388 lines
12 KiB
C
388 lines
12 KiB
C
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//////////////////////////////////////////////////////////////////////////////////
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// SPARK particle engine //
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// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
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// //
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// This software is provided 'as-is', without any express or implied //
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// warranty. In no event will the authors be held liable for any damages //
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// arising from the use of this software. //
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// //
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// Permission is granted to anyone to use this software for any purpose, //
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// including commercial applications, and to alter it and redistribute it //
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// freely, subject to the following restrictions: //
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// //
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// 1. The origin of this software must not be misrepresented; you must not //
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// claim that you wrote the original software. If you use this software //
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// in a product, an acknowledgment in the product documentation would be //
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// appreciated but is not required. //
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// 2. Altered source versions must be plainly marked as such, and must not be //
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// misrepresented as being the original software. //
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// 3. This notice may not be removed or altered from any source distribution. //
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//////////////////////////////////////////////////////////////////////////////////
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#ifndef H_SPK_ORIENTED3DRENDERERINTERFACE
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#define H_SPK_ORIENTED3DRENDERERINTERFACE
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#include "Core/SPK_Vector3D.h"
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#include "Core/SPK_Group.h"
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// Packs the orientations parameters into one int for orientation presets
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#define PACK_ORIENTATION(lock,look,up) ((lock << 0x10)|(look << 0x8)|(up))
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namespace SPK
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{
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/**
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* @brief Defines the orientation of the vector Look of an oriented 3D particle
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*
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* Enumerators marked as (fast) are the ones that only needs to be computed once for
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* a set of particles instead of being computed for each particles.
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*
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* @since 1.04.00
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*/
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enum LookOrientation
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{
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LOOK_CAMERA_PLANE, /**< Look towards the camera plane (fast) */
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LOOK_CAMERA_POINT, /**< Look towards the camera point (better effect but more expensive) */
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LOOK_AXIS, /**< The look vector is defined by an axis (fast) */
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LOOK_POINT, /**< Look towards a point in the universe */
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};
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/**
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* @brief Defines the orientation of the vector Up of an oriented 3D particle
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*
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* Enumerators marked as (fast) are the ones that only needs to be computed once for
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* a set of particles instead of being computed for each particles.
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*
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* @since 1.04.00
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*/
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enum UpOrientation
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{
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UP_CAMERA, /**< The up vector is defined by the up vector of the camera (fast) */
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UP_DIRECTION, /**< The up vector is oriented towards the direction of the particle */
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UP_AXIS, /**< The up vector is is defined by an axis (fast) */
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UP_POINT, /**< The up vector is oriented towards a point */
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};
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/**
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* @brief Defines which axis is locked and will not change when computing a cross product.
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*
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* Note that the side vector cannot be locked as it is always derived from the look and up vectors.
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*
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* @since 1.04.00
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*/
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enum LockedAxis
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{
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LOCK_LOOK, /**< The look vector is locked */
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LOCK_UP, /**< The up vector is locked */
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};
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/**
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* @brief Orientation presets to easily set up common orientations
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* @since 1.04.00
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*/
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enum OrientationPreset
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{
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CAMERA_PLANE_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_PLANE,UP_CAMERA), /**< Particles are oriented towards the camera plane (the most common) */
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CAMERA_POINT_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_POINT,UP_CAMERA), /**< Particles are oriented towards the camera point (better effect but more expensive) */
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DIRECTION_ALIGNED = PACK_ORIENTATION(LOCK_UP,LOOK_CAMERA_PLANE,UP_DIRECTION), /**< Particles are oriented function of their direction and try to look to the camera */
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AROUND_AXIS = PACK_ORIENTATION(LOCK_UP,LOOK_CAMERA_POINT,LOOK_AXIS), /**< Particles can only rotate around an axis and try to look to the camera */
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TOWARDS_POINT = PACK_ORIENTATION(LOCK_LOOK,LOOK_POINT,UP_CAMERA), /**< Particles are oriented towards a point in the universe */
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FIXED_ORIENTATION = PACK_ORIENTATION(LOCK_LOOK,LOOK_AXIS,UP_AXIS), /**< Particles have a fixed orientation in the universe */
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};
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/**
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* @brief Base Interface for rendering particles that can be oriented in a 3D world
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* @since 1.04.00
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*/
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class SPK_PREFIX Oriented3DRendererInterface
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{
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public :
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///////////////
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// Parameter //
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///////////////
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/**
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* @brief The look vector
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*
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* It is used in 2 LookOrientation modes :
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* <ul>
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* <li>LOOK_AXIS : The look vector is used as the axis</li>
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* <li>LOOK_POINT : The look vector is the point quads look to</li>
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* </ul>
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* In other modes the look vector is not used
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*/
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Vector3D lookVector;
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/**
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* @brief The up vector
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*
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* It is used in 2 UpOrientation modes :
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* <ul>
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* <li>UP_AXIS : The up axis is used as the axis</li>
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* <li>UP_POINT : The up axis is the point quads will be oriented towards</li>
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* </ul>
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* In other modes the up vector is not used
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*/
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Vector3D upVector;
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//////////////////
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// Constructors //
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//////////////////
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/** @brief Constructor of Oriented3DRendererInterface */
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Oriented3DRendererInterface();
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////////////////
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// Destructor //
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////////////////
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/** @brief Destructor of Oriented3DRendererInterface */
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virtual inline ~Oriented3DRendererInterface() {}
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/////////////
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// Setters //
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/////////////
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/**
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* @brief Sets the way quads are oriented in the universe
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*
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* This method allows to accuratly configure the orientation of quads.<br>
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* Another method with only one parameters that take presets exist.<br>
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* See setOrientation(OrientationPreset)
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*
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* @param lookOrientation : The way the look vector of the quad is set
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* @param upOrientation : The way the up vector of the quad is set
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* @param lockedAxis : tells which axis prevails over the other
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*/
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void setOrientation(LookOrientation lookOrientation,UpOrientation upOrientation,LockedAxis lockedAxis);
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/**
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* @brief Sets the way quads are oriented in the universe
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*
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* This method takes some presets to orientate the quads.<br>
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* Another method that has more options to configure orientation exists<br>
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* See setOrientation(LookOrientation,UpOrientation,LockedAxis)
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*
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* @param orientation : the orientation preset of the quad
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*/
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void setOrientation(OrientationPreset orientation);
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/////////////
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// Getters //
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/////////////
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/**
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* @brief Gets the look orientation of the quads
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* @return the look orientation of the quads
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*/
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inline LookOrientation getLookOrientation() const;
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/**
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* @brief Gets the up orientation of the quads
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* @return the up orientation of the quads
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*/
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inline UpOrientation getUpOrientation() const;
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/**
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* @brief Gets the locked axis (the one prevailing over the others)
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* @return the locked axis
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*/
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inline LockedAxis getLockedAxis() const;
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protected :
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// Orientation
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LookOrientation lookOrientation;
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UpOrientation upOrientation;
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LockedAxis lockedAxis;
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inline bool precomputeOrientation3D(const Group& group,const Vector3D& look,const Vector3D& up,const Vector3D& pos);
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inline void computeGlobalOrientation3D();
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inline void computeSingleOrientation3D(const Particle& particle);
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inline void scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const;
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inline void rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const;
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inline const Vector3D& quadUp() const;
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inline const Vector3D& quadSide() const;
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private :
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// Used to store modelview information
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mutable Vector3D mVLook;
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mutable Vector3D mVUp;
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mutable Vector3D mVPos;
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// Used to store precomputed orientation
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mutable Vector3D globalLook;
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mutable Vector3D globalUp;
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// Used to store the orientation of quads before scaling
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mutable Vector3D up;
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mutable Vector3D side;
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mutable Vector3D look;
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// Is using rotation
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mutable int quadRotated;
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// This is where are stored quad orientation info after computation
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mutable Vector3D sideQuad;
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mutable Vector3D upQuad;
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};
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inline LookOrientation Oriented3DRendererInterface::getLookOrientation() const
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{
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return lookOrientation;
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}
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inline UpOrientation Oriented3DRendererInterface::getUpOrientation() const
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{
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return upOrientation;
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}
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inline LockedAxis Oriented3DRendererInterface::getLockedAxis() const
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{
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return lockedAxis;
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}
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inline const Vector3D& Oriented3DRendererInterface::quadUp() const
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{
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return upQuad;
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}
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inline const Vector3D& Oriented3DRendererInterface::quadSide() const
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{
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return sideQuad;
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}
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inline bool Oriented3DRendererInterface::precomputeOrientation3D(const Group& group,const Vector3D& modelViewLook,const Vector3D& modelViewUp,const Vector3D& modelViewPos)
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{
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mVLook = modelViewLook;
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mVUp = modelViewUp;
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mVPos = modelViewPos;
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bool globalOrientation = true;
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if (lookOrientation == LOOK_CAMERA_PLANE)
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globalLook = -mVLook;
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else if (lookOrientation == LOOK_AXIS)
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globalLook = lookVector;
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else
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globalOrientation = false;
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if (upOrientation == UP_CAMERA)
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globalUp = mVUp;
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else if (upOrientation == UP_AXIS)
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globalUp = upVector;
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else globalOrientation = false;
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quadRotated = group.getModel()->isEnabled(PARAM_ANGLE);
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return globalOrientation;
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}
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inline void Oriented3DRendererInterface::computeGlobalOrientation3D()
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{
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look = globalLook;
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up = globalUp;
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crossProduct(up,look,side);
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if (lockedAxis == LOCK_LOOK)
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crossProduct(look,side,up);
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else if (quadRotated)
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{
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crossProduct(side,up,look);
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look.normalize();
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}
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up.normalize();
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up *= 0.5f;
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side.normalize();
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side *= 0.5f;
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}
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inline void Oriented3DRendererInterface::computeSingleOrientation3D(const Particle& particle)
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{
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if (lookOrientation == LOOK_CAMERA_POINT)
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{
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look = mVPos;
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look -= particle.position();
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}
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else if (lookOrientation == LOOK_POINT)
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{
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look = lookVector;
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look -= particle.position();
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}
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else
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look = globalLook;
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if (upOrientation == UP_DIRECTION)
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up = particle.velocity();
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else if (upOrientation == UP_POINT)
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{
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up = upVector;
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up -= particle.position();
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}
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else
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up = globalUp;
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crossProduct(up,look,side);
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if (lockedAxis == LOCK_LOOK)
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crossProduct(look,side,up);
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else if (quadRotated)
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{
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crossProduct(side,up,look);
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look.normalize();
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}
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side.normalize();
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side *= 0.5f;
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up.normalize();
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up *= 0.5f;
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}
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inline void Oriented3DRendererInterface::scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const
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{
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float size = particle.getParamCurrentValue(PARAM_SIZE);
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sideQuad = side;
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sideQuad *= size * scaleX;
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upQuad = up;
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upQuad *= size * scaleY;
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}
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inline void Oriented3DRendererInterface::rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const
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{
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float size = particle.getParamCurrentValue(PARAM_SIZE);
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float angleTexture = particle.getParamCurrentValue(PARAM_ANGLE);
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float cosA = cos(angleTexture);
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float sinA = sin(angleTexture);
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upQuad.x = (look.x * look.x + (1.0f - look.x * look.x) * cosA) * up.x
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+ (look.x * look.y * (1.0f - cosA) - look.z * sinA) * up.y
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+ (look.x * look.z * (1.0f - cosA) + look.y * sinA) * up.z;
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upQuad.y = (look.x * look.y * (1.0f - cosA) + look.z * sinA) * up.x
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+ (look.y * look.y + (1.0f - look.y * look.y) * cosA) * up.y
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+ (look.y * look.z * (1.0f - cosA) - look.x * sinA) * up.z;
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upQuad.z = (look.x * look.z * (1.0f - cosA) - look.y * sinA) * up.x
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+ (look.y * look.z * (1.0f - cosA) + look.x * sinA) * up.y
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+ (look.z * look.z + (1.0f - look.z * look.z) * cosA) * up.z;
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crossProduct(upQuad,look,sideQuad);
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sideQuad *= size * scaleX;
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upQuad *= size * scaleY;
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}
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}
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#endif
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