////////////////////////////////////////////////////////////////////////////////// // 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_ORIENTED3DRENDERERINTERFACE #define H_SPK_ORIENTED3DRENDERERINTERFACE #include "Core/SPK_Vector3D.h" #include "Core/SPK_Group.h" // Packs the orientations parameters into one int for orientation presets #define PACK_ORIENTATION(lock,look,up) ((lock << 0x10)|(look << 0x8)|(up)) namespace SPK { /** * @brief Defines the orientation of the vector Look of an oriented 3D particle * * Enumerators marked as (fast) are the ones that only needs to be computed once for * a set of particles instead of being computed for each particles. * * @since 1.04.00 */ enum LookOrientation { LOOK_CAMERA_PLANE, /**< Look towards the camera plane (fast) */ LOOK_CAMERA_POINT, /**< Look towards the camera point (better effect but more expensive) */ LOOK_AXIS, /**< The look vector is defined by an axis (fast) */ LOOK_POINT, /**< Look towards a point in the universe */ }; /** * @brief Defines the orientation of the vector Up of an oriented 3D particle * * Enumerators marked as (fast) are the ones that only needs to be computed once for * a set of particles instead of being computed for each particles. * * @since 1.04.00 */ enum UpOrientation { UP_CAMERA, /**< The up vector is defined by the up vector of the camera (fast) */ UP_DIRECTION, /**< The up vector is oriented towards the direction of the particle */ UP_AXIS, /**< The up vector is is defined by an axis (fast) */ UP_POINT, /**< The up vector is oriented towards a point */ }; /** * @brief Defines which axis is locked and will not change when computing a cross product. * * Note that the side vector cannot be locked as it is always derived from the look and up vectors. * * @since 1.04.00 */ enum LockedAxis { LOCK_LOOK, /**< The look vector is locked */ LOCK_UP, /**< The up vector is locked */ }; /** * @brief Orientation presets to easily set up common orientations * @since 1.04.00 */ enum OrientationPreset { CAMERA_PLANE_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_PLANE,UP_CAMERA), /**< Particles are oriented towards the camera plane (the most common) */ CAMERA_POINT_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_POINT,UP_CAMERA), /**< Particles are oriented towards the camera point (better effect but more expensive) */ 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 */ 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 */ TOWARDS_POINT = PACK_ORIENTATION(LOCK_LOOK,LOOK_POINT,UP_CAMERA), /**< Particles are oriented towards a point in the universe */ FIXED_ORIENTATION = PACK_ORIENTATION(LOCK_LOOK,LOOK_AXIS,UP_AXIS), /**< Particles have a fixed orientation in the universe */ }; /** * @brief Base Interface for rendering particles that can be oriented in a 3D world * @since 1.04.00 */ class SPK_PREFIX Oriented3DRendererInterface { public : /////////////// // Parameter // /////////////// /** * @brief The look vector * * It is used in 2 LookOrientation modes : * * In other modes the look vector is not used */ Vector3D lookVector; /** * @brief The up vector * * It is used in 2 UpOrientation modes : * * In other modes the up vector is not used */ Vector3D upVector; ////////////////// // Constructors // ////////////////// /** @brief Constructor of Oriented3DRendererInterface */ Oriented3DRendererInterface(); //////////////// // Destructor // //////////////// /** @brief Destructor of Oriented3DRendererInterface */ virtual inline ~Oriented3DRendererInterface() {} ///////////// // Setters // ///////////// /** * @brief Sets the way quads are oriented in the universe * * This method allows to accuratly configure the orientation of quads.
* Another method with only one parameters that take presets exist.
* See setOrientation(OrientationPreset) * * @param lookOrientation : The way the look vector of the quad is set * @param upOrientation : The way the up vector of the quad is set * @param lockedAxis : tells which axis prevails over the other */ void setOrientation(LookOrientation lookOrientation,UpOrientation upOrientation,LockedAxis lockedAxis); /** * @brief Sets the way quads are oriented in the universe * * This method takes some presets to orientate the quads.
* Another method that has more options to configure orientation exists
* See setOrientation(LookOrientation,UpOrientation,LockedAxis) * * @param orientation : the orientation preset of the quad */ void setOrientation(OrientationPreset orientation); ///////////// // Getters // ///////////// /** * @brief Gets the look orientation of the quads * @return the look orientation of the quads */ inline LookOrientation getLookOrientation() const; /** * @brief Gets the up orientation of the quads * @return the up orientation of the quads */ inline UpOrientation getUpOrientation() const; /** * @brief Gets the locked axis (the one prevailing over the others) * @return the locked axis */ inline LockedAxis getLockedAxis() const; protected : // Orientation LookOrientation lookOrientation; UpOrientation upOrientation; LockedAxis lockedAxis; inline bool precomputeOrientation3D(const Group& group,const Vector3D& look,const Vector3D& up,const Vector3D& pos); inline void computeGlobalOrientation3D(); inline void computeSingleOrientation3D(const Particle& particle); inline void scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const; inline void rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const; inline const Vector3D& quadUp() const; inline const Vector3D& quadSide() const; private : // Used to store modelview information mutable Vector3D mVLook; mutable Vector3D mVUp; mutable Vector3D mVPos; // Used to store precomputed orientation mutable Vector3D globalLook; mutable Vector3D globalUp; // Used to store the orientation of quads before scaling mutable Vector3D up; mutable Vector3D side; mutable Vector3D look; // Is using rotation mutable int quadRotated; // This is where are stored quad orientation info after computation mutable Vector3D sideQuad; mutable Vector3D upQuad; }; inline LookOrientation Oriented3DRendererInterface::getLookOrientation() const { return lookOrientation; } inline UpOrientation Oriented3DRendererInterface::getUpOrientation() const { return upOrientation; } inline LockedAxis Oriented3DRendererInterface::getLockedAxis() const { return lockedAxis; } inline const Vector3D& Oriented3DRendererInterface::quadUp() const { return upQuad; } inline const Vector3D& Oriented3DRendererInterface::quadSide() const { return sideQuad; } inline bool Oriented3DRendererInterface::precomputeOrientation3D(const Group& group,const Vector3D& modelViewLook,const Vector3D& modelViewUp,const Vector3D& modelViewPos) { mVLook = modelViewLook; mVUp = modelViewUp; mVPos = modelViewPos; bool globalOrientation = true; if (lookOrientation == LOOK_CAMERA_PLANE) globalLook = -mVLook; else if (lookOrientation == LOOK_AXIS) globalLook = lookVector; else globalOrientation = false; if (upOrientation == UP_CAMERA) globalUp = mVUp; else if (upOrientation == UP_AXIS) globalUp = upVector; else globalOrientation = false; quadRotated = group.getModel()->isEnabled(PARAM_ANGLE); return globalOrientation; } inline void Oriented3DRendererInterface::computeGlobalOrientation3D() { look = globalLook; up = globalUp; crossProduct(up,look,side); if (lockedAxis == LOCK_LOOK) crossProduct(look,side,up); else if (quadRotated) { crossProduct(side,up,look); look.normalize(); } up.normalize(); up *= 0.5f; side.normalize(); side *= 0.5f; } inline void Oriented3DRendererInterface::computeSingleOrientation3D(const Particle& particle) { if (lookOrientation == LOOK_CAMERA_POINT) { look = mVPos; look -= particle.position(); } else if (lookOrientation == LOOK_POINT) { look = lookVector; look -= particle.position(); } else look = globalLook; if (upOrientation == UP_DIRECTION) up = particle.velocity(); else if (upOrientation == UP_POINT) { up = upVector; up -= particle.position(); } else up = globalUp; crossProduct(up,look,side); if (lockedAxis == LOCK_LOOK) crossProduct(look,side,up); else if (quadRotated) { crossProduct(side,up,look); look.normalize(); } side.normalize(); side *= 0.5f; up.normalize(); up *= 0.5f; } inline void Oriented3DRendererInterface::scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const { float size = particle.getParamCurrentValue(PARAM_SIZE); sideQuad = side; sideQuad *= size * scaleX; upQuad = up; upQuad *= size * scaleY; } inline void Oriented3DRendererInterface::rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const { float size = particle.getParamCurrentValue(PARAM_SIZE); float angleTexture = particle.getParamCurrentValue(PARAM_ANGLE); float cosA = cos(angleTexture); float sinA = sin(angleTexture); upQuad.x = (look.x * look.x + (1.0f - look.x * look.x) * cosA) * up.x + (look.x * look.y * (1.0f - cosA) - look.z * sinA) * up.y + (look.x * look.z * (1.0f - cosA) + look.y * sinA) * up.z; upQuad.y = (look.x * look.y * (1.0f - cosA) + look.z * sinA) * up.x + (look.y * look.y + (1.0f - look.y * look.y) * cosA) * up.y + (look.y * look.z * (1.0f - cosA) - look.x * sinA) * up.z; upQuad.z = (look.x * look.z * (1.0f - cosA) - look.y * sinA) * up.x + (look.y * look.z * (1.0f - cosA) + look.x * sinA) * up.y + (look.z * look.z + (1.0f - look.z * look.z) * cosA) * up.z; crossProduct(upQuad,look,sideQuad); sideQuad *= size * scaleX; upQuad *= size * scaleY; } } #endif