Example #1
0
bool ParticleSystem::objectRendering(const Ogre::MovableObject* movable, const Ogre::Camera*) {
	//Adjust all emitters so that mDirection is applied in world space
	Ogre::Quaternion rotation = movable->getParentNode()->convertWorldToLocalOrientation(Ogre::Quaternion(Ogre::Degree(0), mDirection));
	for (unsigned short i = 0; i < mOgreParticleSystem->getNumEmitters(); ++i) {
		Ogre::ParticleEmitter* emitter = mOgreParticleSystem->getEmitter(i);
		emitter->setDirection(rotation * mDirection);
	}
	return true;
}
/*
Code for this method taken from http://www.ogre3d.org/forums/viewtopic.php?p=176603&sid=ffef6c25bddf82213f3b1e0daf228657#p176603
Adapted for use in this program by Michael Y.M. Kong
*/
void ProjectileManager::scaleBy(Ogre::Real factor, Ogre::ParticleSystem* pSys_)
{
   Ogre::Real temp;
   temp = pSys_->getDefaultWidth();
   temp *= factor;
   pSys_->setDefaultWidth( temp );
   temp = pSys_->getDefaultHeight();
   temp *= factor;
   pSys_->setDefaultHeight( temp );

   for(unsigned short i=0; i<pSys_->getNumEmitters(); ++i)
   {
      Ogre::ParticleEmitter* emitt = pSys_->getEmitter(i);
	  Ogre::Vector3 pos = emitt->getPosition();
      Ogre::Real particleVelocity = emitt->getParticleVelocity();
      Ogre::Real minParticleVelocity = emitt->getMinParticleVelocity();
      Ogre::Real maxParticleVelocity = emitt->getMaxParticleVelocity();

	  pos *= factor;
	  particleVelocity *= factor;
	  minParticleVelocity *= factor;
	  maxParticleVelocity *= factor;

      emitt->setPosition(pos);
      emitt->setParticleVelocity(particleVelocity);
      emitt->setMinParticleVelocity(minParticleVelocity);
      emitt->setMaxParticleVelocity(maxParticleVelocity);
   }
}
Example #3
0
bool Explosion::isAlive()
{
    for (unsigned i = 0; i < m_ps->getNumEmitters(); i++)
    {
        Ogre::ParticleEmitter * emitter = m_ps->getEmitter(i);
        if (!emitter->getEnabled())
        {
            return false;
        }
    }
    return true;
}
void EffectsFactory::requestSpillBlood(float x, float y, float z)
{
	assert(my_blood_ps.size() > 0);
	assert(my_sn.size());

	my_blood_ps.front()->getParentSceneNode()->setPosition(x, y, z);

	my_blood_ps.front()->setEmitting(true);
	int numEmitters = my_blood_ps.front()->getNumEmitters();
	std::cout << "Num emitters:" << numEmitters << std::endl;
	for(int x = 0; x < numEmitters; x++) {
		Ogre::ParticleEmitter* emitter = my_blood_ps.front()->getEmitter(x);
		emitter->setEnabled(true);
		std::cout << "EMITTER ENABLED" << std::endl;
	}

}
Example #5
0
void Main::onInitialize() {
    auto scene = addScene(new dt::Scene("testscene"));

    dt::ResourceManager::get()->addResourceLocation("sinbad.zip","Zip", true);
    dt::ResourceManager::get()->addResourceLocation("particle/","FileSystem", true);
    Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // make a scene
    auto camnode = scene->addChildNode(new dt::Node("camnode"));
    camnode->setPosition(Ogre::Vector3(0, 2, 10));
    camnode->addComponent(new dt::CameraComponent("cam"))->lookAt(Ogre::Vector3(0, 2, 0));;

    auto p = scene->addChildNode(new dt::Node("p"));

    p->setScale(0.2);
    auto mesh = p->addComponent(new dt::MeshComponent("Sinbad.mesh"));
    mesh->setAnimation("RunBase");
    mesh->setLoopAnimation(true);
    mesh->playAnimation();

    auto path =
        p->addComponent(new dt::FollowPathComponent(dt::FollowPathComponent::LOOP));
    path->addPoint(Ogre::Vector3(-10, 0, 0));
    path->addPoint(Ogre::Vector3(10, 0, 0));
    path->setDuration(2.f);
    path->setFollowRotation(true);

    // create the particle system
    auto p_sys = p->addComponent(new dt::ParticleSystemComponent("p_sys"));
    p_sys->setMaterialName("Test/Particle");
    p_sys->setParticleCountLimit(1000);
    p_sys->getOgreParticleSystem()->setDefaultDimensions(0.03, 0.03);

    Ogre::ParticleEmitter* e = p_sys->addEmitter("emit1", "Point");
    e->setAngle(Ogre::Degree(10));
    e->setColour(Ogre::ColourValue(1.f, 0.6f, 0.f), Ogre::ColourValue(0.2f, 0.8f, 0.2f));
    e->setEmissionRate(100);
    e->setParticleVelocity(3.f, 4.f);
    e->setTimeToLive(1.f, 2.f);

    p_sys->addScalerAffector("scaler", 1.05);
    p_sys->addLinearForceAffector("force", Ogre::Vector3(0, 5, 0));

    Ogre::ParticleAffector* a = p_sys->addAffector("colour_interpolator", "ColourInterpolator");
    a->setParameter("time0", "0");
    a->setParameter("colour0", "1 1 0 1");
    a->setParameter("time1", "0.5");
    a->setParameter("colour1", "1 0.3 0 1");
    a->setParameter("time2", "1");
    a->setParameter("colour2", "1 0 0 0");
}
Example #6
0
void OGRERendererRacer::update() {

    mpVehicle = mpApp->mRacer;

    const cml::vector3d& pos = mpVehicle->mPos;

    mVehicleNode->setPosition(pos[0], pos[1], pos[2]);

    Ogre::Quaternion q;

    const quat& orientation = mpVehicle->getOrientation();

    q.w = orientation.as_vector()[0];
    q.x = orientation.as_vector()[1];
    q.y = orientation.as_vector()[2];
    q.z = orientation.as_vector()[3];

    if (q != mOrientation) {

        Ogre::Quaternion transition = q * mOrientation.Inverse();

        Ogre::Radian a;
        Ogre::Vector3 v;

        transition.ToAngleAxis(a, v);

        if (a.valueDegrees() > 0.1) {

            Ogre::Quaternion t2;

            // TODO 3: Make rotation speed configurable
            t2.FromAngleAxis(a * 0.05, v);

            mOrientation = t2 * mOrientation;
        } else {
            mOrientation = q;
        }
    }

    //################# BEGIN Construct Sideward thrust roll quaternion ################

//	cml::vector3f velDirSidewardComponent = cml::dot(mpVehicle->mDirLeft, mpVehicle->mVelocity) * mpVehicle->mDirLeft;

    if (mpVehicle->mAddThrustLeft || mpVehicle->mAddThrustRight) {
        mRollAngle = -mpVehicle->mThrustSideward * 500;
    } else {
        mRollAngle *= 0.98;
    }

    float dot = cml::dot(mpVehicle->mDirLeft, mpVehicle->mVelocity);
    mRollAngle = -dot * 50;

    Ogre::Quaternion qSidewardThrustRoll(Ogre::Degree(mRollAngle), Ogre::Vector3(0, 0, -1));

    cml::vector3f g = mpVehicle->getGravity();

    cml::vector3f velDirGravityComponent = cml::dot(g, mpVehicle->mVelocity) * g;

    dot = cml::dot(velDirGravityComponent, g);

    if (velDirGravityComponent.length() > 0.000001) {
        mPitchAngle = -cml::sign(dot) * velDirGravityComponent.length() * 500000;
    } else {

        if (mpVehicle->mAddThrustForward && mPitchAngle > -7) {
            mPitchAngle -= 0.1;
        } else {
            mPitchAngle *= 0.95;
        }
    }

    Ogre::Quaternion qForwardThrustPitch(Ogre::Degree(mPitchAngle), Ogre::Vector3(1, 0, 0));

    //################# END Construct Sideward thrust roll quaternion ################

    bool mSidewardThrustRollCamera = false;

    if (mSidewardThrustRollCamera) {
        // Roll both vehicle and camera:
        mVehicleNode->setOrientation(q * qSidewardThrustRoll * qForwardThrustPitch);
    } else {
        // Roll only the vehicle, not the camera:
        mVehicleNode->setOrientation(mOrientation);
        mVehicleMeshNode->setOrientation(qSidewardThrustRoll * qForwardThrustPitch);
    }

    //############# BEGIN Update engine particle emitters ####################

    // TODO 1: Reimplement

    bool emit = (mpVehicle->mGameState == 0) && mpVehicle->mThrustForward > 0;

    mEngineFlameParticleSystem->setEmitting(emit);
    mEngineSmokeParticleSystem->setEmitting(emit);

    Ogre::ParticleEmitter* emitter = mEngineFlameParticleSystem->getEmitter(0);
    emitter->setParticleVelocity(mpVehicle->mThrustForward * 6000);
    emitter->setEmissionRate(mpVehicle->mThrustForward * 10000);

    emitter = mEngineSmokeParticleSystem->getEmitter(0);
    emitter->setEmissionRate(mpVehicle->mThrustForward * 7000);

    //############# END Update engine particle emitters ####################
}