1
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forked from 0ad/0ad

Altered to better comply with coding standards.

This was SVN commit r188.
This commit is contained in:
Ben 2004-03-08 20:21:46 +00:00
parent 23e35513d3
commit 16c7c585ee
6 changed files with 382 additions and 212 deletions

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@ -1,12 +1,28 @@
//***********************************************************
//
// Name: Particle.cpp
// Last Update: 03/04/04
// Author: Ben Vinegar
//
// Description: Particle class implementation
//
//***********************************************************
/*==================================================================
|
| Name: Particle.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: A single particle, currently only utilized by
| CParticleEmitter. Public variables are for performance
| reasons.
|
|
| Usage: Instantiate a particle, set public variables, then call
| Frame() every frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "Particle.h"
#include "time.h"
@ -18,29 +34,34 @@ CParticle::CParticle() :
m_timeElapsedTotal(0.0f),
m_position(0.0f, 0.0f, 0.0f),
m_velocity(0.0f, 0.0f, 0.0f),
m_gravity(0.0f, 0.0f, 0.0f) {
m_timeOfLastFrame = get_time();
m_gravity(0.0f, 0.0f, 0.0f)
{
m_timeOfLastFrame = get_time();
// default white colour
m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
}
CParticle::~CParticle() {
CParticle::~CParticle()
{
}
void CParticle::Init() {
void CParticle::Init()
{
// calculate colour increment per second in order to fade to black
m_colourInc[0] = - (m_colour[0] / m_duration);
m_colourInc[1] = - (m_colour[1] / m_duration);
m_colourInc[2] = - (m_colour[2] / m_duration);
}
void CParticle::Frame() {
void CParticle::Frame()
{
Update();
Render();
}
void CParticle::Render() {
void CParticle::Render()
{
assert(m_sprite);
m_sprite->SetColour(m_colour);
@ -48,7 +69,8 @@ void CParticle::Render() {
m_sprite->Render();
}
void CParticle::Update() {
void CParticle::Update()
{
float timeElapsed = float(get_time() - m_timeOfLastFrame);
m_velocity += m_gravity * timeElapsed;

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@ -1,45 +1,70 @@
//***********************************************************
//
// Name: Particle.h
// Last Update: 03/04/04
// Author: Ben Vinegar
//
// Description: Particle class header
//
//***********************************************************
/*==================================================================
|
| Name: Particle.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: A single particle, currently only utilized by
| CParticleEmitter. Public variables are for performance
| reasons.
|
|
| Usage: Instantiate a particle, set public variables, then call
| Frame() every frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef PARTICLE_H
#define PARTICLE_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Vector3D.h"
#include "Sprite.h"
class CParticle {
public:
CParticle();
~CParticle();
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
// necessary pre-processing immediately before first update call
void Init();
class CParticle
{
public:
CParticle();
~CParticle();
void Frame();
void Update();
void Render();
// necessary pre-processing immediately before first update call
void Init();
void SetColour(float r, float g, float b, float a);
void Frame();
void Update();
void Render();
CSprite * m_sprite;
void SetColour(float r, float g, float b, float a);
float m_duration;
double m_timeOfLastFrame;
double m_timeElapsedTotal;
CSprite * m_sprite;
CVector3D m_position;
CVector3D m_velocity;
CVector3D m_gravity;
float m_duration;
double m_timeOfLastFrame;
double m_timeElapsedTotal;
float m_colour[4];
float m_colourInc[3];
CVector3D m_position;
CVector3D m_velocity;
CVector3D m_gravity;
float m_colour[4];
float m_colourInc[3];
};

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@ -1,16 +1,30 @@
//***********************************************************
//
// Name: ParticleEmitter.cpp
// Last Update: 03/02/04
// Author: Ben Vinegar
//
// Description: Particle class header
//
//
// To-do: - estimate particles to release / second
// - randomness, range still needs to be implemented
// - colour issues
//***********************************************************
/*==================================================================
|
| Name: ParticleEmitter.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Particle emitter class that emits particles from
| an origin (or area) with a variety of set colours,
| durations, forces and a single common sprite.
|
|
| Usage: Instantiate one emitter per desired effect. Set the
| various fields (preferably all, the defaults are rather
| boring) and then call Frame() - you guessed it - every
| frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "ParticleEmitter.h"
#include "time.h"
@ -30,19 +44,23 @@ CParticleEmitter::CParticleEmitter() :
m_maxLifetime(0),
m_minLifetime(0),
m_timeOfLastFrame(0.0f),
m_timeSinceLastEmit(0.0f) {
m_particles.clear();
m_timeSinceLastEmit(0.0f)
{
m_particles.clear();
}
CParticleEmitter::~CParticleEmitter() {
CParticleEmitter::~CParticleEmitter()
{
}
void CParticleEmitter::Frame() {
void CParticleEmitter::Frame()
{
Update();
Render();
}
void CParticleEmitter::Render() {
void CParticleEmitter::Render()
{
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
@ -52,7 +70,8 @@ void CParticleEmitter::Render() {
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end()) {
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Frame();
@ -63,18 +82,21 @@ void CParticleEmitter::Render() {
glEnable(GL_DEPTH_TEST);
}
void CParticleEmitter::Update() {
void CParticleEmitter::Update()
{
float timeElapsed = get_time() - m_timeOfLastFrame;
// update existing particles
vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end()) {
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Update();
// destroy particle if it has lived beyond its duration
if (curParticle->m_timeElapsedTotal >= curParticle->m_duration) {
if (curParticle->m_timeElapsedTotal >= curParticle->m_duration)
{
m_particles.erase(itor);
delete curParticle;
--m_numParticles;
@ -85,7 +107,8 @@ void CParticleEmitter::Update() {
float secondsPerEmit = 1 / (m_minParticles / m_minLifetime);
if (m_timeSinceLastEmit > secondsPerEmit) {
if (m_timeSinceLastEmit > secondsPerEmit)
{
int duration;
CVector3D position, velocity;
@ -134,7 +157,8 @@ void CParticleEmitter::Update() {
m_particles.push_back(newParticle);
timeElapsed -= secondsPerEmit;
if (timeElapsed < secondsPerEmit) {
if (timeElapsed < secondsPerEmit)
{
moreParticlesToEmit = false;
}
@ -149,88 +173,105 @@ void CParticleEmitter::Update() {
m_timeOfLastFrame = get_time();
}
void CParticleEmitter::SetSprite(CSprite * sprite) {
void CParticleEmitter::SetSprite(CSprite * sprite)
{
m_sprite = sprite;
}
void CParticleEmitter::SetOrigin(CVector3D origin) {
void CParticleEmitter::SetOrigin(CVector3D origin)
{
m_origin = origin;
}
void CParticleEmitter::SetOrigin(float x, float y, float z) {
void CParticleEmitter::SetOrigin(float x, float y, float z)
{
m_origin.X = x;
m_origin.Y = y;
m_origin.Z = z;
}
void CParticleEmitter::SetOriginSpread(CVector3D spread) {
void CParticleEmitter::SetOriginSpread(CVector3D spread)
{
m_originSpread = spread;
}
void CParticleEmitter::SetOriginSpread(float x, float y, float z) {
void CParticleEmitter::SetOriginSpread(float x, float y, float z)
{
m_originSpread.X = x;
m_originSpread.Y = y;
m_originSpread.Z = z;
}
void CParticleEmitter::SetGravity(CVector3D gravity) {
void CParticleEmitter::SetGravity(CVector3D gravity)
{
m_gravity = gravity;
}
void CParticleEmitter::SetGravity(float x, float y, float z) {
void CParticleEmitter::SetGravity(float x, float y, float z)
{
m_gravity.X = x;
m_gravity.Y = y;
m_gravity.Z = z;
}
void CParticleEmitter::SetVelocity(CVector3D velocity) {
void CParticleEmitter::SetVelocity(CVector3D velocity)
{
m_velocity = velocity;
}
void CParticleEmitter::SetVelocity(float x, float y, float z) {
void CParticleEmitter::SetVelocity(float x, float y, float z)
{
m_velocity.X = x;
m_velocity.Y = y;
m_velocity.Z = z;
}
void CParticleEmitter::SetVelocitySpread(CVector3D spread) {
void CParticleEmitter::SetVelocitySpread(CVector3D spread)
{
m_velocitySpread = spread;
}
void CParticleEmitter::SetVelocitySpread(float x, float y, float z) {
void CParticleEmitter::SetVelocitySpread(float x, float y, float z)
{
m_velocitySpread.X = x;
m_velocitySpread.Y = y;
m_velocitySpread.Z = z;
}
void CParticleEmitter::SetStartColour(float r, float g, float b, float a) {
void CParticleEmitter::SetStartColour(float r, float g, float b, float a)
{
m_startColour[0] = r;
m_startColour[1] = g;
m_startColour[2] = b;
m_startColour[3] = a;
}
void CParticleEmitter::SetEndColour(float r, float g, float b, float a) {
void CParticleEmitter::SetEndColour(float r, float g, float b, float a)
{
m_endColour[0] = r;
m_endColour[1] = g;
m_endColour[2] = b;
m_endColour[3] = a;
}
void CParticleEmitter::SetMaxLifetime(double maxLife) {
void CParticleEmitter::SetMaxLifetime(double maxLife)
{
m_maxLifetime = maxLife;
}
void CParticleEmitter::SetMinLifetime(double minLife) {
void CParticleEmitter::SetMinLifetime(double minLife)
{
m_minLifetime = minLife;
}
void CParticleEmitter::SetMaxParticles(int maxParticles) {
void CParticleEmitter::SetMaxParticles(int maxParticles)
{
m_maxParticles = maxParticles;
}
void CParticleEmitter::SetMinParticles(int minParticles) {
void CParticleEmitter::SetMinParticles(int minParticles)
{
m_minParticles = minParticles;
}

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@ -1,92 +1,119 @@
//***********************************************************
//
// Name: ParticleEmitter.h
// Last Update: 03/01/04
// Author: Ben Vinegar
//
// Description: Particle class header
//
//***********************************************************
/*==================================================================
|
| Name: ParticleEmitter.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Particle emitter class that emits particles from
| an origin (or area) with a variety of set colours,
| durations, forces and a single common sprite.
|
|
| Usage: Instantiate one emitter per desired effect. Set the
| various fields (preferably all, the defaults are rather
| boring) and then call Frame() - you guessed it - every
| frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef PARTICLE_EMITTER_H
#define PARTICLE_EMITTER_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Particle.h"
#include "Sprite.h"
#include "Vector3D.h"
#include <vector>
class CParticleEmitter {
public:
CParticleEmitter();
~CParticleEmitter();
// must be performed before first frame/render/update call
bool Init();
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
// renders and updates particles
void Frame();
class CParticleEmitter
{
public:
CParticleEmitter();
~CParticleEmitter();
// renders without updating particles
void Render();
// must be performed before first frame/render/update call
bool Init();
// renders and updates particles
void Frame();
// renders without updating particles
void Render();
void Update();
void Update();
void SetSprite(CSprite * sprite);
void SetSprite(CSprite * sprite);
void SetOrigin(CVector3D origin);
void SetOrigin(float x, float y, float z);
void SetOrigin(CVector3D origin);
void SetOrigin(float x, float y, float z);
void SetOriginSpread(CVector3D spread);
void SetOriginSpread(float x, float y, float z);
void SetOriginSpread(CVector3D spread);
void SetOriginSpread(float x, float y, float z);
void SetGravity(CVector3D gravity);
void SetGravity(float x, float y, float z);
void SetGravity(CVector3D gravity);
void SetGravity(float x, float y, float z);
void SetVelocity(CVector3D direction);
void SetVelocity(float x, float y, float z);
void SetVelocity(CVector3D direction);
void SetVelocity(float x, float y, float z);
void SetVelocitySpread(CVector3D spread);
void SetVelocitySpread(float x, float y, float z);
void SetVelocitySpread(CVector3D spread);
void SetVelocitySpread(float x, float y, float z);
void SetStartColour(float r, float g, float b, float a);
void SetEndColour(float r, float g, float b, float a);
void SetStartColour(float r, float g, float b, float a);
void SetEndColour(float r, float g, float b, float a);
// in milliseconds
void SetMaxLifetime(double maxLife);
// in milliseconds
void SetMaxLifetime(double maxLife);
// in milliseconds
void SetMinLifetime(double minLife);
// in milliseconds
void SetMinLifetime(double minLife);
void SetMaxParticles(int maxParticles);
void SetMaxParticles(int maxParticles);
void SetMinParticles(int minParticles);
void SetMinParticles(int minParticles);
private:
CSprite * m_sprite;
private:
CSprite * m_sprite;
std::vector<CParticle *> m_particles;
CVector3D m_origin;
CVector3D m_originSpread;
std::vector<CParticle *> m_particles;
CVector3D m_velocity;
CVector3D m_velocitySpread;
CVector3D m_origin;
CVector3D m_originSpread;
CVector3D m_gravity;
CVector3D m_velocity;
CVector3D m_velocitySpread;
float m_startColour[4];
float m_endColour[4];
CVector3D m_gravity;
int m_maxParticles;
int m_minParticles;
int m_numParticles;
float m_startColour[4];
float m_endColour[4];
int m_maxParticles;
int m_minParticles;
int m_numParticles;
double m_maxLifetime;
double m_minLifetime;
double m_maxLifetime;
double m_minLifetime;
double m_timeOfLastFrame;
float m_timeSinceLastEmit;
double m_timeOfLastFrame;
float m_timeSinceLastEmit;
};
#endif // PARTICLE_EMITTER_H

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@ -1,21 +1,36 @@
//***********************************************************
//
// Name: Sprite.cpp
// Last Update: 26/02/04
// Author: Ben Vinegar
//
// Description: 3D Sprite class implementation.
//
// To-do:
//
//***********************************************************
/*==================================================================
|
| Name: Sprite.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "Sprite.h"
#include "ogl.h"
#include "tex.h"
CSprite::CSprite() :
m_texture(NULL) {
m_texture(NULL)
{
// default scale 1:1
m_scale.X = m_scale.Y = m_scale.Z = 1.0f;
@ -30,10 +45,12 @@ CSprite::CSprite() :
m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
}
CSprite::~CSprite() {
CSprite::~CSprite()
{
}
void CSprite::Render() {
void CSprite::Render()
{
BeginBillboard();
glDisable(GL_CULL_FACE);
@ -68,14 +85,16 @@ void CSprite::Render() {
EndBillboard();
}
int CSprite::SetTexture(CTexture *texture) {
int CSprite::SetTexture(CTexture *texture)
{
if (texture == NULL) return -1;
m_texture = texture;
return 0;
}
void CSprite::SetSize(float width, float height) {
void CSprite::SetSize(float width, float height)
{
m_width = width;
m_height = height;
@ -103,51 +122,62 @@ void CSprite::SetSize(float width, float height) {
m_coords[3].Z = 0.0f;
}
float CSprite::GetWidth() {
float CSprite::GetWidth()
{
return m_width;
}
void CSprite::SetWidth(float width) {
void CSprite::SetWidth(float width)
{
SetSize(width, m_height);
}
float CSprite::GetHeight() {
float CSprite::GetHeight()
{
return m_height;
}
void CSprite::SetHeight(float height) {
void CSprite::SetHeight(float height)
{
SetSize(m_width, height);
}
CVector3D CSprite::GetTranslation() {
CVector3D CSprite::GetTranslation()
{
return m_translation;
}
void CSprite::SetTranslation(CVector3D trans) {
void CSprite::SetTranslation(CVector3D trans)
{
m_translation = trans;
}
void CSprite::SetTranslation(float x, float y, float z) {
void CSprite::SetTranslation(float x, float y, float z)
{
m_translation.X = x;
m_translation.Y = y;
m_translation.Z = z;
}
CVector3D CSprite::GetScale() {
CVector3D CSprite::GetScale()
{
return m_scale;
}
void CSprite::SetScale(CVector3D scale) {
void CSprite::SetScale(CVector3D scale)
{
m_scale = scale;
}
void CSprite::SetScale(float x, float y, float z) {
void CSprite::SetScale(float x, float y, float z)
{
m_scale.X = x;
m_scale.Y = y;
m_scale.Z = z;
}
void CSprite::SetColour(float * colour) {
void CSprite::SetColour(float * colour)
{
m_colour[0] = colour[0];
m_colour[1] = colour[1];
m_colour[2] = colour[2];
@ -155,7 +185,8 @@ void CSprite::SetColour(float * colour) {
}
// should be called before any other gl calls
void CSprite::BeginBillboard() {
void CSprite::BeginBillboard()
{
float newMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
@ -177,6 +208,7 @@ void CSprite::BeginBillboard() {
glMultMatrixf(newMatrix);
}
void CSprite::EndBillboard() {
void CSprite::EndBillboard()
{
glPopMatrix();
}

View File

@ -1,63 +1,86 @@
//***********************************************************
//
// Name: Sprite.h
// Last Update: 22/02/04
// Author: Ben Vinegar
//
// Description: 3D Sprite class header.
//
//***********************************************************
/*==================================================================
|
| Name: Sprite.h
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 03/08/04
|
| Overview: Billboarding sprite class - always faces the camera. It
| does this by getting the current model view matrix state.
|
|
| Usage: The functions speak for themselves. Instantiate, then be
| sure to pass a loaded (using tex_load()) texture before
| calling Render().
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#ifndef SPRITE_H
#define SPRITE_H
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "Vector3D.h"
#include "Texture.h"
class CSprite {
public:
CSprite();
~CSprite();
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
void Render();
class CSprite
{
public:
CSprite();
~CSprite();
int SetTexture(CTexture *texture);
void Render();
void SetSize(float width, float height);
int SetTexture(CTexture *texture);
float GetWidth();
void SetWidth(float width);
void SetSize(float width, float height);
float GetHeight();
void SetHeight(float height);
float GetWidth();
void SetWidth(float width);
CVector3D GetTranslation();
void SetTranslation(CVector3D pos);
void SetTranslation(float x, float y, float z);
float GetHeight();
void SetHeight(float height);
CVector3D GetScale();
void SetScale(CVector3D scale);
void SetScale(float x, float y, float z);
CVector3D GetTranslation();
void SetTranslation(CVector3D pos);
void SetTranslation(float x, float y, float z);
void SetColour(float * colour);
void SetColour(float r, float g, float b, float a = 1.0f);
private:
void BeginBillboard();
void EndBillboard();
CVector3D GetScale();
void SetScale(CVector3D scale);
void SetScale(float x, float y, float z);
CTexture *m_texture;
void SetColour(float * colour);
void SetColour(float r, float g, float b, float a = 1.0f);
private:
void BeginBillboard();
void EndBillboard();
CVector3D m_coords[4];
CTexture *m_texture;
float m_width;
float m_height;
CVector3D m_coords[4];
CVector3D m_translation;
CVector3D m_scale;
float m_width;
float m_height;
float m_colour[4];
CVector3D m_translation;
CVector3D m_scale;
float m_colour[4];
};
#endif // SPRITE_H