttribute("particleSizeRandomness2"); particleAngleRandomness1 = element.GetDoubleAttribute("particleAngleRandomness1"); particleAngleRandomness2 = element.GetDoubleAttribute("particleAngleRandomness2"); additive = element.GetBoolAttribute("additive"); destroyWhenNoParticles = element.GetBoolAttribute("destroyWhenNoParticles", false); textureParticleName = element.GetStringAttribute("textureParticleName"); maxParticleNb = element.GetIntAttribute("maxParticleNb", 5000); { gd::String result = element.GetStringAttribute("rendererType"); if (result == "Line") rendererType = Line; else if (result == "Quad") rendererType = Quad; else rendererType = Point; } { gd::String result = element.GetStringAttribute("redParam"); if (result == "Mutable") redParam = Mutable; else if (result == "Random") redParam = Random; else redParam = Enabled; } { gd::String result = element.GetStringAttribute("greenParam"); if (result == "Mutable") greenParam = Mutable; else if (result == "Random") greenParam = Random; else greenParam = Enabled; } { gd::String result = element.GetStringAttribute("blueParam"); if (result == "Mutable") blueParam = Mutable; else if (result == "Random") blueParam = Random; else blueParam = Enabled; } { gd::String result = element.GetStringAttribute("alphaParam"); if (result == "Mutable") alphaParam = Mutable; else if (result == "Random") alphaParam = Random; else alphaParam = Enabled; } { gd::String result = element.GetStringAttribute("sizeParam"); if (result == "Mutable") sizeParam = Mutable; else if (result == "Random") sizeParam = Random; else sizeParam = Nothing; } { gd::String result = element.GetStringAttribute("angleParam"); if (result == "Mutable") angleParam = Mutable; else if (result == "Random") angleParam = Random; else angleParam = Nothing; } } #if defined(GD_IDE_ONLY) void ParticleEmitterObject::DoSerializeTo( gd::SerializerElement& element) const { element.SetAttribute("particleEditionSimpleMode", particleEditionSimpleMode); element.SetAttribute("emissionEditionSimpleMode", emissionEditionSimpleMode); element.SetAttribute("gravityEditionSimpleMode", gravityEditionSimpleMode); ParticleEmitterBase::SerializeParticleEmitterBaseTo(element); } void ParticleEmitterBase::SerializeParticleEmitterBaseTo( gd::SerializerElement& element) const { element.SetAttribute("tank", tank); element.SetAttribute("flow", flow); element.SetAttribute("emitterForceMin", emitterForceMin); element.SetAttribute("emitterForceMax", emitterForceMax); element.SetAttribute("emitterXDirection", emitterXDirection); element.SetAttribute("emitterYDirection", emitterYDirection); element.SetAttribute("emitterZDirection", emitterZDirection); element.SetAttribute("emitterAngleA", emitterAngleA); element.SetAttribute("emitterAngleB", emitterAngleB); element.SetAttribute("zoneRadius", zoneRadius); element.SetAttribute("particleGravityX", particleGravityX); element.SetAttribute("particleGravityY", particleGravityY); element.SetAttribute("particleGravityZ", particleGravityZ); element.SetAttribute("friction", friction); element.SetAttribute("particleLifeTimeMin", particleLifeTimeMin); element.SetAttribute("particleLifeTimeMax", particleLifeTimeMax); element.SetAttribute("particleRed1", particleRed1); element.SetAttribute("particleRed2", particleRed2); element.SetAttribute("particleGreen1", particleGreen1); element.SetAttribute("particleGreen2", particleGreen2); element.SetAttribute("particleBlue1", particleBlue1); element.SetAttribute("particleBlue2", particleBlue2); element.SetAttribute("particleAlpha1", particleAlpha1); element.SetAttribute("particleAlpha2", particleAlpha2); element.SetAttribute("particleSize1", particleSize1); element.SetAttribute("particleSize2", particleSize2); element.SetAttribute("particleAngle1", particleAngle1); element.SetAttribute("particleAngle2", particleAngle2); element.SetAttribute("rendererParam1", rendererParam1); element.SetAttribute("rendererParam2", rendererParam2); element.SetAttribute("particleAlphaRandomness1", particleAlphaRandomness1); element.SetAttribute("particleAlphaRandomness2", particleAlphaRandomness2); element.SetAttribute("particleSizeRandomness1", particleSizeRandomness1); element.SetAttribute("particleSizeRandomness2", particleSizeRandomness2); element.SetAttribute("particleAngleRandomness1", particleAngleRandomness1); element.SetAttribute("particleAngleRandomness2", particleAngleRandomness2); element.SetAttribute("additive", additive); element.SetAttribute("destroyWhenNoParticles", destroyWhenNoParticles); element.SetAttribute("textureParticleName", textureParticleName); element.SetAttribute("maxParticleNb", (int)maxParticleNb); gd::String rendererTypeStr = "Point"; if (rendererType == Line) rendererTypeStr = "Line"; else if (rendererType == Quad) rendererTypeStr = "Quad"; element.SetAttribute("rendererType", rendererTypeStr); gd::String redParamStr = "Enabled"; if (redParam == Mutable) redParamStr = "Mutable"; else if (redParam == Random) redParamStr = "Random"; element.SetAttribute("redParam", redParamStr); gd::String greenParamStr = "Enabled"; if (greenParam == Mutable) greenParamStr = "Mutable"; else if (greenParam == Random) greenParamStr = "Random"; element.SetAttribute("greenParam", greenParamStr); gd::String blueParamStr = "Enabled"; if (blueParam == Mutable) blueParamStr = "Mutable"; else if (blueParam == Random) blueParamStr = "Random"; element.SetAttribute("blueParam", blueParamStr); gd::String alphaParamStr = "Enabled"; if (alphaParam == Mutable) alphaParamStr = "Mutable"; else if (alphaParam == Random) alphaParamStr = "Random"; element.SetAttribute("alphaParam", alphaParamStr); gd::String sizeParamStr = "Nothing"; if (sizeParam == Mutable) sizeParamStr = "Mutable"; else if (sizeParam == Random) sizeParamStr = "Random"; element.SetAttribute("sizeParam", sizeParamStr); gd::String angleParamStr = "Nothing"; if (angleParam == Mutable) angleParamStr = "Mutable"; else if (angleParam == Random) angleParamStr = "Random"; element.SetAttribute("angleParam", angleParamStr); } #endif void ParticleEmitterBase::CreateParticleSystem() { if (particleSystem) delete particleSystem; particleSystem = new ParticleSystemWrapper; int enabledFlag = 0; int mutableFlag = 0; int randomFlag = 0; if (redParam == Enabled) enabledFlag |= SPK::FLAG_RED; else if (redParam == Mutable) { enabledFlag |= SPK::FLAG_RED; mutableFlag |= SPK::FLAG_RED; } else if (redParam == Random) { enabledFlag |= SPK::FLAG_RED; randomFlag |= SPK::FLAG_RED; } if (greenParam == Enabled) enabledFlag |= SPK::FLAG_RED; else if (greenParam == Mutable) { enabledFlag |= SPK::FLAG_GREEN; mutableFlag |= SPK::FLAG_GREEN; } else if (greenParam == Random) { enabledFlag |= SPK::FLAG_GREEN; randomFlag |= SPK::FLAG_GREEN; } if (blueParam == Enabled) enabledFlag |= SPK::FLAG_BLUE; else if (blueParam == Mutable) { enabledFlag |= SPK::FLAG_BLUE; mutableFlag |= SPK::FLAG_BLUE; } else if (blueParam == Random) { enabledFlag |= SPK::FLAG_BLUE; randomFlag |= SPK::FLAG_BLUE; } if (alphaParam == Enabled) enabledFlag |= SPK::FLAG_ALPHA; else if (alphaParam == Mutable) { enabledFlag |= SPK::FLAG_ALPHA; randomFlag |= SPK::FLAG_ALPHA; mutableFlag |= SPK::FLAG_ALPHA; } else if (alphaParam == Random) { enabledFlag |= SPK::FLAG_ALPHA; randomFlag |= SPK::FLAG_ALPHA; } if (sizeParam == Mutable) { enabledFlag |= SPK::FLAG_SIZE; randomFlag |= SPK::FLAG_SIZE; mutableFlag |= SPK::FLAG_SIZE; } else if (sizeParam == Random) { enabledFlag |= SPK::FLAG_SIZE; randomFlag |= SPK::FLAG_SIZE; } if (angleParam == Mutable) { enabledFlag |= SPK::FLAG_ANGLE; randomFlag |= SPK::FLAG_ANGLE; mutableFlag |= SPK::FLAG_ANGLE; } else if (angleParam == Random) { enabledFlag |= SPK::FLAG_ANGLE; randomFlag |= SPK::FLAG_ANGLE; } if (rendererType == Quad) enabledFlag |= SPK::PARAM_TEXTURE_INDEX; // Create the model particleSystem->particleModel = SPK::Model::create(enabledFlag, mutableFlag, randomFlag); UpdateRedParameters(); UpdateGreenParameters(); UpdateBlueParameters(); UpdateAlphaParameters(); UpdateSizeParameters(); UpdateAngleParameters(); UpdateLifeTime(); // Create the renderer if (rendererType == Line) particleSystem->renderer = SPK::GL::GLLineRenderer::create(rendererParam1, rendererParam2); else if (rendererType == Quad) { SPK::GL::GLQuadRenderer* quadRenderer = new SPK::GL::GLQuadRenderer(rendererParam1, rendererParam2); if (particleSystem->textureParticle) { quadRenderer->setTexturingMode(SPK::TEXTURE_2D); quadRenderer->setTexture( particleSystem->textureParticle->texture.getNativeHandle()); } particleSystem->renderer = quadRenderer; } else { SPK::GL::GLPointRenderer* pointRenderer = SPK::GL::GLPointRenderer::create(); pointRenderer->setType(SPK::POINT_CIRCLE); pointRenderer->setSize(rendererParam1); particleSystem->renderer = pointRenderer; } particleSystem->renderer->enableBlending(true); if (additive) particleSystem->renderer->setBlendingFunctions(GL_SRC_ALPHA, GL_ONE); else particleSystem->renderer->setBlendingFunctions(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); particleSystem->renderer->setTextureBlending( GL_MODULATE); // Texture color modulated with particle color particleSystem->renderer->enableRenderingHint( SPK::DEPTH_TEST, false); // No depth test for performance // Create the zone particleSystem->zone = SPK::Sphere::create(SPK::Vector3D(0, 0), zoneRadius); // Create the emitter particleSystem->emitter = SPK::SphericEmitter::create( SPK::Vector3D(emitterXDirection, -emitterYDirection, emitterZDirection), emitterAngleA / 180.0f * 3.14159f, emitterAngleB / 180.0f * 3.14159f); particleSystem->emitter->setForce(emitterForceMin, emitterForceMax); particleSystem->emitter->setZone(particleSystem->zone); particleSystem->emitter->setTank(tank); particleSystem->emitter->setFlow(flow); // Create the Group particleSystem->group = SPK::Group::create(particleSystem->particleModel, maxParticleNb); particleSystem->group->addEmitter(particleSystem->emitter); particleSystem->group->setGravity( SPK::Vector3D(particleGravityX, -particleGravityY, particleGravityZ)); particleSystem->group->setFriction(friction); particleSystem->group->setRenderer(particleSystem->renderer); // Create the System particleSystem->particleSystem = SPK::System::create(); particleSystem->particleSystem->addGroup(particleSystem->group); } void ParticleEmitterBase::UpdateRedParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (redParam == Mutable || redParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_RED, particleRed1 / 255.0f, particleRed2 / 255.0f); else particleSystem->particleModel->setParam(SPK::PARAM_RED, particleRed1 / 255.0f); } void ParticleEmitterBase::UpdateGreenParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (greenParam == Mutable || greenParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_GREEN, particleGreen1 / 255.0f, particleGreen2 / 255.0f); else particleSystem->particleModel->setParam(SPK::PARAM_GREEN, particleGreen1 / 255.0f); } void ParticleEmitterBase::UpdateBlueParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (blueParam == Mutable || blueParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_BLUE, particleBlue1 / 255.0f, particleBlue2 / 255.0f); else particleSystem->particleModel->setParam(SPK::PARAM_BLUE, particleBlue1 / 255.0f); } void ParticleEmitterBase::UpdateAlphaParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (alphaParam == Mutable) particleSystem->particleModel->setParam( SPK::PARAM_ALPHA, (particleAlpha1 - particleAlphaRandomness1 / 2.0f) / 255.0f, (particleAlpha1 + particleAlphaRandomness1 / 2.0f) / 255.0f, (particleAlpha2 - particleAlphaRandomness2 / 2.0f) / 255.0f, (particleAlpha2 + particleAlphaRandomness2 / 2.0f) / 255.0f); else if (alphaParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_ALPHA, (particleAlpha1) / 255.0f, (particleAlpha2) / 255.0f); else particleSystem->particleModel->setParam(SPK::PARAM_ALPHA, particleAlpha1 / 255.0f); } void ParticleEmitterBase::UpdateSizeParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (sizeParam == Mutable) particleSystem->particleModel->setParam( SPK::PARAM_SIZE, (particleSize1 - particleSizeRandomness1 / 2.0f) / 100.0f, (particleSize1 + particleSizeRandomness1 / 2.0f) / 100.0f, (particleSize2 - particleSizeRandomness2 / 2.0f) / 100.0f, (particleSize2 + particleSizeRandomness2 / 2.0f) / 100.0f); else if (sizeParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_SIZE, (particleSize1) / 100.0f, (particleSize2) / 100.0f); else particleSystem->particleModel->setParam(SPK::PARAM_SIZE, particleSize1 / 100.0f); } void ParticleEmitterBase::UpdateAngleParameters() { if (!particleSystem || !particleSystem->particleModel) return; if (angleParam == Mutable) particleSystem->particleModel->setParam( SPK::PARAM_ANGLE, -(particleAngle1 - particleAngleRandomness1 / 2.0f) / 180.0f * 3.14159f, -(particleAngle1 + particleAngleRandomness1 / 2.0f) / 180.0f * 3.14159f, -(particleAngle2 - particleAngleRandomness2 / 2.0f) / 180.0f * 3.14159f, -(particleAngle2 + particleAngleRandomness2 / 2.0f) / 180.0f * 3.14159f); else if (angleParam == Random) particleSystem->particleModel->setParam( SPK::PARAM_ANGLE, -(particleAngle1) / 180.0f * 3.14159f, -(particleAngle2) / 180.0f * 3.14159f); else particleSystem->particleModel->setParam( SPK::PARAM_ANGLE, -particleAngle1 / 180.0f * 3.14159f); } void ParticleEmitterBase::UpdateLifeTime() { if (!particleSystem || !particleSystem->particleModel) return; particleSystem->particleModel->setLifeTime(particleLifeTimeMin, particleLifeTimeMax); } RuntimeParticleEmitterObject::RuntimeParticleEmitterObject( RuntimeScene& scene, const ParticleEmitterObject& particleEmitterObject) : RuntimeObject(scene, particleEmitterObject), hasSomeParticles(true) { ParticleEmitterBase::operator=(particleEmitterObject); CreateParticleSystem(); SetTexture(scene, GetParticleTexture()); OnPositionChanged(); } ParticleEmitterBase::~ParticleEmitterBase() { if (particleSystem) delete particleSystem; } /** * Render object at runtime */ bool RuntimeParticleEmitterObject::Draw(sf::RenderTarget& renderTarget) { // Don't draw anything if hidden if (hidden) return true; renderTarget.popGLStates(); float xView = renderTarget.getView().getCenter().x * 0.25f; float yView = -renderTarget.getView().getCenter().y * 0.25f; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(renderTarget.getView().getRotation(), 0, 0, 1); glTranslatef( -xView, -yView, -75.0f * (renderTarget.getView().getSize().y / 600.0f)); SPK::GL::GLRenderer::saveGLStates(); GetParticleSystem()->particleSystem->render(); SPK::GL::GLRenderer::restoreGLStates(); renderTarget.pushGLStates(); return true; } void RuntimeParticleEmitterObject::OnPositionChanged() { if (GetParticleSystem() && GetParticleSystem()->zone) GetParticleSystem()->zone->setPosition( SPK::Vector3D(GetX() * 0.25f, -GetY() * 0.25f, 0)); } #if defined(GD_IDE_ONLY) void ParticleEmitterObject::ExposeResources( gd::ArbitraryResourceWorker& worker) { gd::String texture = GetParticleTexture(); worker.ExposeImage(texture); SetParticleTexture(texture); } void RuntimeParticleEmitterObject::GetPropertyForDebugger( std::size_t propertyNb, gd::String& name, gd::String& value) const { if (!GetParticleSystem() || !GetParticleSystem()->particleSystem) return; if (propertyNb == 0) { name = _("Particles number"); value = gd::String::From(GetParticleSystem()->particleSystem->getNbParticles()); } } bool RuntimeParticleEmitterObject::ChangeProperty(std::size_t propertyNb, gd::String newValue) { if (propertyNb == 0) { return false; } return true; } std::size_t RuntimeParticleEmitterObject::GetNumberOfProperties() const { return 1; } #endif void ParticleEmitterBase::SetTank(float newValue) { tank = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setFlow(tank); } void ParticleEmitterBase::SetFlow(float newValue) { flow = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setFlow(flow); } void ParticleEmitterBase::SetEmitterForceMin(float newValue) { emitterForceMin = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setForce(emitterForceMin, emitterForceMax); } void ParticleEmitterBase::SetEmitterForceMax(float newValue) { emitterForceMax = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setForce(emitterForceMin, emitterForceMax); } void ParticleEmitterBase::SetParticleGravityX(float newValue) { particleGravityX = newValue; if (particleSystem && particleSystem->group) particleSystem->group->setGravity( SPK::Vector3D(particleGravityX, -particleGravityY, particleGravityZ)); } void ParticleEmitterBase::SetParticleGravityY(float newValue) { particleGravityY = newValue; if (particleSystem && particleSystem->group) particleSystem->group->setGravity( SPK::Vector3D(particleGravityX, -particleGravityY, particleGravityZ)); } void ParticleEmitterBase::SetParticleGravityZ(float newValue) { particleGravityZ = newValue; if (particleSystem && particleSystem->group) particleSystem->group->setGravity( SPK::Vector3D(particleGravityX, -particleGravityY, particleGravityZ)); } void ParticleEmitterBase::SetFriction(float newValue) { friction = newValue; if (particleSystem && particleSystem->group) particleSystem->group->setFriction(friction); } void ParticleEmitterBase::SetEmitterXDirection(float newValue) { emitterXDirection = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setDirection(SPK::Vector3D( emitterXDirection, -emitterYDirection, emitterZDirection)); } void ParticleEmitterBase::SetEmitterYDirection(float newValue) { emitterYDirection = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setDirection(SPK::Vector3D( emitterXDirection, -emitterYDirection, emitterZDirection)); } void ParticleEmitterBase::SetEmitterZDirection(float newValue) { emitterZDirection = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setDirection(SPK::Vector3D( emitterXDirection, -emitterYDirection, emitterZDirection)); } void ParticleEmitterBase::SetEmitterAngleA(float newValue) { emitterAngleA = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setAngles(emitterAngleA / 180.0f * 3.14159f, emitterAngleB / 180.0f * 3.14159f); } void ParticleEmitterBase::SetEmitterAngleB(float newValue) { emitterAngleB = newValue; if (particleSystem && particleSystem->emitter) particleSystem->emitter->setAngles(emitterAngleA / 180.0f * 3.14159f, emitterAngleB / 180.0f * 3.14159f); } void ParticleEmitterBase::SetZoneRadius(float newValue) { zoneRadius = newValue; if (particleSystem && particleSystem->zone) particleSystem->zone->setRadius(zoneRadius); } void RuntimeParticleEmitterObject::Update(const RuntimeScene& scene) { double elapsedTimeInSeconds = static_cast(GetElapsedTime(scene)) / 1000000.0; if (GetParticleSystem()) hasSomeParticles = GetParticleSystem()->particleSystem->update(elapsedTimeInSeconds); if (GetDestroyWhenNoParticles() && !hasSomeParticles) DeleteFromScene(const_cast(scene)); // Ugly const cast } void ParticleEmitterBase::SetParticleGravityAngle(float newAngleInDegree) { float length = sqrt(GetParticleGravityY() * GetParticleGravityY() + GetParticleGravityX() * GetParticleGravityX()); SetParticleGravityX(cos(newAngleInDegree / 180.0f * 3.14159f) * length); SetParticleGravityY(sin(newAngleInDegree / 180.0f * 3.14159f) * length); } void ParticleEmitterBase::SetParticleGravityLength(float length) { float angle = atan2(GetParticleGravityY(), GetParticleGravityX()); SetParticleGravityX(cos(angle) * length); SetParticleGravityY(sin(angle) * length); } float ParticleEmitterBase::GetParticleGravityAngle() const { return atan2(GetParticleGravityY(), GetParticleGravityX()) * 180.0f / 3.14159f; } float ParticleEmitterBase::GetParticleGravityLength() const { return sqrt(GetParticleGravityY() * GetParticleGravityY() + GetParticleGravityX() * GetParticleGravityX()); } bool RuntimeParticleEmitterObject::SetAngle(float newAngleInDegrees) { SetEmitterXDirection(cos(newAngleInDegrees / 180.0f * 3.14159f)); SetEmitterYDirection(sin(newAngleInDegrees / 180.0f * 3.14159f)); return true; } float RuntimeParticleEmitterObject::GetAngle() const { return atan2f(GetEmitterYDirection(), GetEmitterXDirection()) * 180.0f / 3.14159f; } void ParticleEmitterBase::SetParticleColor1(const gd::String& color) { std::vector colors = color.Split(U';'); if (colors.size() < 3) return; // Color is incorrect SetParticleRed1(colors[0].To()); SetParticleGreen1(colors[1].To()); SetParticleBlue1(colors[2].To()); } void ParticleEmitterBase::SetParticleColor2(const gd::String& color) { std::vector colors = color.Split(U';'); if (colors.size() < 3) return; // Color is incorrect SetParticleRed2(colors[0].To()); SetParticleGreen2(colors[1].To()); SetParticleBlue2(colors[2].To()); } /** * Change the texture */ void ParticleEmitterBase::SetTexture(RuntimeScene& scene, const gd::String& textureParticleName_) { textureParticleName = textureParticleName_; if (particleSystem && rendererType == Quad) { // Load new texture particleSystem->textureParticle = scene.GetImageManager()->GetSFMLTexture(textureParticleName); // Notify the renderer of the change SPK::GL::GLQuadRenderer* quadRenderer = dynamic_cast(particleSystem->renderer); if (quadRenderer) { quadRenderer->setTexturingMode(SPK::TEXTURE_2D); quadRenderer->setTexture( particleSystem->textureParticle->texture.getNativeHandle()); } } } /** * Used by copy constructor and assignment operator. * \warning Do not forget to update me if members were changed! */ void ParticleEmitterBase::Init(const ParticleEmitterBase& other) { if (particleSystem) delete particleSystem; if (other.particleSystem) particleSystem = new ParticleSystemWrapper(*other.particleSystem); else particleSystem = NULL; textureParticleName = other.textureParticleName; rendererType = other.rendererType; rendererParam1 = other.rendererParam1; rendererParam2 = other.rendererParam2; additive = other.additive; tank = other.tank; flow = other.flow; emitterForceMin = other.emitterForceMin; emitterForceMax = other.emitterForceMax; emitterXDirection = other.emitterXDirection; emitterYDirection = other.emitterYDirection; emitterZDirection = other.emitterZDirection; emitterAngleA = other.emitterAngleA; emitterAngleB = other.emitterAngleB; zoneRadius = other.zoneRadius; particleGravityX = other.particleGravityX; particleGravityY = other.particleGravityY; particleGravityZ = other.particleGravityZ; friction = other.friction; particleLifeTimeMin = other.particleLifeTimeMin; particleLifeTimeMax = other.particleLifeTimeMax; redParam = other.redParam; greenParam = other.greenParam; blueParam = other.blueParam; alphaParam = other.alphaParam; sizeParam = other.sizeParam; angleParam = other.angleParam; particleRed1 = other.particleRed1; particleRed2 = other.particleRed2; particleGreen1 = other.particleGreen1; particleGreen2 = other.particleGreen2; particleBlue1 = other.particleBlue1; particleBlue2 = other.particleBlue2; particleAlpha1 = other.particleAlpha1; particleAlpha2 = other.particleAlpha2; particleSize1 = other.particleSize1; particleSize2 = other.particleSize2; particleAngle1 = other.particleAngle1; particleAngle2 = other.particleAngle2; particleAlphaRandomness1 = other.particleAlphaRandomness1; particleAlphaRandomness2 = other.particleAlphaRandomness2; particleSizeRandomness1 = other.particleSizeRandomness1; particleSizeRandomness2 = other.particleSizeRandomness2; particleAngleRandomness1 = other.particleAngleRandomness1; particleAngleRandomness2 = other.particleAngleRandomness2; maxParticleNb = other.maxParticleNb; destroyWhenNoParticles = other.destroyWhenNoParticles; }