open_toontown_panda3d/panda/src/particlesystem/spriteParticleRenderer.cxx

285 lines
8.6 KiB
C++

// Filename: spriteParticleRenderer.cxx
// Created by: charles (13Jul00)
//
////////////////////////////////////////////////////////////////////
#include <boundingSphere.h>
#include <geom.h>
#include "spriteParticleRenderer.h"
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer
// Access : public
// Description : constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(Texture *tex) :
BaseParticleRenderer(PR_ALPHA_NONE),
_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f)),
_initial_x_texel_ratio(0.02f),
_final_x_texel_ratio(0.02f),
_initial_y_texel_ratio(0.02f),
_final_y_texel_ratio(0.02f),
_theta(0.0f),
_animate_x_ratio(false),
_animate_y_ratio(false),
_animate_theta(false),
_blend_method(PP_BLEND_LINEAR),
_pool_size(0)
{
_sprite_primitive = new GeomSprite(tex);
init_geoms();
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer
// Access : public
// Description : copy constructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
SpriteParticleRenderer(const SpriteParticleRenderer& copy) :
BaseParticleRenderer(copy), _pool_size(0) {
_animate_x_ratio = copy._animate_x_ratio;
_animate_y_ratio = copy._animate_y_ratio;
_animate_theta = copy._animate_theta;
_blend_method = copy._blend_method;
_initial_x_texel_ratio = copy._initial_x_texel_ratio;
_final_x_texel_ratio = copy._final_x_texel_ratio;
_initial_y_texel_ratio = copy._initial_y_texel_ratio;
_final_y_texel_ratio = copy._final_y_texel_ratio;
_theta = copy._theta;
_color = copy._color;
_sprite_primitive = new GeomSprite(copy.get_texture());
init_geoms();
}
////////////////////////////////////////////////////////////////////
// Function : ~SpriteParticleRenderer
// Access : public
// Description : destructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
~SpriteParticleRenderer(void) {
}
////////////////////////////////////////////////////////////////////
// Function : make_copy
// Access : public
// Description : child dynamic copy
////////////////////////////////////////////////////////////////////
BaseParticleRenderer *SpriteParticleRenderer::
make_copy(void) {
return new SpriteParticleRenderer(*this);
}
////////////////////////////////////////////////////////////////////
// Function : resize_pool
// Access : private
// Description : reallocate the vertex pool.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
resize_pool(int new_size) {
if (new_size == _pool_size)
return;
_pool_size = new_size;
GeomBindType _x_bind, _y_bind, _theta_bind;
// handle the x texel ratio
if (_animate_x_ratio == true) {
_x_texel_array = PTA_float(new_size);
_x_bind = G_PER_PRIM;
}
else {
_x_texel_array = PTA_float(1);
_x_bind = G_OVERALL;
}
// handle the y texel ratio
if (_animate_y_ratio == true) {
_y_texel_array = PTA_float(new_size);
_y_bind = G_PER_PRIM;
}
else {
_y_texel_array = PTA_float(1);
_y_bind = G_OVERALL;
}
// handle the theta vector
if (_animate_theta == true) {
_theta_array = PTA_float(new_size);
_theta_bind = G_PER_PRIM;
}
else {
_theta_array = PTA_float(1);
_theta_bind = G_OVERALL;
}
_vertex_array = PTA_Vertexf(new_size);
_color_array = PTA_Colorf(new_size);
_sprite_primitive->set_coords(_vertex_array, G_PER_VERTEX);
_sprite_primitive->set_colors(_color_array, G_PER_PRIM);
_sprite_primitive->set_x_texel_ratio(_x_texel_array, _x_bind);
_sprite_primitive->set_y_texel_ratio(_y_texel_array, _y_bind);
_sprite_primitive->set_thetas(_theta_array, _theta_bind);
init_geoms();
}
////////////////////////////////////////////////////////////////////
// Function : init_geoms
// Access : private
// Description : initializes everything, called on traumatic events
// such as construction and serious particlesystem
// modifications
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
init_geoms(void) {
_sprite_primitive->set_num_prims(0);
_interface_node->clear();
_interface_node->add_geom(_sprite_primitive);
}
////////////////////////////////////////////////////////////////////
// Function : birth_particle
// Access : private
// Description : child birth, one of those 'there-if-we-want-it'
// things. not really too useful here, so it turns
// out we don't really want it.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
birth_particle(int) {
}
////////////////////////////////////////////////////////////////////
// Function : kill_particle
// Access : private
// Description : child death
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
kill_particle(int) {
}
////////////////////////////////////////////////////////////////////
// Function : render
// Access : private
// Description : big child render. populates the geom node.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
render(vector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
BaseParticle *cur_particle;
int remaining_particles = ttl_particles;
int i;
Vertexf *cur_vert = &_vertex_array[0];
Colorf *cur_color = &_color_array[0];
float *cur_x_texel = &_x_texel_array[0];
float *cur_y_texel = &_y_texel_array[0];
float *cur_theta = &_theta_array[0];
if (_animate_x_ratio == false)
*cur_x_texel = _initial_x_texel_ratio;
if (_animate_y_ratio == false)
*cur_y_texel = _initial_y_texel_ratio;
if (_animate_theta == false)
*cur_theta = _theta;
// init the aabb
_aabb_min.set(99999.0f, 99999.0f, 99999.0f);
_aabb_max.set(-99999.0f, -99999.0f, -99999.0f);
// run through every filled slot
for (i = 0; i < (int)po_vector.size(); i++) {
cur_particle = (BaseParticle *) po_vector[i].p();
if (cur_particle->get_alive() == false)
continue;
// x aabb adjust
if (cur_particle->get_position().get_x() > _aabb_max.get_x())
_aabb_max[0] = cur_particle->get_position().get_x();
else if (cur_particle->get_position().get_x() < _aabb_min.get_x())
_aabb_min[0] = cur_particle->get_position().get_x();
// y aabb adjust
if (cur_particle->get_position().get_y() > _aabb_max.get_y())
_aabb_max[1] = cur_particle->get_position().get_y();
else if (cur_particle->get_position().get_y() < _aabb_min.get_y())
_aabb_min[1] = cur_particle->get_position().get_y();
// z aabb adjust
if (cur_particle->get_position().get_z() > _aabb_max.get_z())
_aabb_max[2] = cur_particle->get_position().get_z();
else if (cur_particle->get_position().get_z() < _aabb_min.get_z())
_aabb_min[2] = cur_particle->get_position().get_z();
// put the current vertex into the array
*cur_vert++ = cur_particle->get_position();
// put the current color into the array
Colorf c = _color;
int alphamode=get_alpha_mode();
if (alphamode != PR_ALPHA_NONE) {
float t = cur_particle->get_parameterized_age();
if (alphamode == PR_ALPHA_OUT)
c[3] = 1.0f - t;
else if (alphamode == PR_ALPHA_IN)
c[3] = t;
else {
assert(alphamode == PR_ALPHA_USER);
c[3] = get_user_alpha();
}
}
*cur_color++ = c;
// handle x scaling
if (_animate_x_ratio == true) {
float t = cur_particle->get_parameterized_age();
if (_blend_method == PP_BLEND_CUBIC)
t = CUBIC_T(t);
*cur_x_texel++ = (_initial_x_texel_ratio +
(t * (_final_x_texel_ratio - _initial_x_texel_ratio)));
}
// handle y scaling
if (_animate_y_ratio == true) {
float t = cur_particle->get_parameterized_age();
if (_blend_method == PP_BLEND_CUBIC)
t = CUBIC_T(t);
*cur_y_texel++ = (_initial_y_texel_ratio +
(t * (_final_y_texel_ratio - _initial_y_texel_ratio)));
}
// handle theta
if (_animate_theta == true)
*cur_theta++ = cur_particle->get_theta();
// maybe jump out early?
remaining_particles--;
if (remaining_particles == 0)
break;
}
_sprite_primitive->set_num_prims(ttl_particles);
// done filling geompoint node, now do the bb stuff
LPoint3f aabb_center = _aabb_min + ((_aabb_max - _aabb_min) * 0.5f);
float radius = (aabb_center - _aabb_min).length();
_interface_node->set_bound(BoundingSphere(aabb_center, radius));
}