panda3d/panda/src/testbed/test_particles.cxx
2001-01-27 02:22:36 +00:00

585 lines
19 KiB
C++

#include <framework.h>
#include <eventHandler.h>
#include <chancfg.h>
#include <string>
#include <renderModeTransition.h>
#include <colorTransition.h>
#include <cullFaceTransition.h>
#include <depthTestTransition.h>
#include <depthWriteTransition.h>
#include <textureTransition.h>
#include <lightTransition.h>
#include <materialTransition.h>
#include <transformTransition.h>
#include <get_rel_pos.h>
#include <boundingSphere.h>
#include <geomSphere.h>
#include <geomNode.h>
#include <notify.h>
#include <directionalLight.h>
#include <renderRelation.h>
#include <camera.h>
#include <frustum.h>
#include <orthoProjection.h>
#include <perspectiveProjection.h>
#include <textNode.h>
#include <physicsManager.h>
#include <particleSystem.h>
#include <emitters.h>
#include <particlefactories.h>
#include <forces.h>
#include <sparkleParticleRenderer.h>
#include <pointParticleRenderer.h>
#include <lineParticleRenderer.h>
#include <geomParticleRenderer.h>
#include <spriteParticleRenderer.h>
#include <colorTransition.h>
#include <particleSystemManager.h>
#include <clockObject.h>
#include <nodePath.h>
#include <pointShapeTransition.h>
#include <texture.h>
#include <texturePool.h>
#include <physicalNode.h>
#include <forceNode.h>
#include <linearEulerIntegrator.h>
// physics. particle systems.
/////////////////////////////////////////////////
// particle system manager params
#define PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING 1
// particle system params
#define PARTICLE_SYSTEM_POOL_SIZE 1000
#define PARTICLE_SYSTEM_BIRTH_RATE 0.01f
//#define PARTICLE_SYSTEM_BIRTH_RATE 0.5f
#define PARTICLE_SYSTEM_LITTER_SIZE 10
#define PARTICLE_SYSTEM_LITTER_SPREAD 0
//#define WIND_FORCE 0.5, 0, 0
//#define NOISE_FORCE 0.02f
/////////////////////////////////////////////////
// particle factory selection
#define POINT_PARTICLES
//#define ZSPIN_PARTICLES
//#define ORIENTED_PARTICLES
// particle renderer selection
//#define POINT_PARTICLE_RENDERER
#define LINE_PARTICLE_RENDERER
//#define SPARKLE_PARTICLE_RENDERER
//#define SPRITE_PARTICLE_RENDERER
//#define GEOM_PARTICLE_RENDERER
// particle emitter selection
//#define BOX_EMITTER
//#define DISC_EMITTER
//#define LINE_EMITTER
//#define POINT_EMITTER
//#define RECTANGLE_EMITTER
//#define RING_EMITTER
//#define SPHERE_SURFACE_EMITTER
#define SPHERE_VOLUME_EMITTER
//#define TANGENT_RING_EMITTER
/////////////////////////////////////////////////
// particle factory params
#define PARTICLE_FACTORY_LIFESPAN_BASE 5.0f
//#define PARTICLE_FACTORY_LIFESPAN_BASE 3.0f
//#define PARTICLE_FACTORY_LIFESPAN_SPREAD 1.0f
//#define PARTICLE_FACTORY_MASS_BASE 1.0f
//#define PARTICLE_FACTORY_MASS_SPREAD 0.2f
//#define PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE PhysicsObject::_default_terminal_velocity
//#define PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD 0.0f
#ifdef ZSPIN_PARTICLES
#define ZSPIN_PARTICLES_INITIAL_ANGLE 0.0f
#define ZSPIN_PARTICLES_FINAL_ANGLE 0.0f
#define ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD 90.0f
#define ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD 90.0f
#endif
// particle renderer params
//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_NONE
//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_IN
//#define PARTICLE_RENDERER_ALPHA_MODE PR_ALPHA_OUT
//#define PARTICLE_RENDERER_ALPHA_MODE BaseParticleRenderer::PR_ALPHA_USER
//#define PARTICLE_RENDERER_USER_ALPHA 1.0
#ifdef GEOM_PARTICLE_RENDERER
#elif defined POINT_PARTICLE_RENDERER
#define POINT_PARTICLE_RENDERER_POINT_SIZE 1.0f
// #define POINT_PARTICLE_RENDERER_STARTCOLOR Colorf(1.0f, 0.0f, 0.0f, 1.0f)
// #define POINT_PARTICLE_RENDERER_ENDCOLOR Colorf(1.0f, 1.0f, 0.0f, 1.0f)
// #define POINT_PARTICLE_RENDERER_BLEND_TYPE PP_BLEND_LIFE
// #define POINT_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_LINEAR
// #define POINT_PARTICLE_RENDERER_BLEND_METHOD PP_BLEND_CUBIC
#elif defined LINE_PARTICLE_RENDERER
#define LINE_PARTICLE_RENDERER_HEAD_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
#define LINE_PARTICLE_RENDERER_TAIL_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
#elif defined SPARKLE_PARTICLE_RENDERER
// #define SPARKLE_PARTICLE_RENDERER_CENTER_COLOR Colorf(1.0f, 0.0f, 0.0f, 1.0f)
// #define SPARKLE_PARTICLE_RENDERER_EDGE_COLOR Colorf(0.0f, 0.0f, 1.0f, 1.0f)
// #define SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS 0.004f
// #define SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS 1.0f
// #define SPARKLE_PARTICLE_RENDERER_LIFE_SCALE SP_SCALE
#elif defined SPRITE_PARTICLE_RENDERER
// #define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "smoke.rgba"
// #define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "lilsmiley.rgba"
#define SPRITE_PARTICLE_RENDERER_TEXTURE_FILE "rock-floor.rgb"
#define SPRITE_PARTICLE_RENDERER_COLOR Colorf(1.0f, 1.0f, 1.0f, 1.0f)
// #define SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG true
// #define SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG true
#define SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG true
// #define SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE 0.1
// #define SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE 0.0
// #define SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE 0.0
// #define SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE 0.5
#define SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA 45.0f
#define SPRITE_PARTICLE_RENDERER_BLEND_METHOD BaseParticleRenderer::PP_BLEND_LINEAR
// #define SPRITE_PARTICLE_RENDERER_BLEND_METHOD BaseParticleRenderer::PP_BLEND_CUBIC
// #define SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE false
#endif
// particle emitter params
#define EMISSION_TYPE_EXPLICIT
//#define EMISSION_TYPE_RADIATE
//#define EMISSION_TYPE_CUSTOM
//#define EMITTER_AMPLITUDE 10.0
#define EMITTER_AMPLITUDE 1.0
//#define EMITTER_AMPLITUDE 0.5
//#define EMITTER_AMPLITUDE_SPREAD 2.0
//#define EMITTER_OFFSET_FORCE LVector3f(1.0, 1.0, 1.0)
#if defined EMISSION_TYPE_EXPLICIT
#define EXPLICIT_LAUNCH_VEC LVector3f(-1.0f, -1.0f, 1.0f)
// #define EXPLICIT_LAUNCH_VEC LVector3f(0.0f, 0.0f, 0.0f)
#elif defined EMISSION_TYPE_RADIATE
// #define RADIATE_ORIGIN LPoint3f(0.0f, 0.0f, 0.5f)
#define RADIATE_ORIGIN LPoint3f(0.0f, 0.0f, 0.0f)
#endif
#ifdef BOX_EMITTER
#define BOX_EMITTER_MINBOUND LPoint3f(-1.0f, -1.0f, -1.0f)
#define BOX_EMITTER_MAXBOUND LPoint3f(1.0f, 1.0f, 1.0f)
#elif defined DISC_EMITTER
#define DISC_EMITTER_RADIUS 1.0f
#ifdef EMISSION_TYPE_CUSTOM
#define DISC_EMITTER_OUTER_ANGLE 45.0f
#define DISC_EMITTER_INNER_ANGLE 90.0f
#define DISC_EMITTER_OUTER_MAGNITUDE 1.5f
#define DISC_EMITTER_INNER_MAGNITUDE 1.5f
#define DISC_EMITTER_CUBIC_LERPING false
#endif
#elif defined LINE_EMITTER
#define LINE_EMITTER_ENDPOINT1 LPoint3f(-2.0f, 0.0f, 2.0f)
#define LINE_EMITTER_ENDPOINT2 LPoint3f(2.0f, 0.0f, 2.0f)
#elif defined POINT_EMITTER
#define POINT_EMITTER_LOCATION LPoint3f(1.0f, 1.0f, 1.0f)
#elif defined RECTANGLE_EMITTER
#define RECTANGLE_EMITTER_MINBOUND LPoint2f(-1.0f, -1.0f)
#define RECTANGLE_EMITTER_MAXBOUND LPoint2f(1.0f, 1.0f)
#elif defined RING_EMITTER
#define RING_EMITTER_RADIUS 0.5f
#ifdef EMISSION_TYPE_CUSTOM
#define RING_EMITTER_ANGLE 90.0f
#endif
#elif defined SPHERE_SURFACE_EMITTER
#define SPHERE_SURFACE_EMITTER_RADIUS 1.0f
#elif defined SPHERE_VOLUME_EMITTER
#define SPHERE_VOLUME_EMITTER_RADIUS 1.0f
#elif defined TANGENT_RING_EMITTER
#define TANGENT_RING_EMITTER_RADIUS 1.0f
#endif
/////////////////////////////////////////////////
PhysicsManager physics_manager;
ParticleSystemManager ps_manager;
PT(ParticleSystem) particle_system = new ParticleSystem(PARTICLE_SYSTEM_POOL_SIZE);
#if defined POINT_PARTICLES
PT(PointParticleFactory) pf = new PointParticleFactory;
#elif defined ZSPIN_PARTICLES
PT(ZSpinParticleFactory) pf = new ZSpinParticleFactory;
#elif defined ORIENTED_PARTICLES
PT(OrientedParticleFactory) pf = new OrientedParticleFactory;
#endif
#if defined GEOM_PARTICLE_RENDERER
PT(GeomParticleRenderer) pr = new GeomParticleRenderer;
#elif defined POINT_PARTICLE_RENDERER
PT(PointParticleRenderer) pr = new PointParticleRenderer;
#elif defined LINE_PARTICLE_RENDERER
PT(LineParticleRenderer) pr = new LineParticleRenderer;
#elif defined SPARKLE_PARTICLE_RENDERER
PT(SparkleParticleRenderer) pr = new SparkleParticleRenderer;
#elif defined SPRITE_PARTICLE_RENDERER
PT(SpriteParticleRenderer) pr = new SpriteParticleRenderer;
#endif
#if defined BOX_EMITTER
PT(BoxEmitter) pe = new BoxEmitter;
#elif defined DISC_EMITTER
PT(DiscEmitter) pe = new DiscEmitter;
#elif defined LINE_EMITTER
PT(LineEmitter) pe = new LineEmitter;
#elif defined POINT_EMITTER
PT(PointEmitter) pe = new PointEmitter;
#elif defined RECTANGLE_EMITTER
PT(RectangleEmitter) pe = new RectangleEmitter;
#elif defined RING_EMITTER
PT(RingEmitter) pe = new RingEmitter;
#elif defined SPHERE_SURFACE_EMITTER
PT(SphereSurfaceEmitter) pe = new SphereSurfaceEmitter;
#elif defined TANGENT_RING_EMITTER
PT(TangentRingEmitter) pe = new TangentRingEmitter;
#elif defined SPHERE_VOLUME_EMITTER
PT(SphereVolumeEmitter) pe = new SphereVolumeEmitter;
#endif
PT(Texture) texture;
#ifdef WIND_FORCE
PT(LinearVectorForce) wind_force = new LinearVectorForce(WIND_FORCE);
#endif
#ifdef NOISE_FORCE
PT(LinearNoiseForce) noise_force = new LinearNoiseForce(NOISE_FORCE);
#endif
PT(PhysicalNode) pn = new PhysicalNode;
PT(ForceNode) fn = new ForceNode;
static void
event_csn_update(CPT_Event) {
float dt = ClockObject::get_global_clock()->get_dt();
physics_manager.do_physics(dt);
ps_manager.do_particles(dt);
}
static void
event_add_particles(CPT_Event) {
static initialized = 0;
// guard against additional "P" presses (bad things happen)
if(initialized) return;
initialized = 1;
// renderer setup
#ifdef PARTICLE_RENDERER_ALPHA_MODE
pr->set_alpha_mode(PARTICLE_RENDERER_ALPHA_MODE);
#endif
#ifdef PARTICLE_RENDERER_USER_ALPHA
pr->set_user_alpha(PARTICLE_RENDERER_USER_ALPHA);
#endif
#ifdef GEOM_PARTICLE_RENDERER
#elif defined POINT_PARTICLE_RENDERER
#ifdef POINT_PARTICLE_RENDERER_POINT_SIZE
pr->set_point_size(POINT_PARTICLE_RENDERER_POINT_SIZE);
#endif
#ifdef POINT_PARTICLE_RENDERER_STARTCOLOR
pr->set_color1(POINT_PARTICLE_RENDERER_STARTCOLOR);
#endif
#ifdef POINT_PARTICLE_RENDERER_ENDCOLOR
pr->set_color2(POINT_PARTICLE_RENDERER_ENDCOLOR);
#endif
#ifdef POINT_PARTICLE_RENDERER_BLEND_TYPE
pr->set_blend_type(POINT_PARTICLE_RENDERER_BLEND_TYPE);
#endif
#ifdef POINT_PARTICLE_RENDERER_BLEND_METHOD
pr->set_blend_method(POINT_PARTICLE_RENDERER_BLEND_METHOD);
#endif
#elif defined LINE_PARTICLE_RENDERER
#ifdef LINE_PARTICLE_RENDERER_HEAD_COLOR
pr->set_head_color(LINE_PARTICLE_RENDERER_HEAD_COLOR);
#endif
#ifdef LINE_PARTICLE_RENDERER_TAIL_COLOR
pr->set_tail_color(LINE_PARTICLE_RENDERER_TAIL_COLOR);
#endif
#elif defined SPARKLE_PARTICLE_RENDERER
#ifdef SPARKLE_PARTICLE_RENDERER_CENTER_COLOR
pr->set_center_color(SPARKLE_PARTICLE_RENDERER_CENTER_COLOR);
#endif
#ifdef SPARKLE_PARTICLE_RENDERER_EDGE_COLOR
pr->set_edge_color(SPARKLE_PARTICLE_RENDERER_EDGE_COLOR);
#endif
#ifdef SPARKLE_PARTICLE_RENDERER_LIFE_SCALE
pr->set_life_scale(SPARKLE_PARTICLE_RENDERER_LIFE_SCALE);
#endif
#ifdef SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS
pr->set_birth_mag(SPARKLE_PARTICLE_RENDERER_BIRTH_RADIUS);
#endif
#ifdef SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS
pr->set_death_mag(SPARKLE_PARTICLE_RENDERER_DEATH_RADIUS);
#endif
#elif defined SPRITE_PARTICLE_RENDERER
pr->set_texture(texture);
#ifdef SPRITE_PARTICLE_RENDERER_COLOR
pr->set_color(SPRITE_PARTICLE_RENDERER_COLOR);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG
pr->set_x_scale_flag(SPRITE_PARTICLE_RENDERER_X_SCALE_FLAG);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG
pr->set_y_scale_flag(SPRITE_PARTICLE_RENDERER_Y_SCALE_FLAG);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG
pr->set_anim_angle_flag(SPRITE_PARTICLE_RENDERER_ANIM_ANGLE_FLAG);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE
pr->set_initial_x_scale(SPRITE_PARTICLE_RENDERER_INITIAL_X_SCALE);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE
pr->set_final_x_scale(SPRITE_PARTICLE_RENDERER_FINAL_X_SCALE);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE
pr->set_initial_y_scale(SPRITE_PARTICLE_RENDERER_INITIAL_Y_SCALE);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE
pr->set_final_y_scale(SPRITE_PARTICLE_RENDERER_FINAL_Y_SCALE);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA
pr->set_nonanimated_theta(SPRITE_PARTICLE_RENDERER_NONANIMATED_THETA);
#endif
#ifdef SPRITE_PARTICLE_RENDERER_BLEND_METHOD
pr->set_alpha_blend_method(SPRITE_PARTICLE_RENDERER_BLEND_METHOD);
#endif
#define SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE false
#ifdef SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE
pr->set_alpha_disable(SPRITE_PARTICLE_RENDERER_ALPHA_DISABLE);
#endif
#endif
// factory setup
#ifdef PARTICLE_FACTORY_LIFESPAN_BASE
pf->set_lifespan_base(PARTICLE_FACTORY_LIFESPAN_BASE);
#endif
#ifdef PARTICLE_FACTORY_LIFESPAN_SPREAD
pf->set_lifespan_spread(PARTICLE_FACTORY_LIFESPAN_SPREAD);
#endif
#ifdef PARTICLE_FACTORY_MASS_BASE
pf->set_mass_base(PARTICLE_FACTORY_MASS_BASE);
#endif
#ifdef PARTICLE_FACTORY_MASS_SPREAD
pf->set_mass_spread(PARTICLE_FACTORY_MASS_SPREAD);
#endif
#ifdef PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE
pf->set_terminal_velocity_base(PARTICLE_FACTORY_TERMINAL_VELOCITY_BASE);
#endif
#ifdef PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD
pf->set_terminal_velocity_spread(PARTICLE_FACTORY_TERMINAL_VELOCITY_SPREAD);
#endif
#if defined ZSPIN_PARTICLES
#ifdef ZSPIN_PARTICLES_INITIAL_ANGLE
pf->set_initial_angle(ZSPIN_PARTICLES_INITIAL_ANGLE);
#endif
#ifdef ZSPIN_PARTICLES_FINAL_ANGLE
pf->set_final_angle(ZSPIN_PARTICLES_FINAL_ANGLE);
#endif
#ifdef ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD
pf->set_initial_angle_spread(ZSPIN_PARTICLES_INITIAL_ANGLE_SPREAD);
#endif
#ifdef ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD
pf->set_final_angle_spread(ZSPIN_PARTICLES_FINAL_ANGLE_SPREAD);
#endif
#elif defined ORIENTED_PARTICLES
#endif
// emitter setup
#ifdef EMITTER_AMPLITUDE
pe->set_amplitude(EMITTER_AMPLITUDE);
#endif
#ifdef EMITTER_AMPLITUDE_SPREAD
pe->set_amplitude_spread(EMITTER_AMPLITUDE_SPREAD);
#endif
#ifdef EMITTER_OFFSET_FORCE
pe->set_offset_force(EMITTER_OFFSET_FORCE);
#endif
#if defined EMISSION_TYPE_EXPLICIT
pe->set_emission_type(BaseParticleEmitter::ET_EXPLICIT);
#ifdef EXPLICIT_LAUNCH_VEC
pe->set_explicit_launch_vector(EXPLICIT_LAUNCH_VEC);
#endif
#elif defined EMISSION_TYPE_RADIATE
pe->set_emission_type(BaseParticleEmitter::ET_RADIATE);
#ifdef RADIATE_ORIGIN
pe->set_radiate_origin(RADIATE_ORIGIN);
#endif
#elif defined EMISSION_TYPE_CUSTOM
pe->set_emission_type(BaseParticleEmitter::ET_CUSTOM);
#endif
#ifdef BOX_EMITTER
#ifdef BOX_EMITTER_MINBOUND
pe->set_min_bound(BOX_EMITTER_MINBOUND);
#endif
#ifdef BOX_EMITTER_MAXBOUND
pe->set_max_bound(BOX_EMITTER_MAXBOUND);
#endif
#elif defined DISC_EMITTER
#ifdef DISC_EMITTER_RADIUS
pe->set_radius(DISC_EMITTER_RADIUS);
#endif
#ifdef EMISSION_TYPE_CUSTOM
#ifdef DISC_EMITTER_OUTER_ANGLE
pe->set_outer_angle(DISC_EMITTER_OUTER_ANGLE);
#endif
#ifdef DISC_EMITTER_INNER_ANGLE
pe->set_inner_angle(DISC_EMITTER_INNER_ANGLE);
#endif
#ifdef DISC_EMITTER_OUTER_MAGNITUDE
pe->set_outer_magnitude(DISC_EMITTER_OUTER_MAGNITUDE);
#endif
#ifdef DISC_EMITTER_INNER_MAGNITUDE
pe->set_inner_magnitude(DISC_EMITTER_INNER_MAGNITUDE);
#endif
#ifdef DISC_EMITTER_CUBIC_LERPING
pe->set_cubic_lerping(DISC_EMITTER_CUBIC_LERPING);
#endif
#endif
#elif defined LINE_EMITTER
#ifdef LINE_EMITTER_ENDPOINT1
pe->set_endpoint1(LINE_EMITTER_ENDPOINT1);
#endif
#ifdef LINE_EMITTER_ENDPOINT2
pe->set_endpoint2(LINE_EMITTER_ENDPOINT2);
#endif
#elif defined POINT_EMITTER
#ifdef POINT_EMITTER_LOCATION
pe->set_location(POINT_EMITTER_LOCATION);
#endif
#elif defined RECTANGLE_EMITTER
#ifdef RECTANGLE_EMITTER_MINBOUND
pe->set_min_bound(RECTANGLE_EMITTER_MINBOUND);
#endif
#ifdef RECTANGLE_EMITTER_MAXBOUND
pe->set_max_bound(RECTANGLE_EMITTER_MAXBOUND);
#endif
#elif defined RING_EMITTER
#ifdef RING_EMITTER_RADIUS
pe->set_radius(RING_EMITTER_RADIUS);
#endif
#ifdef EMISSION_TYPE_CUSTOM
#ifdef RING_EMITTER_ANGLE
pe->set_aoe(RING_EMITTER_ANGLE);
#endif
#endif
#elif defined SPHERE_SURFACE_EMITTER
#ifdef SPHERE_SURFACE_EMITTER_RADIUS
pe->set_radius(SPHERE_SURFACE_EMITTER_RADIUS);
#endif
#elif defined TANGENT_RING_EMITTER
#ifdef TANGENT_RING_EMITTER_RADIUS
pe->set_radius(TANGENT_RING_EMITTER_RADIUS);
#endif
#elif defined SPHERE_VOLUME_EMITTER
#ifdef SPHERE_VOLUME_EMITTER_RADIUS
pe->set_radius(SPHERE_VOLUME_EMITTER_RADIUS);
#endif
#endif // emitter type
// system setup
particle_system->set_birth_rate(PARTICLE_SYSTEM_BIRTH_RATE);
particle_system->set_litter_size(PARTICLE_SYSTEM_LITTER_SIZE);
particle_system->set_litter_spread(PARTICLE_SYSTEM_LITTER_SPREAD);
particle_system->set_emitter(pe);
particle_system->set_renderer(pr);
particle_system->set_factory(pf);
particle_system->set_render_parent(render);
pn->add_physical(particle_system);
new RenderRelation(render, pn);
#ifdef WIND_FORCE
fn->add_force(wind_force);
#endif
#ifdef NOISE_FORCE
fn->add_force(noise_force);
#endif
new RenderRelation(render, fn);
physics_manager.attach_linear_integrator(new LinearEulerIntegrator);
physics_manager.attach_physical(particle_system);
#ifdef WIND_FORCE
physics_manager.add_linear_force(wind_force);
#endif
#ifdef PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING
ps_manager.set_frame_stepping(PARTICLE_SYSTEM_MANAGER_FRAME_STEPPING);
#endif
ps_manager.attach_particlesystem(particle_system);
#ifdef NOISE_FORCE
particle_system->add_linear_force(noise_force);
#endif
nout << "Added particles." << endl;
event_handler.add_hook("NewFrame", event_csn_update);
}
static void set_pool_size(int size) {
nout << "setting pool size to " << size << endl;
particle_system->set_pool_size(size);
}
static void
event_more_particles(CPT_Event) {
static int index = 0;
static int sizes[] = {
10,
999,
998,
999,
1000,
1001,
1002,
1003,
1004,
1000,
16*1000,
4*1000,
3*1000,
2*1000,
1000,
0,
};
if (0 == sizes[index]) index = 0;
set_pool_size(sizes[index]);
index++;
}
void demo_keys(EventHandler&) {
new RenderRelation( lights, dlight );
have_dlight = true;
event_handler.add_hook("p", event_add_particles);
event_handler.add_hook("m", event_more_particles);
}
int main(int argc, char *argv[]) {
define_keys = &demo_keys;
#ifdef SPRITE_PARTICLE_RENDERER
texture = TexturePool::load_texture(SPRITE_PARTICLE_RENDERER_TEXTURE_FILE);
#endif
return framework_main(argc, argv);
}