Pnt3f LineParticleSystemDrawer::getLineEndpoint(ParticleSystemUnrecPtr System, UInt32 Index) const { Vec3f Direction; //Calculate Direction switch(getLineDirectionSource()) { case DIRECTION_POSITION_CHANGE: Direction = System->getPositionChange(Index); break; case DIRECTION_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); break; case DIRECTION_VELOCITY: Direction = System->getVelocity(Index); break; case DIRECTION_ACCELERATION: Direction = System->getAcceleration(Index); break; case DIRECTION_STATIC: Direction = getLineDirection(); break; case DIRECTION_NORMAL: default: Direction = System->getNormal(Index); break; } //Calculate Length Real32 LineLength; switch(getLineLengthSource()) { case LENGTH_SIZE_X: LineLength = System->getSize(Index).x(); break; case LENGTH_SIZE_Y: LineLength = System->getSize(Index).y(); break; case LENGTH_SIZE_Z: LineLength = System->getSize(Index).z(); break; case LENGTH_SPEED: LineLength = System->getVelocity(Index).length(); break; case LENGTH_ACCELERATION: LineLength = System->getAcceleration(Index).length(); break; case LENGTH_STATIC: default: LineLength = getLineLength(); ///could not find anything, line length field break; } LineLength *= getLineLengthScaling(); return System->getPosition(Index)+(LineLength*Direction); }
void LineParticleSystemDrawer::adjustVolume(ParticleSystemUnrecPtr System, Volume & volume) { UInt32 NumParticles = System->getNumParticles(); for(UInt32 i(0) ; i<NumParticles ; ++i) { volume.extendBy(System->getPosition(i)); volume.extendBy(getLineEndpoint(System, i)); } }
Vec3f QuadParticleSystemDrawer::getQuadNormal(DrawEnv *pEnv, ParticleSystemUnrecPtr System, UInt32 Index) { Vec3f Direction; switch(getNormalSource()) { case NORMAL_POSITION_CHANGE: Direction = System->getPositionChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY: Direction = System->getVelocity(Index); Direction.normalize(); break; case NORMAL_ACCELERATION: Direction = System->getAcceleration(Index); Direction.normalize(); break; case NORMAL_PARTICLE_NORMAL: Direction = System->getNormal(Index); break; case NORMAL_VIEW_POSITION: { //TODO: make this more efficient Matrix ModelView(pEnv->getCameraViewing()); Pnt3f Position(ModelView[0][3],ModelView[1][3],ModelView[2][3]); Direction = Position - System->getPosition(Index); Direction.normalize(); break; } case NORMAL_STATIC: Direction = getNormal(); break; case NORMAL_VIEW_DIRECTION: default: { Matrix ModelView(pEnv->getCameraViewing()); ModelView.mult(pEnv->getObjectToWorld()); Direction.setValues(ModelView[0][2],ModelView[1][2],ModelView[2][2]); break; } } return Direction; }
Action::ResultE QuadParticleSystemDrawer::draw(DrawEnv *pEnv, ParticleSystemUnrecPtr System, const MFUInt32& Sort) { bool isSorted(Sort.size() > 0); UInt32 NumParticles; if(isSorted) { NumParticles = Sort.size(); } else { NumParticles = System->getNumParticles(); } Pnt3f P1,P2,P3,P4; UInt32 Index; //Calculate the CameraToObject basis Matrix WorldToObject(pEnv->getObjectToWorld()); WorldToObject.invert(); Matrix CameraToObject(pEnv->getCameraToWorld()); CameraToObject.mult(WorldToObject); glBegin(GL_QUADS); for(UInt32 i(0); i<NumParticles;++i) { if(isSorted) { Index = Sort[i]; } else { Index = i; } //Loop through all particles //Get The Normal of the Particle Vec3f Normal = getQuadNormal(pEnv, System, Index, CameraToObject); //Calculate the Binormal as the cross between Normal and Up Vec3f Binormal = getQuadUpDir(pEnv, System, Index, CameraToObject).cross(Normal); //Get the Up Direction of the Particle Vec3f Up = Normal.cross(Binormal); //Determine Local Space of the Particle //This is where error occurs Pnt3f Position = System->getPosition(Index); //Determine the Width and Height of the quad Real32 Width = System->getSize(Index).x()*getQuadSizeScaling().x(),Height =System->getSize(Index).y()*getQuadSizeScaling().y(); //Calculate Quads positions P1 = Position + (Width/2.0f)*Binormal + (Height/2.0f)*Up; P2 = Position + (Width/2.0f)*Binormal - (Height/2.0f)*Up; P3 = Position - (Width/2.0f)*Binormal - (Height/2.0f)*Up; P4 = Position - (Width/2.0f)*Binormal + (Height/2.0f)*Up; //Draw the Quad glNormal3fv(Normal.getValues()); glColor4fv(System->getColor(Index).getValuesRGBA()); glTexCoord2f(1.0, 1.0); glVertex3fv(P1.getValues()); glTexCoord2f(0.0, 1.0); glVertex3fv(P4.getValues()); glTexCoord2f(0.0, 0.0); glVertex3fv(P3.getValues()); glTexCoord2f(1.0, 0.0); glVertex3fv(P2.getValues()); } glColor4f(1.0f,1.0f,1.0f,1.0f); glEnd(); //Generate a local space for the particle return Action::Continue; }
Vec3f QuadParticleSystemDrawer::getQuadNormal(DrawEnv *pEnv, ParticleSystemUnrecPtr System, UInt32 Index, const Matrix& CameraToObject ) { Vec3f Direction; switch(getNormalSource()) { case NORMAL_POSITION_CHANGE: Direction = System->getPositionChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY: Direction = System->getVelocity(Index); Direction.normalize(); break; case NORMAL_ACCELERATION: Direction = System->getAcceleration(Index); Direction.normalize(); break; case NORMAL_PARTICLE_NORMAL: Direction = System->getNormal(Index); break; case NORMAL_VIEW_POSITION: { Direction = Pnt3f(CameraToObject[3][0],CameraToObject[3][1],CameraToObject[3][2]) - System->getPosition(Index); Direction.normalize(); break; } case NORMAL_STATIC: Direction = getNormal(); break; case NORMAL_VIEW_DIRECTION: default: { Direction.setValues(CameraToObject[2][0],CameraToObject[2][1],CameraToObject[2][2]); break; } } return Direction; }
Action::ResultE LineParticleSystemDrawer::draw(DrawEnv *pEnv, ParticleSystemUnrecPtr System, const MFUInt32& Sort) { UInt32 NumParticles(System->getNumParticles()); bool areEndpointsFadeSame(getEndPointFading().x() == getEndPointFading().y()); Color4f Color; if(NumParticles != 0) { bool SeparateColors(System->getNumColors() > 1); bool SeparateSizes(System->getNumSizes() > 1); bool SeparateNormals(System->getNumNormals() > 1); glBegin(GL_LINES); //Colors if(!SeparateColors && areEndpointsFadeSame) { Color = System->getColor(0); glColor4f(Color.red(), Color.green(), Color.blue(), Color.alpha() * getEndPointFading().x()); } //Sizes if(!SeparateSizes) { //glColor4fv(System->getColor(0).getValuesRGBA()); } //Normals if(!SeparateNormals) { glNormal3fv(System->getNormal(0).getValues()); } for(UInt32 i(0) ; i<NumParticles ; ++i) { //Start Color if(SeparateColors) { Color = System->getColor(i); glColor4f(Color.red(), Color.green(), Color.blue(), Color.alpha() * getEndPointFading().x()); } else if(!SeparateColors && !areEndpointsFadeSame) { Color = System->getColor(0); glColor4f(Color.red(), Color.green(), Color.blue(), Color.alpha() * getEndPointFading().x()); } //Sizes if(SeparateSizes) { //glColor4fv(System->getColor(i).getValuesRGBA()); } //Normals if(SeparateNormals) { glNormal3fv(System->getNormal(i).getValues()); } //Positions glVertex3fv(System->getPosition(i).getValues()); //End Color if(SeparateColors && !areEndpointsFadeSame) { Color = System->getColor(i); glColor4f(Color.red(), Color.green(), Color.blue(), Color.alpha() * getEndPointFading().y()); } else if(!SeparateColors && !areEndpointsFadeSame) { Color = System->getColor(0); glColor4f(Color.red(), Color.green(), Color.blue(), Color.alpha() * getEndPointFading().y()); } glVertex3fv(getLineEndpoint(System, i).getValues()); } glEnd(); } return Action::Continue; }