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sseParticle.cpp
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171 lines (142 loc) · 3.68 KB
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//========================================================
// Scaled Simulator Engine
//
// Author: Jason Huntley
//
// Description: Particles
//
// Notes:
//
// Y+
// |
// |__ X+
// /
// Z+
//
// License:
//
// Licensed under the Apache License, Version 2.0
// (the "License"); you may not use this file except in
// compliance with the License. You may obtain a copy of
// the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in
// writing, software distributed under the License is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing
// permissions and limitations under the License.
//
//=========================================================
#include "sseParticle.hpp"
#include "sseTexture.h"
#include "sseCamera.hpp"
#include "sseCommand.hpp"
sseParticle::sseParticle(void) : sseObject()
{
stringstream sstm;
sstm << "Particle-" << getID();
setName(sstm.str());
//m_materialDefault.setMode(MAT_UPDATE_FRONT);
//m_materialDefault.setShine(100.0);
m_size=5;
}
sseParticle::~sseParticle(void)
{
}
void sseParticle::SetSize(float size)
{
m_size=size;
}
float sseParticle::GetSize()
{
return m_size;
}
void sseParticle::SetLife(float length)
{
m_life=length;
}
float sseParticle::GetLife()
{
return m_life;
}
void sseParticle::SetColor(int R, int G, int B)
{
m_color[0]=R;
m_color[1]=G;
m_color[2]=B;
}
void sseParticle::Load(sseTexture *pTextureLoader)
{
m_texture_id=pTextureLoader->LoadWrap("Data\\entities\\img\\particle\\particle.bmp", -1, GL_RGB);
}
void sseParticle::Destroy()
{
if (!m_destroy)
{
m_destroy=true;
}
}
void sseParticle::processPhysics()
{
if (!m_destroy) {
double dt = m_pClock->GetElapsedTime();
m_life -= dt;
m_destroy=!isAlive();
m_Pitch+=m_rotationalVelX*dt;
m_Roll+=m_rotationalVelZ*dt;
m_Yaw+=m_rotationalVelY*dt;
m_vPos[0]+=(m_velocity[0]/m_fTime)*dt;
m_vPos[1]+=(m_velocity[1]/m_fTime)*dt;
m_vPos[2]+=(m_velocity[2]/m_fTime)*dt;
}
}
void sseParticle::affineTransform()
{
dQuaternion qRotZ(vLookAt,m_Roll);
m_objectMatrix=qRotZ.Get4x4Matrix();
m_objectMatrix[3]=m_vPos;
m_objectMatrix[0][3]=0;
m_objectMatrix[1][3]=0;
m_objectMatrix[2][3]=0;
m_objectMatrix[3][3]=1;
}
void sseParticle::PreProcess(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
sseObject::PreProcess(pRenderer, pTextureLoader);
if (!m_destroy) {
glDepthMask(false);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_ONE);
}
}
void sseParticle::DrawObject(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
if (!m_destroy) {
//gluSphere(m_quadTexture,m_radius,1000,1000);// Draw the Planet
float halfSize = m_size * 0.5f;
glColor4ub(m_color[0], m_color[1], m_color[2], 1);
pTextureLoader->Bind(m_texture_id);
// Draw the particle
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-halfSize, halfSize, 0.0f); // Top left vertex
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-halfSize, -halfSize, 0.0f); // Bottom left vertex
glTexCoord2f(1.0f, 0.0f);
glVertex3f(halfSize, -halfSize, 0.0f); // Bottom right vertex
glTexCoord2f(1.0f, 1.0f);
glVertex3f(halfSize, halfSize, 0.0f); // Top right vertex
glEnd();
}
}
void sseParticle::PostProcess(sseGrafxInterface *pRenderer, sseTexture *pTextureLoader)
{
sseObject::PostProcess(pRenderer, pTextureLoader);
if (!m_destroy) {
glDepthMask(true);
glDisable(GL_BLEND);
}
}