408 lines
9.4 KiB
C++
408 lines
9.4 KiB
C++
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/*==================================================================
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| Name: ParticleEmitter.cpp
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|===================================================================
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| Author: Ben Vinegar
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| Contact: benvinegar () hotmail ! com
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| Last Modified: 05/11/04
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| Overview: Particle emitter class that emits particles from
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| an origin (or area) with a variety of set colours,
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| durations, forces and a single common sprite.
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| Usage: Instantiate one emitter per desired effect. Set the
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| various fields (preferably all, the defaults are rather
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| boring) and then call Frame() - you guessed it - every
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| frame.
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| To do: TBA
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| More Information: TBA
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==================================================================*/
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#include "ParticleEmitter.h"
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#include "timer_.h"
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#include <GL/gl.h>
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#include <stdlib.h>
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#define EMITTER_MAX_PARTICLES 10000
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CParticleEmitter::CParticleEmitter() :
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m_particles(NULL),
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m_origin(0.0f, 0.0f, 0.0f),
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m_originSpread(0.0f, 0.0f, 0.0f),
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m_velocity(0.0f, 0.0f, 0.0f),
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m_velocitySpread(0.0f, 0.0f, 0.0f),
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m_gravity(0.0f, 0.0f, 0.0f),
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m_maxParticles(25),
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m_minParticles(25),
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m_numParticles(0),
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m_maxLifetime(1.0f),
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m_minLifetime(1.0f),
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m_timeOfLastFrame(0.0f),
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m_timeSinceLastEmit(0.0f),
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m_width(1.0f),
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m_height(1.0f),
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m_timeLimit(0.0f)
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{
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m_particles.clear();
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m_disabled.clear();
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m_startColour[0] = m_startColour[1] = m_startColour[2] = m_startColour[3] = 1.0f;
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m_endColour[0] = m_endColour[1] = m_endColour[2] = m_endColour[3] = 1.0f;
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}
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CParticleEmitter::~CParticleEmitter()
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{
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// upon destruction, delete particles
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std::vector<CParticle *>::iterator itor = m_particles.begin();
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while (itor != m_particles.end())
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{
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m_particles.erase(itor);
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delete (*itor);
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++itor;
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}
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// delete vertices, colours, etc.
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if (m_vertices != NULL)
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delete m_vertices;
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if (m_texCoords != NULL)
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delete m_texCoords;
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if (m_colours != NULL)
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delete m_colours;
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}
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bool CParticleEmitter::Init() {
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m_vertices = new vertex3f[EMITTER_MAX_PARTICLES * 4];
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m_texCoords = new vertex2f[EMITTER_MAX_PARTICLES * 4];
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m_colours = new color4f[EMITTER_MAX_PARTICLES * 4];
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// every particle has the same texture coordinates
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for (int i = 0; i < EMITTER_MAX_PARTICLES * 4; i += 4) {
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m_texCoords[i].x = 0.0f;
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m_texCoords[i].y = 0.0f;
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m_texCoords[i + 1].x = 0.0f;
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m_texCoords[i + 1].y = 1.0f;
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m_texCoords[i + 2].x = 1.0f;
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m_texCoords[i + 2].y = 1.0f;
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m_texCoords[i + 3].x = 1.0f;
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m_texCoords[i + 3].y = 0.0f;
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}
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return true;
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}
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void CParticleEmitter::Frame()
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{
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Update();
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Render();
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}
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void CParticleEmitter::Render()
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{
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glAlphaFunc(GL_GREATER, 0.0f);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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// bind loaded texture
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glBindTexture(GL_TEXTURE_2D, m_texture);
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CVector3D pos;
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std::vector<CParticle *>::iterator itor = m_particles.begin();
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int i = 0;
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float w = m_width / 2;
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float h = m_height / 2;
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// update vertices based on current particle position
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while (itor != m_particles.end())
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{
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CParticle * curParticle = (*itor);
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curParticle->Update();
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pos = curParticle->m_position;
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m_vertices[i].x = pos.X - w;
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m_vertices[i].y = pos.Y - h;
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m_vertices[i].z = pos.Z;
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m_vertices[i + 1].x = pos.X - w;
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m_vertices[i + 1].y = pos.Y + h;
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m_vertices[i + 1].z = pos.Z;
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m_vertices[i + 2].x = pos.X + w;
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m_vertices[i + 2].y = pos.Y + h;
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m_vertices[i + 2].z = pos.Z;
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m_vertices[i + 3].x = pos.X + w;
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m_vertices[i + 3].y = pos.Y - h;
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m_vertices[i + 3].z = pos.Z;
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memcpy(&m_colours[i], curParticle->m_colour, sizeof(color4f));
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memcpy(&m_colours[i + 1], curParticle->m_colour, sizeof(color4f));
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memcpy(&m_colours[i + 2], curParticle->m_colour, sizeof(color4f));
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memcpy(&m_colours[i + 3], curParticle->m_colour, sizeof(color4f));
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i += 4;
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++itor;
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}
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// enable vertex arrays
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glEnable(GL_VERTEX_ARRAY);
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glEnable(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_COLOR_ARRAY);
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// set vertex arrays
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glVertexPointer(3, GL_FLOAT, 0, m_vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, m_texCoords);
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glColorPointer(4, GL_FLOAT, 0, m_colours);
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glDrawArrays(GL_QUADS, 0, m_numParticles * 4);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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void CParticleEmitter::Update()
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{
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float timeElapsed = (float)(get_time() - m_timeOfLastFrame);
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// update existing particles
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std::vector<CParticle *>::iterator itor = m_particles.begin();
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while (itor != m_particles.end())
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{
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CParticle * curParticle = (*itor);
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curParticle->Update();
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// destroy particle if it has lived beyond its duration
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if (curParticle->m_timeElapsedTotal >= curParticle->m_duration)
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{
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m_particles.erase(itor);
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m_disabled.push_back(curParticle);
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--m_numParticles;
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}
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++itor;
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}
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float secondsPerEmit = (float)(1 / (m_minParticles / m_minLifetime));
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if (m_timeSinceLastEmit > secondsPerEmit)
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{
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float duration;
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CVector3D position, velocity;
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float colour[4];
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bool moreParticlesToEmit = true;
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while (moreParticlesToEmit) {
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CParticle * newParticle = NULL;
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if (m_disabled.empty())
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newParticle = new CParticle();
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else {
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newParticle = m_disabled.back();
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m_disabled.pop_back();
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newParticle->Reset();
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}
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// calculate particle duration
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duration = (float)m_minLifetime;
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duration += (rand() % (int)((m_maxLifetime - m_minLifetime) * 1000.0f + 1)) / 1000.0f;
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newParticle->m_duration = duration;
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// calculate particle start position from spread
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position = m_origin;
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position.X += (rand() % (int)(m_originSpread.X * 2000.0f + 1)) / 1000.0f - m_originSpread.X;
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position.Y += (rand() % (int)(m_originSpread.Y * 2000.0f + 1)) / 1000.0f - m_originSpread.Y;
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position.Z += (rand() % (int)(m_originSpread.Z * 2000.0f + 1)) / 1000.0f - m_originSpread.Z;
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newParticle->m_position = position;
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// calculate particle velocity from spread
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velocity = m_velocity;
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velocity.X += (rand() % (int)(m_velocitySpread.X * 2000.0f + 1)) / 1000.0f - m_velocitySpread.X;
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velocity.Y += (rand() % (int)(m_velocitySpread.Y * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Y;
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velocity.Z += (rand() % (int)(m_velocitySpread.Z * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Z;
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newParticle->m_velocity = velocity;
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newParticle->m_gravity = m_gravity;
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// calculate and assign colour
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memcpy(colour, m_startColour, sizeof(float) * 4);
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colour[0] -= (rand() % (int)((m_startColour[0] - m_endColour[0]) * 1000.0f + 1)) / 1000.0f;
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colour[1] -= (rand() % (int)((m_startColour[1] - m_endColour[1]) * 1000.0f + 1)) / 1000.0f;
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colour[2] -= (rand() % (int)((m_startColour[2] - m_endColour[2]) * 1000.0f + 1)) / 1000.0f;
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colour[3] -= (rand() % (int)((m_startColour[3] - m_endColour[3]) * 1000.0f + 1)) / 1000.0f;
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memcpy(newParticle->m_colour, colour, sizeof(float) * 4);
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// assign sprite
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//newParticle->m_sprite = m_sprite;
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// final pre-processing init call
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newParticle->Init();
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// add to vector of particles
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m_particles.push_back(newParticle);
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timeElapsed -= secondsPerEmit;
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if (timeElapsed < secondsPerEmit)
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{
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moreParticlesToEmit = false;
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}
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++m_numParticles;
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}
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m_timeSinceLastEmit = 0.0f;
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}
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else
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m_timeSinceLastEmit += timeElapsed;
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m_timeOfLastFrame = get_time();
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}
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bool CParticleEmitter::IsFinished() {
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if (m_timeElapsedTotal >= m_timeLimit && m_timeLimit > 0.0f)
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return true;
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return false;
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}
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void CParticleEmitter::SetTimelimit(double time) {
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m_timeLimit = time;
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}
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// deprecated
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/*/void CParticleEmitter::SetSprite(CSprite * sprite)
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{
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//m_sprite = sprite;
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}/*/
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void CParticleEmitter::SetTexture(GLuint tex) {
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m_texture = tex;
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}
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void CParticleEmitter::SetWidth(float width) {
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m_width = width;
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}
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void CParticleEmitter::SetHeight(float height) {
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m_height = height;
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}
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void CParticleEmitter::SetOrigin(CVector3D origin)
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{
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m_origin = origin;
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}
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void CParticleEmitter::SetOrigin(float x, float y, float z)
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{
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m_origin.X = x;
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m_origin.Y = y;
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m_origin.Z = z;
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}
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void CParticleEmitter::SetOriginSpread(CVector3D spread)
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{
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m_originSpread = spread;
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}
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void CParticleEmitter::SetOriginSpread(float x, float y, float z)
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{
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m_originSpread.X = x;
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m_originSpread.Y = y;
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m_originSpread.Z = z;
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}
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void CParticleEmitter::SetGravity(CVector3D gravity)
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{
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m_gravity = gravity;
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}
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void CParticleEmitter::SetGravity(float x, float y, float z)
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{
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m_gravity.X = x;
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m_gravity.Y = y;
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m_gravity.Z = z;
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}
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void CParticleEmitter::SetVelocity(CVector3D velocity)
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{
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m_velocity = velocity;
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}
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void CParticleEmitter::SetVelocity(float x, float y, float z)
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{
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m_velocity.X = x;
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m_velocity.Y = y;
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m_velocity.Z = z;
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}
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void CParticleEmitter::SetVelocitySpread(CVector3D spread)
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{
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m_velocitySpread = spread;
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}
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void CParticleEmitter::SetVelocitySpread(float x, float y, float z)
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{
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m_velocitySpread.X = x;
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m_velocitySpread.Y = y;
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m_velocitySpread.Z = z;
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}
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void CParticleEmitter::SetStartColour(float r, float g, float b, float a)
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{
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m_startColour[0] = r;
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m_startColour[1] = g;
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m_startColour[2] = b;
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m_startColour[3] = a;
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}
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void CParticleEmitter::SetEndColour(float r, float g, float b, float a)
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{
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m_endColour[0] = r;
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m_endColour[1] = g;
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m_endColour[2] = b;
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m_endColour[3] = a;
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}
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void CParticleEmitter::SetMaxLifetime(double maxLife)
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{
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m_maxLifetime = maxLife;
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}
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void CParticleEmitter::SetMinLifetime(double minLife)
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{
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m_minLifetime = minLife;
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}
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void CParticleEmitter::SetMaxParticles(int maxParticles)
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{
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m_maxParticles = maxParticles;
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}
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void CParticleEmitter::SetMinParticles(int minParticles)
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{
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m_minParticles = minParticles;
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}
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