add sparkle explosions

This commit is contained in:
gmueller
2011-01-05 23:02:10 +01:00
parent b19f44ec32
commit a02ad6bd34
106 changed files with 19753 additions and 88 deletions

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//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_NORMALEMITTER
#define H_SPK_NORMALEMITTER
#include "Core/SPK_Emitter.h"
namespace SPK
{
/**
* @class NormalEmitter
* @brief An Emitter that emits particles following a Zone normals
*
* The Zone used to derive the direction of emission can either be the Emitter Zone
* or another Zone that can be set with setNormalZone(Zone*).<br>
* If the normal zone is NULL the emitter Zone is used.
*
* @since 1.02.00
*/
class SPK_PREFIX NormalEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(NormalEmitter)
public :
//////////////////
// Constructors //
//////////////////
/**
* @brief Constructor of NormalEmitter
* @param normalZone : the Zone used to compute normals (NULL to used the Emitter Zone)
* @param inverted : true to invert the normals, false otherwise
*/
NormalEmitter(Zone* normalZone = NULL,bool inverted = false);
/**
* @brief Creates and registers a new NormalEmitter
* @param normalZone : the Zone used to compute normals (NULL to used the Emitter Zone)
* @param inverted : true to invert the normals, false otherwise
* @return A new registered NormalEmitter
* @since 1.04.00
*/
static inline NormalEmitter* create(Zone* normalZone = NULL,bool inverted = false);
/////////////
// Setters //
/////////////
/**
* @brief Sets whether normals are inverted or not
* @param inverted true to use inverted normals, false not to
*/
inline void setInverted(bool inverted);
/**
* @brief the Zone used to compute normals
*
* Note that if the normal zone is NULL, the Emitter Zone is used.
*
* @param zone : the Zone used to compute normals (NULL to used the Emitter Zone)
*/
void setNormalZone(Zone* zone);
/////////////
// Getters //
/////////////
/**
* @brief Tells whether normals are inverted for this NormalEmitter
* @return true if normals are inverted, false if not
*/
inline bool isInverted() const;
/**
* @brief Gets the normal Zone of this NormalEmitter
* @return the normal Zone of this NormalEmitter
*/
inline Zone* getNormalZone() const;
///////////////
// Interface //
///////////////
virtual Registerable* findByName(const std::string& name);
protected :
virtual void registerChildren(bool registerAll);
virtual void copyChildren(const NormalEmitter& emitter,bool createBase);
virtual void destroyChildren(bool keepChildren);
private :
bool inverted;
Zone* normalZone;
virtual void generateVelocity(Particle& particle,float speed) const;
};
inline NormalEmitter* NormalEmitter::create(Zone* normalZone,bool inverted)
{
NormalEmitter* obj = new NormalEmitter(normalZone,inverted);
registerObject(obj);
return obj;
}
inline void NormalEmitter::setInverted(bool inverted)
{
this->inverted = inverted;
}
inline bool NormalEmitter::isInverted() const
{
return inverted;
}
inline Zone* NormalEmitter::getNormalZone() const
{
return normalZone;
}
}
#endif

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//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_RANDOMEMITTER
#define H_SPK_RANDOMEMITTER
#include "Core/SPK_Emitter.h"
namespace SPK
{
/**
* @class RandomEmitter
* @brief An Emitter that emits in a random direction
* @since 1.02.00
*/
class SPK_PREFIX RandomEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(RandomEmitter)
public :
/**
* @brief Creates and registers a new RandomEmitter
* @return A new registered RandomEmitter
* @since 1.04.00
*/
static inline RandomEmitter* create();
private :
virtual void generateVelocity(Particle& particle,float speed) const;
};
inline RandomEmitter* RandomEmitter::create()
{
RandomEmitter* obj = new RandomEmitter;
registerObject(obj);
return obj;
}
}
#endif

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//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_SPHERICEMITTER
#define H_SPK_SPHERICEMITTER
#include "Core/SPK_Emitter.h"
namespace SPK
{
/**
* @class SphericEmitter
* @brief An Emitter that emits particles in a portion of sphere
*
* This Emitter can emit particles in a spheric way.
* To do that 2 angles and a direction Vector3D can be parametered :
* <ul>
* <li>The direction Vector3D defines the direction of the emitter.</li>
* <li>The angles defines the area in between which wil be emitted the particles velocities.</li>
* </ul>
* Here are a few examples :
* <ul>
* <li><i>0 and 2 * PI</i> will define a complete sphere ie equivalent to a RandomEmitter</li>
* <li><i>0 and 0</i> will define a Emitter equivalent to a StraightEmitter</li>
* <li><i>PI and PI</i> will define a disk</li>
* <li><i>PI / 2 and PI / 2</i> will define a Cone of angle PI / 2</li>
* <li>...</li>
* </ul>
*/
class SPK_PREFIX SphericEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(SphericEmitter)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief Constructor of SphericEmitter
* @param direction : the direction of the SphericEmitter
* @param angleA : the first angle in radians of the SphericEmitter
* @param angleB : the second angle in radians of the SphericEmitter
*/
SphericEmitter(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
/**
* @brief Creates and registers a new SphericEmitter
* @param direction : the direction of the SphericEmitter
* @param angleA : the first angle in radians of the SphericEmitter
* @param angleB : the second angle in radians of the SphericEmitter
* @since 1.04.00
*/
static inline SphericEmitter* create(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f),float angleA = 0.0f,float angleB = 0.0f);
/////////////
// Setters //
/////////////
/**
* @brief Sets the direction of this SphericEmitter
*
* Note that it is not necessary to provide a normalized Vector3D.
* This Vector3D only indicates a direction, its norm does not matter.
*
* @param direction : the direction of this SphericEmitter
*/
void setDirection(const Vector3D& direction);
/**
* @brief Sets the angles of this SphericEmitter
*
* Note that angles are clamped between 0 and 2 * PI
* AngleA does not have to be inferior to angleB, it has no importance as angles are sorted within the method.
*
* @param angleA : the first angle in radians of this SphericEmitter
* @param angleB : the second angle in radians of this SphericEmitter
*/
void setAngles(float angleA,float angleB);
/////////////
// Getters //
/////////////
/**
* @brief Gets the direction of this SphericEmitter
* @return the direction of this SphericEmitter
*/
inline const Vector3D& getDirection() const;
/**
* @brief Gets the direction of this SphericEmitter
* @return the direction of this SphericEmitter
*/
inline const Vector3D& getTransformedDirection() const;
/**
* @brief Gets the minimum angle of this SphericEmitter
* @return the minimum angle of this SphericEmitter
*/
inline float getAngleMin() const;
/**
* @brief Gets the maximum angle of this SphericEmitter
* @return the maximum angle of this SphericEmitter
*/
inline float getAngleMax() const;
protected :
virtual void innerUpdateTransform();
private :
static const float PI;
Vector3D direction;
Vector3D tDirection; // transformed direction
float angleMin;
float angleMax;
float cosAngleMin;
float cosAngleMax;
float matrix[9];
void computeMatrix();
virtual void generateVelocity(Particle& particle,float speed) const;
};
inline SphericEmitter* SphericEmitter::create(const Vector3D& direction,float angleA,float angleB)
{
SphericEmitter* obj = new SphericEmitter(direction,angleA,angleB);
registerObject(obj);
return obj;
}
inline const Vector3D& SphericEmitter::getDirection() const
{
return direction;
}
inline const Vector3D& SphericEmitter::getTransformedDirection() const
{
return tDirection;
}
inline float SphericEmitter::getAngleMin() const
{
return angleMin;
}
inline float SphericEmitter::getAngleMax() const
{
return angleMax;
}
}
#endif

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//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_STATICEMITTER
#define H_SPK_STATICEMITTER
#include "Core/SPK_Emitter.h"
namespace SPK
{
/**
* @class StaticEmitter
* @brief An Emitter that emits particles with no initial velocity
* @since 1.05.00
*/
class StaticEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(StaticEmitter)
public :
/**
* @brief Creates and registers a new StaticEmitter
* @return A new registered StaticEmitter
*/
static inline StaticEmitter* create();
private :
virtual inline void generateVelocity(Particle& particle,float speed) const;
};
inline StaticEmitter* StaticEmitter::create()
{
StaticEmitter* obj = new StaticEmitter;
registerObject(obj);
return obj;
}
inline void StaticEmitter::generateVelocity(Particle& particle,float speed) const
{
particle.velocity().set(0.0f,0.0f,0.0f); // no initial velocity
}
}
#endif

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//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_STRAIGHEMITTER
#define H_SPK_STRAIGHEMITTER
#include "Core/SPK_Emitter.h"
#include "Core/SPK_Particle.h"
namespace SPK
{
/**
* @class StraightEmitter
* @brief An Emitter that emits in a given direction
*/
class SPK_PREFIX StraightEmitter : public Emitter
{
SPK_IMPLEMENT_REGISTERABLE(StraightEmitter)
public :
/////////////////
// Constructor //
/////////////////
/**
* @brief The constructor of StraightEmitter
* @param direction : the direction of the StraighEmitter
*/
StraightEmitter(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f));
/**
* @brief Creates and registers a new StraightEmitter
* @param direction : the direction of the StraighEmitter
* @since 1.04.00
*/
static inline StraightEmitter* create(const Vector3D& direction = Vector3D(0.0f,0.0f,-1.0f));
/////////////
// Setters //
/////////////
/**
* @brief Sets the direction of this StraightEmitter
*
* Note that it is not necessary to provide a normalized Vector3D.
* This Vector3D only indicates a direction, its norm does not matter.
*
* @param direction : the direction of this StraightEmitter
*/
void setDirection(const Vector3D& direction);
/////////////
// Getters //
/////////////
/**
* @brief Gets the direction of this StraightEmitter
* @return the direction of this StraightEmitter
*/
inline const Vector3D& getDirection() const;
/**
* @brief Gets the transformed direction of this StraightEmitter
* @return the transformed direction of this StraightEmitter
*/
inline const Vector3D& getTransformedDirection() const;
protected :
virtual void innerUpdateTransform();
private :
Vector3D direction;
Vector3D tDirection;
virtual inline void generateVelocity(Particle& particle,float speed) const;
};
inline StraightEmitter* StraightEmitter::create(const Vector3D& direction)
{
StraightEmitter* obj = new StraightEmitter(direction);
registerObject(obj);
return obj;
}
inline const Vector3D& StraightEmitter::getDirection() const
{
return direction;
}
inline const Vector3D& StraightEmitter::getTransformedDirection() const
{
return tDirection;
}
inline void StraightEmitter::generateVelocity(Particle& particle,float speed) const
{
particle.velocity() = tDirection;
particle.velocity() *= speed;
}
}
#endif