open_toontown_panda3d/panda/src/particlesystem/spriteParticleRenderer.cxx

429 lines
15 KiB
C++

// Filename: spriteParticleRenderer.cxx
// Created by: charles (13Jul00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "spriteParticleRenderer.h"
#include "boundingSphere.h"
#include "geom.h"
#include "nodePath.h"
#include "dcast.h"
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::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),
_source_type(ST_texture)
{
_sprite_primitive = new GeomSprite(tex);
init_geoms();
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::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::~SpriteParticleRenderer
// Access : public
// Description : destructor
////////////////////////////////////////////////////////////////////
SpriteParticleRenderer::
~SpriteParticleRenderer(void) {
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::make_copy
// Access : public
// Description : child dynamic copy
////////////////////////////////////////////////////////////////////
BaseParticleRenderer *SpriteParticleRenderer::
make_copy(void) {
return new SpriteParticleRenderer(*this);
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::set_from_node
// Access : public
// Description : Sets the properties on this render from the geometry
// referenced by the indicated NodePath. This should be
// a reference to a GeomNode; it extracts out the
// Texture and UV range from the GeomNode.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
set_from_node(const NodePath &node_path) {
nassertv(!node_path.is_empty());
// The bottom node must be a GeomNode. If it is not, find the first
// GeomNode beneath it.
NodePath geom_node_path = node_path;
if (!geom_node_path.node()->is_geom_node()) {
geom_node_path = node_path.find("**/+GeomNode");
if (geom_node_path.is_empty()) {
particlesystem_cat.error()
<< node_path << " does not contain a GeomNode.\n";
return;
}
}
GeomNode *gnode = DCAST(GeomNode, geom_node_path.node());
// Get the texture off the node. We'll take just the first texture.
Texture *tex = geom_node_path.find_texture("*");
if (tex == (Texture *)NULL) {
particlesystem_cat.error()
<< geom_node_path << " has no texture.\n";
return;
}
// Now examine the UV's of the first Geom within the GeomNode.
nassertv(gnode->get_num_geoms() > 0);
const Geom *geom = gnode->get_geom(0);
PTA_TexCoordf texcoords;
GeomBindType bind;
PTA_ushort tindex;
geom->get_texcoords(texcoords, bind, tindex);
if (bind != G_PER_VERTEX) {
particlesystem_cat.error()
<< geom_node_path << " has no UV's in its first Geom.\n";
return;
}
int num_verts = geom->get_num_vertices();
if (num_verts == 0) {
particlesystem_cat.error()
<< geom_node_path << " has no vertices in its first Geom.\n";
return;
}
Geom::TexCoordIterator ti = geom->make_texcoord_iterator();
const TexCoordf &first_texcoord = geom->get_next_texcoord(ti);
TexCoordf min_uv = first_texcoord;
TexCoordf max_uv = first_texcoord;
for (int v = 1; v < num_verts; v++) {
const TexCoordf &texcoord = geom->get_next_texcoord(ti);
min_uv[0] = min(min_uv[0], texcoord[0]);
max_uv[0] = max(max_uv[0], texcoord[0]);
min_uv[1] = min(min_uv[1], texcoord[1]);
max_uv[1] = max(max_uv[1], texcoord[1]);
}
// We don't really pay attention to orientation of UV's here; a
// minor flaw. We assume the minimum is in the lower-left, and the
// maximum is in the upper-right.
set_texture(tex);
set_ll_uv(min_uv);
set_ur_uv(max_uv);
_source_type = ST_from_node;
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::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::empty_array(new_size);
_x_bind = G_PER_PRIM;
}
else {
_x_texel_array = PTA_float::empty_array(1);
_x_bind = G_OVERALL;
}
// handle the y texel ratio
if (_animate_y_ratio == true) {
_y_texel_array = PTA_float::empty_array(new_size);
_y_bind = G_PER_PRIM;
}
else {
_y_texel_array = PTA_float::empty_array(1);
_y_bind = G_OVERALL;
}
// handle the theta vector
if (_animate_theta == true) {
_theta_array = PTA_float::empty_array(new_size);
_theta_bind = G_PER_PRIM;
}
else {
_theta_array = PTA_float::empty_array(1);
_theta_bind = G_OVERALL;
}
_vertex_array = PTA_Vertexf::empty_array(new_size);
_color_array = PTA_Colorf::empty_array(new_size);
_sprite_primitive->set_coords(_vertex_array);
_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 : SpriteParticleRenderer::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);
GeomNode *render_node = get_render_node();
render_node->remove_all_geoms();
render_node->add_geom(_sprite_primitive, _render_state);
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::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 : SpriteParticleRenderer::kill_particle
// Access : private
// Description : child death
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
kill_particle(int) {
}
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::render
// Access : private
// Description : big child render. populates the geom node.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
render(pvector< 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) * get_user_alpha();
else if (alphamode == PR_ALPHA_IN)
c[3] = t * get_user_alpha();
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();
_sprite_primitive->set_bound(BoundingSphere(aabb_center, radius));
get_render_node()->mark_bound_stale();
}
////////////////////////////////////////////////////////////////////
// Function : output
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
output(ostream &out) const {
#ifndef NDEBUG //[
out<<"SpriteParticleRenderer";
#endif //] NDEBUG
}
////////////////////////////////////////////////////////////////////
// Function : write
// Access : Public
// Description : Write a string representation of this instance to
// <out>.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
write(ostream &out, int indent) const {
#ifndef NDEBUG //[
out.width(indent); out<<""; out<<"SpriteParticleRenderer:\n";
out.width(indent+2); out<<""; out<<"_sprite_primitive "<<_sprite_primitive<<"\n";
out.width(indent+2); out<<""; out<<"_vertex_array "<<_vertex_array<<"\n";
out.width(indent+2); out<<""; out<<"_color_array "<<_color_array<<"\n";
out.width(indent+2); out<<""; out<<"_x_texel_array "<<_x_texel_array<<"\n";
out.width(indent+2); out<<""; out<<"_y_texel_array "<<_y_texel_array<<"\n";
out.width(indent+2); out<<""; out<<"_theta_array "<<_theta_array<<"\n";
out.width(indent+2); out<<""; out<<"_color "<<_color<<"\n";
out.width(indent+2); out<<""; out<<"_initial_x_texel_ratio "<<_initial_x_texel_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_final_x_texel_ratio "<<_final_x_texel_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_initial_y_texel_ratio "<<_initial_y_texel_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_final_y_texel_ratio "<<_final_y_texel_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_theta "<<_theta<<"\n";
out.width(indent+2); out<<""; out<<"_animate_x_ratio "<<_animate_x_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_animate_y_ratio "<<_animate_y_ratio<<"\n";
out.width(indent+2); out<<""; out<<"_animate_theta "<<_animate_theta<<"\n";
out.width(indent+2); out<<""; out<<"_blend_method "<<_blend_method<<"\n";
out.width(indent+2); out<<""; out<<"_aabb_min "<<_aabb_min<<"\n";
out.width(indent+2); out<<""; out<<"_aabb_max "<<_aabb_max<<"\n";
out.width(indent+2); out<<""; out<<"_pool_size "<<_pool_size<<"\n";
out.width(indent+2); out<<""; out<<"_source_type "<<_source_type<<"\n";
BaseParticleRenderer::write(out, indent+2);
#endif //] NDEBUG
}