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tdeartwork/tdescreensaver/kdesavers/firesaverparticle.cpp

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// This file is part of KFireSaver3D.
// KFireSaver3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
// KFireSaver3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with KFireSaver3D; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
// Author: Enrico Ros, based on the great work of David Sansome (kfiresaver)
// Email: asy@libero.it
#include <math.h>
#include <stdlib.h>
#include "firesaverparticle.h"
#include "firesaver.h"
//current color scheme : red orng grn blue w m c
static const GLfloat c_red_min[7] = { 0.4, 0.9, 0, 0, 1, 0, 0 };
static const GLfloat c_red_max[7] = { 1, 1, 0, 0, 1, 1, 0 };
static const GLfloat c_green_min[7] = { 0, 0.4, 0.4, 0, 1, 0, 0 };
static const GLfloat c_green_max[7] = { 0, 0.5, 1, 0.5, 1, 0, 1 };
static const GLfloat c_blue_min[7] = { 0, 0.1, 0, 0.5, 1, 0, 0 };
static const GLfloat c_blue_max[7] = { 0, 0.2, 0, 1, 1, 1, 1 };
//default initialization (good for Leader / Fire)
Particle :: Particle( ParticleType pT )
: particleType( pT ), explosionsDepth( 0 ), texture( 0 ),
xpos( 0.0 ), ypos( 0.0 ), zpos( -9.9 ),
xspeed( 0.0 ), yspeed( 0.0 ), zspeed( 0.0 ), zacc( -9.807 ),
life( 0.0 ), startLife( 0.0 ),
pixelSize( 5.0 ), useLife( true ), flicker( 0 )
{
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
colour[3] = 1;
}
void Particle :: initializeValues (
int cs,
Particle* debrisParent,
GLfloat powermin, GLfloat powermax,
bool flickers,
GLfloat *displace )
//note: this function is called when a particle needs a set of default parameters.
// these depends on the ParticleType.
{
switch (particleType)
{
// -- FireParticle (params: [cs])
// born in a rectangle centered in { 0, 0, -9.9 }
// speed 3-6 [m/s] blue/cyan colored
// this is only done at the beginning or when a particle dies
case FireParticle:
xpos = DRAND * FIELDWIDTH - FIELDW_2;
ypos = DRAND - 2.0;
xspeed = DRAND * 4.0 - 2.0;
yspeed = DRAND * 2.0;
zspeed = DRAND * 3.0 + 3.0;
useLife = false;
pixelSize = 2.0 + DRAND * 2.0;
break;
// -- FireWorkLeaderParticle (params: none)
// they start in a rectangle at the same height but
// with different power and the same 'orange' colour
case FireWorkLeaderParticle:
xpos = DRAND * 14.0 - 7.0;
ypos = DRAND * 2.0 - 1.0;
xspeed = DRAND * 8.0 - 4.0 - (xpos / 2.0)*DRAND;
yspeed = DRAND * 8.0 - 4.0;
zspeed = DRAND * 6.5 + 18.0;
colour[0] = 0.6;
colour[1] = DRAND * 0.4;
colour[2] = 0.0;
useLife = false;
break;
// -- LogoParticle (params: none)
// they start in the middle of the screen.
// little g-force, constant life, weavy-y
case LogoParticle:
yspeed = 3*(DRAND - DRAND);
zacc = -9.807f / 5.0f;
startLife = 0.7f;
life = 1.7f;
break;
// -- StarParticle (params: none)
// spherically distributed. xpos and ypos are the
// transformed screen positions of the star.
case StarParticle:
colour[0] = DRAND * 0.2 + 0.5;
colour[1] = DRAND * 0.2 + 0.5;
colour[2] = DRAND * 0.2 + 0.5;
{bool accepted = false;
while (!accepted) {
float module = 30,
theta = DRAND * M_PI * 2.0,
u = DRAND * 2.0 - 1.0,
root = sqrt( 1 - u*u );
xpos = module * root * cos(theta);
ypos = fabs(module * root * sin(theta)) - 10.0;
zpos = fabs(module * u);
float sfactor = 256.0 / (256.0 + PERSP_MAG_FACTOR*ypos);
xpos *= sfactor;
ypos = sfactor * zpos - FIELDW_2;
pixelSize = sfactor * (2.0 + 3.0*DRAND);
accepted = xpos > -FIELDW_2 && xpos < FIELDW_2 &&
ypos > -FIELDW_2 && ypos < FIELDW_2;
}}
break;
// -- FireWorkDebrisParticle (params: cs, parent, [powerm], [powerM], [flickers], [displace])
// parameters are randomized for a 'spherical' explosion.
// power{min,max}, flickers and displace applies only for that
// kind of ParticleType.
case FireWorkDebrisParticle:
//same origin of the dead leader
xpos = debrisParent->xpos;
ypos = debrisParent->ypos;
zpos = debrisParent->zpos;
//true spherical randomization
float module = powermin + DRAND * (powermax - powermin),
theta = DRAND * M_PI * 2.0,
u = DRAND * 2.0 - 1.0,
root = sqrt( 1 - u*u );
xspeed = debrisParent->xspeed + module * root * cos(theta) * (1.0 + DRAND/3.0);
yspeed = debrisParent->yspeed + module * root * sin(theta) * (1.0 + DRAND/3.0);
zspeed = module * u * (1.0 + DRAND/3.0); //was 0.9 + DRAND/3
//if set add a displace to speed
if ( displace ) {
xspeed += displace[0];
yspeed += displace[1];
zspeed += displace[2];
}
//randomize the color choosing on current palette
colour[0] = c_red_min[cs] + (c_red_max[cs]-c_red_min[cs]) * DRAND;
colour[1] = c_green_min[cs] + (c_green_max[cs]-c_green_min[cs]) * DRAND;
colour[2] = c_blue_min[cs] + (c_blue_max[cs]-c_blue_min[cs]) * DRAND;
pixelSize = DRAND * 2.0 + 2.0;
zacc = -9.807 / (6.0 - pixelSize);
life = startLife = pixelSize / 2.0;
//if flickers is set the current visible delay is randomized
if ( flickers )
flicker = (int) ((DRAND * 2.0 - 1.0) * (float)FLICKER_FRAMES_DELAY);
break;
}
}
void Particle :: updateParameters( float dT )
//note: this procedure uses a reduced set of parameters
// x and y axis acceleration is no more used
// the only external iterations are:
// - the g force
// - a sort of air friction that limits speed in x,y and
// acceleration on z
{
xpos += xspeed * dT;
ypos += yspeed * dT;
zpos += (zspeed + zacc*dT/2) * dT;
zspeed += zacc * dT;
xspeed *= 0.998;
yspeed *= 0.998;
zspeed *= 0.999;
if (useLife)
life -= dT;
}
// BEGIN TurningParticle class
TurningParticle :: TurningParticle( ParticleType pT )
: Particle( pT ) {}
void TurningParticle :: initializeValues (
int cs,
Particle* leader,
GLfloat powermin,
GLfloat powermax,
bool /*flickers*/,
GLfloat * /*displace*/ )
{
//same origin of the parent
xpos = leader->xpos;
ypos = leader->ypos;
zpos = leader->zpos;
//velocity : true spherical randomization
float module = powermin + (powermax - powermin) * DRAND * 0.6,
theta = DRAND * M_PI * 2.0,
u = DRAND * 2.0 - 1.0,
root = sqrt( 1 - u*u );
xspeed = -module * root * cos(theta);
yspeed = -module * root * sin(theta);
zspeed = module * u;
//spin axis : in quadrature with velocity
module = (1 + DRAND) / 40;
u = DRAND * 2.0 - 1.0;
root = sqrt( 1 - u*u );
// axis to spin around
wx = module * root * cos(theta + M_PI_2);
wy = module * root * sin(theta + M_PI_2);
wz = module * u;
//randomize the color choosing on current palette
colour[0] = c_red_min[cs] + (c_red_max[cs]-c_red_min[cs]) * DRAND;
colour[1] = c_green_min[cs] + (c_green_max[cs]-c_green_min[cs]) * DRAND;
colour[2] = c_blue_min[cs] + (c_blue_max[cs]-c_blue_min[cs]) * DRAND;
pixelSize = DRAND * 2.0 + 2.0;
zacc = -9.807 / 5.0;
life = startLife = pixelSize / 2.0;
}
void TurningParticle :: updateParameters ( float dT )
{
//update position
xpos += xspeed * dT;
ypos += yspeed * dT;
zpos += zspeed * dT;
//tan vector = velocity vector (vect producted by) spin axis
float vx = yspeed * wz - zspeed * wy,
vy = zspeed * wx - xspeed * wz,
vz = xspeed * wy - yspeed * wx;
//update velocity adding a tangential component (aka infinitesimally
//rotating the vector)
xspeed += vx;
yspeed += vy;
zspeed += vz + zacc * dT;
if (useLife)
life -= dT;
}
//END TurningParticle