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ExCParticule.cpp

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00001 /*
00002  * ExNihilo 3D Engine
00003  * 
00004  *  This program is free software; you can redistribute it and/or modify
00005  *  it under the terms of the GNU General Public License as published by
00006  *  the Free Software Foundation; either version 2 of the License, or
00007  *  (at your option) any later version.
00008  *
00009  *  This program is distributed in the hope that it will be useful,
00010  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  *  GNU Library General Public License for more details.
00013  *
00014  *  You should have received a copy of the GNU General Public License
00015  *  along with this program; if not, write to the Free Software
00016  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
00017  *
00018  * Please read AUTHORS file !!!
00019  * 
00020  * $Id: ExCParticule.cpp,v 1.25 2002/12/08 17:57:07 data Exp $
00021  *
00022  */
00023 
00024 #include "ExCParticule.h"
00025 
00026 ExCParticule::ExCParticule(void)
00027 {
00028 Guard(ExCParticule::ExCParticule(void))
00029         m_LifeSpan=1000;
00030         m_Size=0.6;
00031         m_Weight=1;
00032         m_Mass=1;
00033         m_Type=PARTICULE_LINE;
00034         m_ColorR=255;
00035         m_ColorG=255;
00036         m_ColorB=255;
00037         m_Velocity.SetValue(0.0f,0.1f,0.0f);
00038         m_Position.SetValue(0.0f,0.0f,0.0f);
00039         m_Acceleration.SetValue(1.0f,1.0f,1.0f);
00040         m_Gravity.SetValue(0.0f,0.0f,0.0f);
00041         SetName("ExCParticule");
00042         SetType(typeid(this).name());
00043         m_Growth=100;//in %
00044 UnGuard
00045 }
00046 
00047 ExCParticule::~ExCParticule(void)
00048 {
00049 Guard(ExCParticule::~ExCParticule(void))
00050 UnGuard
00051 }
00052 
00053 
00054 void ExCParticule::SetParticuleType(int type)
00055 {
00056 Guard(void ExCParticule::SetParticuleType(int type))
00057         m_Type=type;
00058         if(m_Type>3)m_Type=1;
00059 UnGuard
00060 }
00061 
00062 
00063 void ExCParticule::Draw(void)
00064 {
00065 Guard(void ExCParticule::Draw(void))
00066         float final,pas,current;
00067         
00068         float x,y,z,x1,y1,z1;
00069         float GravityX,GravityY,GravityZ;
00070         int TimeNow=(m_TotalLife-m_LifeSpan);
00071         
00072         final=((float)m_Size/100)*m_Growth;
00073         pas=(float)(final-m_Size)/m_TotalLife;
00074         current=m_Size+(TimeNow*pas);
00075 
00076         if(TimeNow>=m_TotalLife){return;}
00077 
00078         switch(m_Type)
00079         {
00080         case PARTICULE_POINT:
00081                 glPushMatrix();
00082                         glTranslatef(m_Position.m_Vector[0],m_Position.m_Vector[1],m_Position.m_Vector[2]);
00083                         m_Position=m_Position+m_Velocity;
00084                         glColor4ub(m_ColorR,m_ColorG,m_ColorB,m_Blending);
00085                         glBegin(GL_POINT);
00086                                 glVertex3fv(m_Position.m_Vector);
00087                         glEnd();
00088                 glPopMatrix();
00089                 break;
00090 
00091         case PARTICULE_LINE:
00092                 GravityX=((TimeNow*TimeNow)*(m_Gravity.m_Vector[0])/20);
00093                 GravityY=((TimeNow*TimeNow)*(m_Gravity.m_Vector[1])/20);
00094                 GravityZ=((TimeNow*TimeNow)*(m_Gravity.m_Vector[2])/20);
00095                                 
00096                 x=m_Position.m_Vector[0]+(m_Velocity.m_Vector[0]*TimeNow)-GravityX;
00097                 y=m_Position.m_Vector[1]+(m_Velocity.m_Vector[1]*TimeNow)-GravityY;
00098                 z=m_Position.m_Vector[2]+(m_Velocity.m_Vector[2]*TimeNow)-GravityZ;     
00099 
00100                 x1=m_Position.m_Vector[0]+(m_Velocity.m_Vector[0]*(TimeNow+current))-GravityX;
00101                 y1=m_Position.m_Vector[1]+(m_Velocity.m_Vector[1]*(TimeNow+current))-GravityY;
00102                 z1=m_Position.m_Vector[2]+(m_Velocity.m_Vector[2]*(TimeNow+current))-GravityZ;
00103                 
00104                 glPushMatrix();
00105                 glPushAttrib(GL_ALL_ATTRIB_BITS);
00106                         glTranslatef(x,y,z);
00107                         glColor4ub(m_ColorR,m_ColorG,m_ColorB,m_Blending);
00108                         glDisable(GL_LIGHTING);
00109                         glEnable(GL_BLEND);
00110                         glEnable(GL_ALPHA);
00111                         glBlendFunc(GL_ONE,GL_ONE);
00112                         glEnable(GL_ALPHA_TEST);
00113                         glAlphaFunc(GL_GREATER,0);
00114                         glLineWidth(2.0f);
00115                         glBegin(GL_LINES);
00116                                 glVertex3f(x,y,z);      
00117                                 glVertex3f(x1,y1,z1);
00118                         glEnd();
00119                 glPopAttrib();
00120                 glPopMatrix();
00121                 break;
00122 
00123         case PARTICULE_TEXTURE:
00124                 glPushMatrix();
00125                 glPushAttrib(GL_ALL_ATTRIB_BITS);
00126                         ExCVec3D position;
00127         
00128                         position=m_VecPosition.at(TimeNow);
00129                         glTranslatef(position.m_Vector[0],position.m_Vector[1],position.m_Vector[2]);
00130                         // Orienation of particule
00131                         GLfloat viewMatrix[16];
00132                         glGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix);
00133                         ExCVec3D right;
00134                         ExCVec3D up;
00135 
00136                         right.SetValue(viewMatrix[0],viewMatrix[4],viewMatrix[8]);
00137                         up.SetValue(viewMatrix[1],viewMatrix[5],viewMatrix[9]);
00138 
00139                         ExCVec3D v1,v2,v3,v4;
00140                         v1=m_Position+(right+up)*-current;
00141                         v2=m_Position+(right-up)*current;
00142                         v3=m_Position+(right+up)*current;
00143                         v4=m_Position+(up-right)*current;
00144 
00145                         glEnable(GL_BLEND);
00146                         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
00147                         glEnable(GL_TEXTURE_2D);
00148                         glDisable(GL_LIGHTING);
00149                         glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
00150                         glBindTexture(GL_TEXTURE_2D, m_Texture);
00151                         glColor4ub(m_ColorR,m_ColorG,m_ColorB,m_Blending);
00152                         glBegin(GL_QUADS);
00153                                 glTexCoord2f(0.0f, 0.0f); glVertex3fv(v1.m_Vector);
00154                                 glTexCoord2f(1.0f, 0.0f); glVertex3fv(v2.m_Vector);
00155                                 glTexCoord2f(1.0f, 1.0f); glVertex3fv(v3.m_Vector);
00156                                 glTexCoord2f(0.0f, 1.0f); glVertex3fv(v4.m_Vector);
00157                         glEnd();
00158                 
00159                 glPopAttrib();
00160                 glPopMatrix();
00161                 break;
00162         }
00163         
00164 UnGuard
00165 }
00166 
00167 void ExCParticule::PrecalculeParticuleTrajectory(int start,int end)
00168 {
00169 Guard(void ExCParticule::PrecalculeParticuleTrajectory(int start,int end))
00170         float GravityX,GravityY,GravityZ;
00171         ExCVec3D Position;
00172         for(int i=start;i<end;i++)
00173         {
00174                 GravityX=((i*i)*(m_Gravity.m_Vector[0])/2000);
00175                 GravityY=((i*i)*(m_Gravity.m_Vector[1])/2000);
00176                 GravityZ=((i*i)*(m_Gravity.m_Vector[2])/2000);
00177                                 
00178                 Position.m_Vector[0]=m_Position.m_Vector[0]+(m_Velocity.m_Vector[0]*i)-GravityX;
00179                 Position.m_Vector[1]=m_Position.m_Vector[1]+(m_Velocity.m_Vector[1]*i)-GravityY;
00180                 Position.m_Vector[2]=m_Position.m_Vector[2]+(m_Velocity.m_Vector[2]*i)-GravityZ;        
00181                 m_VecPosition.push_back(Position);
00182         }
00183 UnGuard
00184 }
00185 
00186 void ExCParticule::ApplyForceToParitcule(ExCVec3D force)
00187 {
00188 Guard(void ExCParticule::ApplyForceToParitcule(ExCVec3D force))
00189         
00190 UnGuard
00191 }

Generated on Tue Dec 10 18:20:04 2002 for ExNihilo by doxygen1.3-rc1