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ParticleEmitter.cpp
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ParticleEmitter.cpp
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#include "ParticleEmitter.h"
ParticleEmitter::ParticleEmitter(btVector3* pos, Shader* particleShader, sf::Image* tex,
int width, bool fast, EmitterType ty){
this->position = pos;
this->particleShader = particleShader;
this->particleImage = tex;
this->spawnParticles();
this->screenWidth = width;
this->onlyWhenFast = fast;
this->type = ty;
this->age = 0.0;
}
//
//void ParticleEmitter::startExplosion(){
// curExplosion->time = 0.0;
// curExplosion->duration = 0.5;
//}
//
//void ParticleEmitter::updateExplosion(float tstep){
// curShake->time += tstep;
// if (curShake->time > curShake->duration) {
// return;
// }
// else {
// float randPos = rand()%10*0.1;
// if(rand()%2) randPos *= -1.0; //curRot->start.slerp(curRot->end, EASE(t));
// pos.m_floats[0] = curShake->position.x() + randPos;
// pos.m_floats[1] = curShake->position.y() + randPos;
// pos.m_floats[2] = curShake->position.z() + randPos;
//
//
// vector<unsigned> toDelete;
// for(unsigned i = 0; i < particles.size(); i++){
// particles[i].updateParticle(tstep, fast);
// if(particles[i].age > .3) toDelete.push_back(i);
// }
// for(unsigned i = 0; i < toDelete.size(); i++) particles.erase(particles.begin()+toDelete[i]);
// return;
// }
//}
int ParticleEmitter::chooseZOffset(){
return 15;
// switch(this->type){
// case SMOKE:
// return 7;
// case FIRE:
// case PLASMA:
// default:
// return 8;
// }
}
void ParticleEmitter::randomizeVelocities(float& xvel, float& yvel, float& zvel){
if(rand()%2) xvel*=-1.0;
if(rand()%100 > 70) xvel +=0.3;
if(rand()%100 > 60) xvel -=0.3;
if(rand()%100 > 67) xvel -=0.4;
if(rand()%4) yvel*=-1.0;
if(rand()%100 > 70) yvel +=0.3;
if(rand()%100 > 60) yvel -=0.3;
if(rand()%100 > 97) yvel -=0.4;
if(rand()%2) zvel*=-1.3;
if(rand()%100 > 70) zvel +=0.3;
if(rand()%100 > 60) zvel -=0.3;
if(rand()%100 > 87) zvel -=0.4;
}
void ParticleEmitter::updateEmitter(float tstep, bool fast){
age += tstep;
if(type == EXPLOSION){
for(unsigned i = 0; i < particles.size(); i++){
particles[i].updateParticle(tstep, fast);
GLfloat xvel = 1.0;
GLfloat yvel = 1.0;
GLfloat zvel = 1.0;
randomizeVelocities(xvel, yvel, zvel);
Particle newParticle(btVector3(position->x(),position->y(),position->z()+chooseZOffset()), btVector3(xvel,yvel,zvel));
if(rand()%100 > 65) particles[i] = newParticle;
}
return;
}
for(unsigned i = 0; i < particles.size(); i++){
particles[i].updateParticle(tstep, fast);
GLfloat xvel = 0.1;
if(rand()%2) xvel*=-1.0;
if(rand()%100 > 70) xvel +=0.03;
if(rand()%100 > 60) xvel -=0.03;
if(rand()%100 > 67) xvel -=0.04;
GLfloat yvel = 0.1;
if(rand()%2) yvel*=-1.0;
if(rand()%100 > 70) yvel +=0.03;
if(rand()%100 > 60) yvel -=0.03;
if(rand()%100 > 97) yvel -=0.04;
GLfloat zvel = 0.5;
if(rand()%2) zvel*=-1.3;
if(rand()%100 > 70) zvel +=0.03;
if(rand()%100 > 60) zvel -=0.03;
if(rand()%100 > 87) zvel -=0.04;
Particle newParticle(btVector3(position->x(),position->y(),position->z()+chooseZOffset()), btVector3(xvel,yvel,zvel));
if(rand()%100 > 65) particles[i] = newParticle;
}
return;
}
void ParticleEmitter::spawnParticles(){
if(this->type == EXPLOSION){
for(int i = 0; i < 35; i++){
Particle newParticle(btVector3(position->x(),position->y(),position->z()), btVector3(2.0,2.0,2.0));
particles.push_back(newParticle);
}
return;
}
for(int i = 0; i < 20; i++){
Particle newParticle(btVector3(position->x(),position->y(),position->z()+chooseZOffset()), btVector3(0.0,0.0,0.0));
particles.push_back(newParticle);
}
}
void ParticleEmitter::renderParticles(bool fast){
if(!fast && this->onlyWhenFast) return;
for(unsigned i = 0; i < particles.size(); i++){
GLint fire = glGetUniformLocation(particleShader->programID(), "fireTex");
glActiveTexture(GL_TEXTURE0);
particleImage->Bind();
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glUniform1i(fire, 0);
GLint pos = glGetAttribLocation(particleShader->programID(), "positionIn");
glEnableVertexAttribArray(pos);
glVertexAttribPointer(pos, 3, GL_FLOAT, 0, sizeof(Particle), &particles[i].position);
GLint base = glGetUniformLocation(particleShader->programID(), "baseSize");
float value;
glGetFloatv(GL_POINT_SIZE, &value);
float size = rand()%20;
size /= 5.0;
if(type == EXPLOSION) size*=3.5;
glUniform1f(base, value*size);
GLint width = glGetUniformLocation(particleShader->programID(), "viewportWidth");
glUniform1f(width, this->screenWidth);
GLint ag = glGetUniformLocation(particleShader->programID(), "age");
glUniform1f(ag, this->age);
glDrawArrays(GL_POINTS, 0, 1);
glPopMatrix();
}
}