Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/lib/particles/sprite_particles.cc @ 6636

Last change on this file since 6636 was 6628, checked in by bensch, 18 years ago

trunk: segfault-prevention, and minor cleanup

File size: 4.5 KB
RevLine 
[4597]1/*
[1853]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
[1855]10
11   ### File Specific:
[3925]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[5357]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
[1853]17
[6621]18#include "sprite_particles.h"
[1853]19
[5155]20#include "load_param.h"
[5652]21#include "factory.h"
[3942]22#include "material.h"
[4338]23#include "state.h"
[5446]24#include "shell_command.h"
[3930]25
[5944]26#include "parser/tinyxml/tinyxml.h"
[6612]27#include <algorithm>
[4338]28
[6612]29
[6621]30CREATE_FACTORY(SpriteParticles, CL_SPRITE_PARTICLES);
31
32SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture)
[5446]33    ->defaultValues(1, "maps/evil-flower.png");
[4725]34
[1856]35using namespace std;
[1853]36
[3245]37/**
[4836]38 *  standard constructor
39 * @param maxCount the Count of particles in the System
[6621]40 * @param type The Type of the SpriteParticles
[3245]41*/
[6621]42SpriteParticles::SpriteParticles (unsigned int maxCount)
43  : ParticleSystem(maxCount)
[3365]44{
[4602]45  this->init();
[3365]46}
[1853]47
[4677]48/**
[5445]49 * @brief creates a Particle System out of a XML-element
50 * @param root: the XML-element to load from
[4677]51 */
[6621]52SpriteParticles::SpriteParticles(const TiXmlElement* root)
[4602]53{
54  this->init();
[6623]55  if (root != NULL)
56    this->loadParams(root);
[4602]57}
[1853]58
[3245]59/**
[4836]60 *  standard deconstructor
[3245]61*/
[6621]62SpriteParticles::~SpriteParticles()
[3543]63{
[6621]64  // deleting all the living Particles
65  while (this->particles)
66  {
67    Particle* tmpDelPart = this->particles;
68    this->particles = this->particles->next;
69    delete tmpDelPart;
70  }
[4123]71
[6621]72  // deleting all the dead particles
73  while (this->deadList)
74  {
75    Particle* tmpDelPart = this->deadList;
76    this->deadList = this->deadList->next;
77    delete tmpDelPart;
78  }
[3543]79}
[1853]80
[3945]81/**
[6621]82 * @brief initializes the SpriteParticles with default values
[4602]83*/
[6621]84void SpriteParticles::init()
[4602]85{
[6621]86  this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles");
[4602]87
[6626]88  this->material.setDiffuseMap("maps/radial-trans-noise.png");
[4602]89}
90
91
92/**
93 * loads Parameters from a TiXmlElement
94 * @param root the XML-element to load from.
95 */
[6621]96void SpriteParticles::loadParams(const TiXmlElement* root)
[4602]97{
[6623]98  ParticleSystem::loadParams(root);
[4602]99
[6621]100  LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture);
[4602]101}
[4727]102
[4478]103/**
[6626]104 * @brief sets the Texutre that is placed onto the particles
105 * @param textureFile the Texture to load onto these SpriteParticles
106 */
[6621]107void SpriteParticles::setMaterialTexture(const char* textureFile)
[5446]108{
[6621]109  this->material.setDiffuseMap(textureFile);
[5446]110}
111
[3938]112/**
[6621]113 * @brief draws all the Particles of this System
114 *
115 * The Cases in this Function all do the same:
116 * Drawing all the particles with the appropriate Type.
117 * This is just the fastest Way to do this, but will most likely be changed in the future.
[4338]118 */
[6621]119void SpriteParticles::draw() const
[4338]120{
[4176]121  glPushAttrib(GL_ENABLE_BIT);
[4338]122
[4176]123  Particle* drawPart = particles;
[4597]124
[6628]125  GLboolean checkLight = false;
126  glGetBooleanv(GL_LIGHTING, &checkLight);
127  if (checkLight == GL_TRUE)
128    glDisable(GL_LIGHTING);
[6621]129  glMatrixMode(GL_MODELVIEW);
130  glDepthMask(GL_FALSE);
[4338]131
[6621]132  material.select();
133  glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
[4863]134
[6621]135  //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
[4338]136
[4597]137
[6621]138  while (likely(drawPart != NULL))
139  {
140    glColor4fv(drawPart->color);
141    //! @todo implement a faster code for the look-at Camera algorithm.
[4338]142
[6621]143    const PNode* camera = State::getCamera();  //!< @todo MUST be different
144    Vector cameraPos = camera->getAbsCoor();
145    Vector cameraTargetPos = State::getCameraTarget()->getAbsCoor();
146    Vector view = cameraTargetPos - cameraPos;
147    Vector up = Vector(0, 1, 0);
148    up = camera->getAbsDir().apply(up);
149    Vector h = up.cross(view);
150    Vector v = h.cross(view);
151    h.normalize();
152    v.normalize();
153    v *= .5 * drawPart->radius;
154    h *= .5 * drawPart->radius;
[4338]155
[6621]156    glBegin(GL_TRIANGLE_STRIP);
157    glTexCoord2i(1, 1);
158    glVertex3f(drawPart->position.x - h.x - v.x,
159               drawPart->position.y - h.y - v.y,
160               drawPart->position.z - h.z - v.z);
161    glTexCoord2i(0, 1);
162    glVertex3f(drawPart->position.x - h.x + v.x,
163               drawPart->position.y - h.y + v.y,
164               drawPart->position.z - h.z + v.z);
165    glTexCoord2i(1, 0);
166    glVertex3f(drawPart->position.x + h.x - v.x,
167               drawPart->position.y + h.y - v.y,
168               drawPart->position.z + h.z - v.z);
169    glTexCoord2i(0, 0);
170    glVertex3f(drawPart->position.x + h.x + v.x,
171               drawPart->position.y + h.y + v.y,
172               drawPart->position.z + h.z + v.z);
[4338]173
[6621]174    glEnd();
[4597]175
[6621]176    drawPart = drawPart->next;
[4663]177  }
[6621]178  glDepthMask(GL_TRUE);
[4176]179  glPopAttrib();
[3932]180}
Note: See TracBrowser for help on using the repository browser.