File: ParticlePhysicsSystem.cpp

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/*
** Haaf's Game Engine 1.5
** Copyright (C) 2003-2004, Relish Games
** hge.relishgames.com
**
** hgeParticleSystem helper class header
** 
** Hacked on by 
**
** Kevin Lynx
** James Poag
** W.P. van Paassen
*/

#include "ParticlePhysicsSystem.h"
#include "hgeRandom.h"

void ParticlePhysicsSystem::_update(float fDeltaTime) {
	int i;
	float ang;
	hgeParticle *par;
	hgeVector vecAccel, vecAccel2;

	if(fAge >= 0)
	{
		fAge += fDeltaTime;
		if(fAge >= info.fLifetime) fAge = -2.0f;
	}

	// Play Animation
	if(mAnimPlaying)
		_updatePlay(fDeltaTime);

	// update all alive particles

	if(bUpdateBoundingBox) rectBoundingBox.Clear();
	par=particles;

	for(i=0; i<nParticlesAlive; i++)
	{
		par->fAge += fDeltaTime;
		if(par->fAge >= par->fTerminalAge)
		{

                  physics->DestroyObject(par->ph_object);

			nParticlesAlive--;
			memcpy(par, &particles[nParticlesAlive], sizeof(hgeParticle));
			i--;
			continue;
		}

                SexyVector2 pos = par->ph_object->GetPosition();

                par->vecLocation.x = pos.x;
                par->vecLocation.y = pos.y;

		vecAccel = par->vecLocation-vecLocation;
		vecAccel.Normalize();
		vecAccel2 = vecAccel;
		vecAccel *= par->fRadialAccel;

		// vecAccel2.Rotate(M_PI_2);
		// the following is faster
		ang = vecAccel2.x;
		vecAccel2.x = -vecAccel2.y;
		vecAccel2.y = ang;

		vecAccel2 *= par->fTangentialAccel;
		par->vecVelocity += (vecAccel+vecAccel2)*fDeltaTime;
		par->vecVelocity.y += par->fGravity*fDeltaTime;

                if (bOldFormat)
                  par->vecLocation += par->vecVelocity;
                else
                  par->vecLocation += par->vecVelocity * fDeltaTime;

		par->fSpin += par->fSpinDelta*fDeltaTime;
		par->fSize += par->fSizeDelta*fDeltaTime;
		par->colColor += par->colColorDelta*fDeltaTime;	//-----use hgeColor

		if(bUpdateBoundingBox) rectBoundingBox.Encapsulate(par->vecLocation.x, par->vecLocation.y);

		par++;
	}

	// generate new particles

	if(fAge != -2.0f)
	{
		float fParticlesNeeded = info.nEmission*fDeltaTime + fEmissionResidue;
		int nParticlesCreated = (unsigned int)fParticlesNeeded;
		fEmissionResidue=fParticlesNeeded-nParticlesCreated;

		par=&particles[nParticlesAlive];

		for(i=0; i<nParticlesCreated; i++)
		{
			if(nParticlesAlive>=MAX_PARTICLES) break;

			par->fAge = 0.0f;

			//random
			par->fTerminalAge = Random_Float(info.fParticleLifeMin, info.fParticleLifeMax);

			par->vecLocation = vecPrevLocation+(vecLocation-vecPrevLocation)*Random_Float(0.0f, 1.0f);
			par->vecLocation.x += Random_Float(-2.0f, 2.0f);
			par->vecLocation.y += Random_Float(-2.0f, 2.0f);

			ang=info.fDirection-M_PI_2+Random_Float(0,info.fSpread)-info.fSpread/2.0f;
			if(info.bRelative) ang += (vecPrevLocation-vecLocation).Angle()+M_PI_2;
			par->vecVelocity.x = cosf(ang);
			par->vecVelocity.y = sinf(ang);
			par->vecVelocity *= Random_Float(info.fSpeedMin, info.fSpeedMax);

			par->fGravity = Random_Float(info.fGravityMin, info.fGravityMax);
			par->fRadialAccel = Random_Float(info.fRadialAccelMin, info.fRadialAccelMax);
			par->fTangentialAccel = Random_Float(info.fTangentialAccelMin, info.fTangentialAccelMax);

			par->fSize = Random_Float(info.fSizeStart, info.fSizeStart+(info.fSizeEnd-info.fSizeStart)*info.fSizeVar);
			par->fSizeDelta = (info.fSizeEnd-par->fSize) / par->fTerminalAge;

			par->fSpin = Random_Float(info.fSpinStart, info.fSpinStart+(info.fSpinEnd-info.fSpinStart)*info.fSpinVar);
			par->fSpinDelta = (info.fSpinEnd-par->fSpin) / par->fTerminalAge;
			
			////-----use hgeColor
			par->colColor.r = Random_Float(info.colColorStart.r, info.colColorStart.r+(info.colColorEnd.r-info.colColorStart.r)*info.fColorVar);
			par->colColor.g = Random_Float(info.colColorStart.g, info.colColorStart.g+(info.colColorEnd.g-info.colColorStart.g)*info.fColorVar);
			par->colColor.b = Random_Float(info.colColorStart.b, info.colColorStart.b+(info.colColorEnd.b-info.colColorStart.b)*info.fColorVar);
			par->colColor.a = Random_Float(info.colColorStart.a, info.colColorStart.a+(info.colColorEnd.a-info.colColorStart.a)*info.fAlphaVar);

			par->colColorDelta.r = (info.colColorEnd.r-par->colColor.r) / par->fTerminalAge;
			par->colColorDelta.g = (info.colColorEnd.g-par->colColor.g) / par->fTerminalAge;
			par->colColorDelta.b = (info.colColorEnd.b-par->colColor.b) / par->fTerminalAge;
			par->colColorDelta.a = (info.colColorEnd.a-par->colColor.a) / par->fTerminalAge;

                        //create physic object

                        par->ph_object = physics->CreateObject(10.0f, physics->ComputeMomentForCircle(1.0f, 0.0f, 2.0f, SexyVector2(0.0f,0.0f)));
                        par->ph_object->SetPosition(SexyVector2(par->vecLocation.x, par->vecLocation.y));
                        par->ph_object->AddCircleShape(2.0f, SexyVector2(0,0),0.9f,2.5f);
                        par->ph_object->SetVelocity(SexyVector2(par->vecVelocity.x, par->vecVelocity.y));
                        par->ph_object->SetCollisionType(collision_type);
                        par->ph_object->SetGroup(collision_group);

			if(bUpdateBoundingBox) rectBoundingBox.Encapsulate(par->vecLocation.x, par->vecLocation.y);

			nParticlesAlive++;
			par++;
		}
	}

	vecPrevLocation=vecLocation;
}