tibia-client/src/framework/graphics/particleemitter.cpp

114 lines
4.7 KiB
C++

/*
* Copyright (c) 2010-2015 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "particle.h"
#include "particleemitter.h"
#include "particlesystem.h"
#include <framework/core/clock.h>
#include <framework/graphics/texturemanager.h>
#include "particlemanager.h"
ParticleEmitter::ParticleEmitter()
{
m_position = Point(0, 0);
m_duration = -1;
m_delay = 0;
m_burstRate = 1;
m_burstCount = 32;
m_currentBurst = 0;
m_elapsedTime = 0;
m_finished = false;
m_active = false;
}
void ParticleEmitter::load(const OTMLNodePtr& node)
{
for(const OTMLNodePtr& childNode : node->children()) {
// self related
if(childNode->tag() == "position")
m_position = childNode->value<Point>();
else if(childNode->tag() == "duration")
m_duration = childNode->value<float>();
else if(childNode->tag() == "delay")
m_delay = childNode->value<float>();
else if(childNode->tag() == "burst-rate")
m_burstRate = childNode->value<float>();
else if(childNode->tag() == "burst-count")
m_burstCount = childNode->value<int>();
else if(childNode->tag() == "particle-type")
m_particleType = g_particles.getParticleType(childNode->value());
}
if(!m_particleType)
stdext::throw_exception("emitter didn't provide a valid particle type");
}
void ParticleEmitter::update(float elapsedTime, const ParticleSystemPtr& system)
{
m_elapsedTime += elapsedTime;
// check if finished
if(m_duration > 0 && m_elapsedTime >= m_duration + m_delay) {
m_finished = true;
return;
}
if(!m_active && m_elapsedTime > m_delay)
m_active = true;
if(!m_active)
return;
int nextBurst = std::floor((m_elapsedTime - m_delay) * m_burstRate) + 1;
const ParticleType *type = m_particleType.get();
for(int b = m_currentBurst; b < nextBurst; ++b) {
// every burst created at same position.
float pRadius = stdext::random_range(type->pMinPositionRadius, type->pMaxPositionRadius);
float pAngle = stdext::random_range(type->pMinPositionAngle, type->pMaxPositionAngle);
Point pPosition = m_position + Point(pRadius * std::cos(pAngle), pRadius * std::sin(pAngle));
for(int p = 0; p < m_burstCount; ++p) {
float pDuration = stdext::random_range(type->pMinDuration, type->pMaxDuration);
// particles initial velocity
float pVelocityAbs = stdext::random_range(type->pMinVelocity, type->pMaxVelocity);
float pVelocityAngle = stdext::random_range(type->pMinVelocityAngle, type->pMaxVelocityAngle);
PointF pVelocity(pVelocityAbs * std::cos(pVelocityAngle), pVelocityAbs * std::sin(pVelocityAngle));
// particles initial acceleration
float pAccelerationAbs = stdext::random_range(type->pMinAcceleration, type->pMaxAcceleration);
float pAccelerationAngle = stdext::random_range(type->pMinAccelerationAngle, type->pMaxAccelerationAngle);
PointF pAcceleration(pAccelerationAbs * std::cos(pAccelerationAngle), pAccelerationAbs * std::sin(pAccelerationAngle));
ParticlePtr particle(new Particle(pPosition, type->pStartSize, type->pFinalSize,
pVelocity, pAcceleration,
pDuration, type->pIgnorePhysicsAfter,
type->pColors, type->pColorsStops,
type->pCompositionMode, type->pTexture));
system->addParticle(particle);
}
}
m_currentBurst = nextBurst;
}