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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;
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
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 }