Files
GDevelop/Extensions/ParticleSystem/ParticleEmitterObject.cpp
T
2015-03-29 22:28:25 +02:00

840 lines
34 KiB
C++

/**
GDevelop - Particle System Extension
Copyright (c) 2010-2015 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#include <wx/wx.h> //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h
#endif
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include "GDCpp/Object.h"
#include "GDCpp/ImageManager.h"
#include "GDCpp/RuntimeGame.h"
#include "GDCpp/Serialization/SerializerElement.h"
#include "GDCpp/FontManager.h"
#include "GDCpp/Position.h"
#include "GDCpp/Serialization/SerializerElement.h"
#include "GDCpp/RuntimeScene.h"
#include "GDCpp/Project.h"
#include "GDCpp/Polygon2d.h"
#include "GDCpp/CommonTools.h"
#include "ParticleEmitterObject.h"
#include "ParticleSystemWrapper.h"
#include <SPK.h>
#include <SPK_GL.h>
#if defined(GD_IDE_ONLY)
#include "GDCpp/CommonTools.h"
#include "GDCore/IDE/ArbitraryResourceWorker.h"
#include "GDCore/IDE/Dialogs/MainFrameWrapper.h"
#include "ParticleEmitterObjectEditor.h"
#endif
using namespace std;
ParticleEmitterBase::ParticleEmitterBase() :
rendererType(Point),
rendererParam1(3.0f),
rendererParam2(1.0f),
additive(true),
tank(-1),
flow(300),
emitterForceMin(25.0f),
emitterForceMax(65.0f),
emitterXDirection(0.0f),
emitterYDirection(1.0f),
emitterZDirection(0.0f),
emitterAngleA(0),
emitterAngleB(90),
zoneRadius(3.0f),
particleGravityX(0.0f),
particleGravityY(-100.0f),
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(5000),
destroyWhenNoParticles(true),
particleSystem(NULL)
{
}
ParticleEmitterObject::ParticleEmitterObject(std::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::UnserializeFrom(element);
#if defined(GD_IDE_ONLY)
particleEditionSimpleMode = element.GetBoolAttribute("particleEditionSimpleMode");
emissionEditionSimpleMode = element.GetBoolAttribute("emissionEditionSimpleMode");
gravityEditionSimpleMode = element.GetBoolAttribute("gravityEditionSimpleMode");
#endif
}
void ParticleEmitterBase::UnserializeFrom(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);
{
std::string result = element.GetStringAttribute("rendererType");
if ( result == "Line") rendererType = Line;
else if ( result == "Quad") rendererType = Quad;
else rendererType = Point;
}
{
std::string result = element.GetStringAttribute("redParam");
if ( result == "Mutable") redParam = Mutable;
else if ( result == "Random") redParam = Random;
else redParam = Enabled;
}
{
std::string result = element.GetStringAttribute("greenParam");
if ( result == "Mutable") greenParam = Mutable;
else if ( result == "Random") greenParam = Random;
else greenParam = Enabled;
}
{
std::string result = element.GetStringAttribute("blueParam");
if ( result == "Mutable") blueParam = Mutable;
else if ( result == "Random") blueParam = Random;
else blueParam = Enabled;
}
{
std::string result = element.GetStringAttribute("alphaParam");
if ( result == "Mutable") alphaParam = Mutable;
else if ( result == "Random") alphaParam = Random;
else alphaParam = Enabled;
}
{
std::string result = element.GetStringAttribute("sizeParam");
if ( result == "Mutable") sizeParam = Mutable;
else if ( result == "Random") sizeParam = Random;
else sizeParam = Nothing;
}
{
std::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::SerializeTo(element);
}
void ParticleEmitterBase::SerializeTo(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);
std::string rendererTypeStr = "Point";
if ( rendererType == Line ) rendererTypeStr = "Line";
else if ( rendererType == Quad ) rendererTypeStr = "Quad";
element.SetAttribute("rendererType", rendererTypeStr);
std::string redParamStr = "Enabled";
if ( redParam == Mutable ) redParamStr = "Mutable";
else if ( redParam == Random ) redParamStr = "Random";
element.SetAttribute("redParam", redParamStr);
std::string greenParamStr = "Enabled";
if ( greenParam == Mutable ) greenParamStr = "Mutable";
else if ( greenParam == Random ) greenParamStr = "Random";
element.SetAttribute("greenParam", greenParamStr);
std::string blueParamStr = "Enabled";
if ( blueParam == Mutable ) blueParamStr = "Mutable";
else if ( blueParam == Random ) blueParamStr = "Random";
element.SetAttribute("blueParam", blueParamStr);
std::string alphaParamStr = "Enabled";
if ( alphaParam == Mutable ) alphaParamStr = "Mutable";
else if ( alphaParam == Random ) alphaParamStr = "Random";
element.SetAttribute("alphaParam", alphaParamStr);
std::string sizeParamStr = "Nothing";
if ( sizeParam == Mutable ) sizeParamStr = "Mutable";
else if ( sizeParam == Random ) sizeParamStr = "Random";
element.SetAttribute("sizeParam", sizeParamStr);
std::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->openGLTextureParticle && particleSystem->openGLTextureParticle->GetOpenGLTexture() != 0 )
{
quadRenderer->setTexturingMode(SPK::TEXTURE_2D);
quadRenderer->setTexture(particleSystem->openGLTextureParticle->GetOpenGLTexture());
}
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 gd::Object & object):
RuntimeObject(scene_, object),
hasSomeParticles(true)
{
const ParticleEmitterObject & particleEmitterObject = static_cast<const ParticleEmitterObject&>(object);
ParticleEmitterBase::operator=(particleEmitterObject);
//Store a pointer to the scene
scene = &scene_;
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)
/**
* Render object at edittime
*/
void ParticleEmitterObject::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
sf::CircleShape circle(3);
circle.setPosition(sf::Vector2f(instance.GetX()-2, instance.GetY()-2));
circle.setFillColor(sf::Color(GetParticleRed1(), GetParticleGreen1(), GetParticleBlue1()));
float emitterAngle = instance.GetAngle()/180.0*3.14159;
float line1Angle = emitterAngle-(GetEmitterAngleB()/2.0)/180.0*3.14159;
float line2Angle = emitterAngle+(GetEmitterAngleB()/2.0)/180.0*3.14159;
sf::Vertex line1[] = { sf::Vertex(sf::Vector2f(instance.GetX(), instance.GetY()),
sf::Color(GetParticleRed1(), GetParticleGreen1(), GetParticleBlue1())),
sf::Vertex(sf::Vector2f(cos(line1Angle)*32+instance.GetX(), sin(line1Angle)*32+instance.GetY()),
sf::Color(GetParticleRed2(), GetParticleGreen2(), GetParticleBlue2())) };
sf::Vertex line2[] = { sf::Vertex(sf::Vector2f(instance.GetX(), instance.GetY()),
sf::Color(GetParticleRed1(), GetParticleGreen1(), GetParticleBlue1())),
sf::Vertex(sf::Vector2f(cos(line2Angle)*32+instance.GetX(), sin(line2Angle)*32+instance.GetY()),
sf::Color(GetParticleRed2(), GetParticleGreen2(), GetParticleBlue2())) };
renderTarget.draw(circle);
renderTarget.draw(line1, 2, sf::Lines);
renderTarget.draw(line2, 2, sf::Lines);
}
void ParticleEmitterObject::ExposeResources(gd::ArbitraryResourceWorker & worker)
{
std::string texture = GetParticleTexture();
worker.ExposeImage(texture);
SetParticleTexture(texture);
}
bool ParticleEmitterObject::GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const
{
thumbnail = wxBitmap("CppPlatform/Extensions/particleSystemicon24.png", wxBITMAP_TYPE_ANY);
return true;
}
void ParticleEmitterObject::EditObject( wxWindow* parent, gd::Project & game, gd::MainFrameWrapper & mainFrameWrapper )
{
ParticleEmitterObjectEditor dialog(parent, game, *this, mainFrameWrapper);
dialog.ShowModal();
}
void RuntimeParticleEmitterObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const
{
if ( !GetParticleSystem() || !GetParticleSystem()->particleSystem ) return;
if ( propertyNb == 0 ) {name = GD_T("Particles number"); value = ToString(GetParticleSystem()->particleSystem->getNbParticles());}
}
bool RuntimeParticleEmitterObject::ChangeProperty(unsigned int propertyNb, string newValue)
{
if ( propertyNb == 0 ) { return false; }
return true;
}
unsigned int 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::UpdateTime(float deltaTime)
{
if ( GetParticleSystem() )
hasSomeParticles = GetParticleSystem()->particleSystem->update(deltaTime);
if (GetDestroyWhenNoParticles() && !hasSomeParticles)
DeleteFromScene(const_cast<RuntimeScene&>(*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 std::string & color )
{
vector < string > colors = SplitString <string> (color, ';');
if ( colors.size() < 3 ) return; //Color is incorrect
SetParticleRed1(ToInt(colors[0]));
SetParticleGreen1(ToInt(colors[1]));
SetParticleBlue1(ToInt(colors[2]));
}
void ParticleEmitterBase::SetParticleColor2( const std::string & color )
{
vector < string > colors = SplitString <string> (color, ';');
if ( colors.size() < 3 ) return; //Color is incorrect
SetParticleRed2(ToInt(colors[0]));
SetParticleGreen2(ToInt(colors[1]));
SetParticleBlue2(ToInt(colors[2]));
}
/**
* Change the texture
*/
void ParticleEmitterBase::SetTexture( RuntimeScene & scene, const std::string & textureParticleName_ )
{
textureParticleName = textureParticleName_;
if ( particleSystem && rendererType == Quad )
{
//Load new texture
particleSystem->openGLTextureParticle = scene.GetImageManager()->GetOpenGLTexture(textureParticleName);
//Notify the renderer of the change
SPK::GL::GLQuadRenderer * quadRenderer = dynamic_cast<SPK::GL::GLQuadRenderer*>(particleSystem->renderer);
if ( quadRenderer && particleSystem->openGLTextureParticle->GetOpenGLTexture() != 0 )
{
quadRenderer->setTexturingMode(SPK::TEXTURE_2D);
quadRenderer->setTexture(particleSystem->openGLTextureParticle->GetOpenGLTexture());
}
}
}
/**
* 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;
}
gd::Object * CreateParticleEmitterObject(std::string name)
{
return new ParticleEmitterObject(name);
}
RuntimeObject * CreateRuntimeParticleEmitterObject(RuntimeScene & scene, const gd::Object & object)
{
return new RuntimeParticleEmitterObject(scene, object);
}