217 lines
6.1 KiB
C++
217 lines
6.1 KiB
C++
//////////////////////////////////////////////////////////////////////////////////
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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_ORIENTED2DRENDERERINTERFACE
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#define H_SPK_ORIENTED2DRENDERERINTERFACE
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#include "Core/SPK_Vector3D.h"
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#include "Core/SPK_Group.h"
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namespace SPK
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{
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/**
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* @brief Defines the orientation of a particle oriented in 2D
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* @since 1.04.00
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*/
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enum Orientation2D
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{
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ORIENTATION2D_UP, /**< Oriented towards the camera plane */
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ORIENTATION2D_DIRECTION, /**< Oriented towards the direction of the particle */
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ORIENTATION2D_POINT, /**< Oriented towards a point in the universe */
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ORIENTATION2D_AXIS /**< The orientation vector is defined by an axis */
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};
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/**
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* @brief Base Interface for rendering particles that can be oriented in a 2D world
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* @since 1.04.00
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*/
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class Oriented2DRendererInterface
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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 orientation vector
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*
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* It is used in 2 orientation modes :
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* <ul>
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* <li>ORIENTATION2D_AXIS : The orientation vector is used as the axis</li>
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* <li>ORIENTATION2D_POINT : The orientation vector is the point particle look to</li>
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* </ul>
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* In other modes the orientation vector is not used
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*/
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Vector3D orientationVector;
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//////////////////
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// Constructors //
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//////////////////
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/** @brief Constructor of Oriented2DRendererInterface */
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inline Oriented2DRendererInterface();
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////////////////
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// Destructor //
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////////////////
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/** @brief Destructor of Oriented2DRendererInterface */
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virtual inline ~Oriented2DRendererInterface() {}
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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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* @param orientation : the orientation of the quad
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*/
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inline void setOrientation(Orientation2D 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 orientation of the quads
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* @return the orientation of the quads
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*/
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inline Orientation2D getOrientation() const;
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protected :
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Orientation2D orientation;
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inline bool hasGlobalOrientation();
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inline void computeGlobalOrientation2D();
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inline void computeSingleOrientation2D(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 the orientation of quads before scaling
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mutable Vector3D up;
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mutable Vector3D side;
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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 Oriented2DRendererInterface::Oriented2DRendererInterface() :
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orientation(ORIENTATION2D_UP)
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{
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orientationVector.set(0.0f,-1.0f);
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}
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inline void Oriented2DRendererInterface::setOrientation(Orientation2D orientation)
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{
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this->orientation = orientation;
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}
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inline Orientation2D Oriented2DRendererInterface::getOrientation() const
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{
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return orientation;
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}
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inline const Vector3D& Oriented2DRendererInterface::quadUp() const
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{
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return upQuad;
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}
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inline const Vector3D& Oriented2DRendererInterface::quadSide() const
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{
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return sideQuad;
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}
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inline bool Oriented2DRendererInterface::hasGlobalOrientation()
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{
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return ((orientation == ORIENTATION2D_UP)||(ORIENTATION2D_AXIS));
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}
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inline void Oriented2DRendererInterface::computeGlobalOrientation2D()
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{
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if (orientation == ORIENTATION2D_UP)
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up.set(0.0f,-0.5f);
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else if (orientation == ORIENTATION2D_AXIS)
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{
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up.set(orientationVector.x,orientationVector.y);
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up.normalize();
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up *= 0.5f;
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}
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}
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inline void Oriented2DRendererInterface::computeSingleOrientation2D(const Particle& particle)
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{
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if (orientation == ORIENTATION2D_DIRECTION)
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up = particle.velocity();
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else if (orientation == ORIENTATION2D_POINT)
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{
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up = orientationVector;
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up -= particle.position();
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}
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up.z = 0.0f;
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up.normalize();
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up *= 0.5f;
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}
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inline void Oriented2DRendererInterface::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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upQuad.set(up.x,up.y);
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upQuad *= size * scaleY;
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sideQuad.set(-up.y,up.x);
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sideQuad *= size * scaleX;
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}
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inline void Oriented2DRendererInterface::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 = cosA * up.x + sinA * up.y;
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upQuad.y = -sinA * up.x + cosA * up.y;
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upQuad.z = 0.0f;
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sideQuad.set(-upQuad.y,upQuad.x);
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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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