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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;
}
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