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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.effect;
import com.jme3.bounding.BoundingBox;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.influencers.DefaultParticleInfluencer;
import com.jme3.effect.influencers.ParticleInfluencer;
import com.jme3.effect.shapes.EmitterPointShape;
import com.jme3.effect.shapes.EmitterShape;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix3f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.Control;
import com.jme3.util.TempVars;
import java.io.IOException;
/**
* <code>ParticleEmitter</code> is a special kind of geometry which simulates
* a particle system.
* <p>
* Particle emitters can be used to simulate various kinds of phenomena,
* such as fire, smoke, explosions and much more.
* <p>
* Particle emitters have many properties which are used to control the
* simulation. The interpretation of these properties depends on the
* {@link ParticleInfluencer} that has been assigned to the emitter via
* {@link ParticleEmitter#setParticleInfluencer(com.jme3.effect.influencers.ParticleInfluencer) }.
* By default the implementation {@link DefaultParticleInfluencer} is used.
*
* @author Kirill Vainer
*/
public class ParticleEmitter extends Geometry {
private boolean enabled = true;
private static final EmitterShape DEFAULT_SHAPE = new EmitterPointShape(Vector3f.ZERO);
private static final ParticleInfluencer DEFAULT_INFLUENCER = new DefaultParticleInfluencer();
private ParticleEmitterControl control;
private EmitterShape shape = DEFAULT_SHAPE;
private ParticleMesh particleMesh;
private ParticleInfluencer particleInfluencer = DEFAULT_INFLUENCER;
private ParticleMesh.Type meshType;
private Particle[] particles;
private int firstUnUsed;
private int lastUsed;
// private int next = 0;
// private ArrayList<Integer> unusedIndices = new ArrayList<Integer>();
private boolean randomAngle;
private boolean selectRandomImage;
private boolean facingVelocity;
private float particlesPerSec = 20;
private float timeDifference = 0;
private float lowLife = 3f;
private float highLife = 7f;
private Vector3f gravity = new Vector3f(0.0f, 0.1f, 0.0f);
private float rotateSpeed;
private Vector3f faceNormal = new Vector3f(Vector3f.NAN);
private int imagesX = 1;
private int imagesY = 1;
private ColorRGBA startColor = new ColorRGBA(0.4f, 0.4f, 0.4f, 0.5f);
private ColorRGBA endColor = new ColorRGBA(0.1f, 0.1f, 0.1f, 0.0f);
private float startSize = 0.2f;
private float endSize = 2f;
private boolean worldSpace = true;
//variable that helps with computations
private transient Vector3f temp = new Vector3f();
public static class ParticleEmitterControl implements Control {
ParticleEmitter parentEmitter;
public ParticleEmitterControl() {
}
public ParticleEmitterControl(ParticleEmitter parentEmitter) {
this.parentEmitter = parentEmitter;
}
public Control cloneForSpatial(Spatial spatial) {
return this; // WARNING: Sets wrong control on spatial. Will be
// fixed automatically by ParticleEmitter.clone() method.
}
public void setSpatial(Spatial spatial) {
}
public void setEnabled(boolean enabled) {
parentEmitter.setEnabled(enabled);
}
public boolean isEnabled() {
return parentEmitter.isEnabled();
}
public void update(float tpf) {
parentEmitter.updateFromControl(tpf);
}
public void render(RenderManager rm, ViewPort vp) {
parentEmitter.renderFromControl(rm, vp);
}
public void write(JmeExporter ex) throws IOException {
}
public void read(JmeImporter im) throws IOException {
}
}
@Override
public ParticleEmitter clone() {
return clone(true);
}
@Override
public ParticleEmitter clone(boolean cloneMaterial) {
ParticleEmitter clone = (ParticleEmitter) super.clone(cloneMaterial);
clone.shape = shape.deepClone();
// Reinitialize particle list
clone.setNumParticles(particles.length);
clone.faceNormal = faceNormal.clone();
clone.startColor = startColor.clone();
clone.endColor = endColor.clone();
clone.particleInfluencer = particleInfluencer.clone();
// remove wrong control
clone.controls.remove(control);
// put correct control
clone.controls.add(new ParticleEmitterControl(clone));
// Reinitialize particle mesh
switch (meshType) {
case Point:
clone.particleMesh = new ParticlePointMesh();
clone.setMesh(clone.particleMesh);
break;
case Triangle:
clone.particleMesh = new ParticleTriMesh();
clone.setMesh(clone.particleMesh);
break;
default:
throw new IllegalStateException("Unrecognized particle type: " + meshType);
}
clone.particleMesh.initParticleData(clone, clone.particles.length);
clone.particleMesh.setImagesXY(clone.imagesX, clone.imagesY);
return clone;
}
public ParticleEmitter(String name, Type type, int numParticles) {
super(name);
// ignore world transform, unless user sets inLocalSpace
this.setIgnoreTransform(true);
// particles neither receive nor cast shadows
this.setShadowMode(ShadowMode.Off);
// particles are usually transparent
this.setQueueBucket(Bucket.Transparent);
meshType = type;
// Must create clone of shape/influencer so that a reference to a static is
// not maintained
shape = shape.deepClone();
particleInfluencer = particleInfluencer.clone();
control = new ParticleEmitterControl(this);
controls.add(control);
switch (meshType) {
case Point:
particleMesh = new ParticlePointMesh();
this.setMesh(particleMesh);
break;
case Triangle:
particleMesh = new ParticleTriMesh();
this.setMesh(particleMesh);
break;
default:
throw new IllegalStateException("Unrecognized particle type: " + meshType);
}
this.setNumParticles(numParticles);
// particleMesh.initParticleData(this, particles.length);
}
/**
* For serialization only. Do not use.
*/
public ParticleEmitter() {
super();
}
public void setShape(EmitterShape shape) {
this.shape = shape;
}
public EmitterShape getShape() {
return shape;
}
/**
* Set the {@link ParticleInfluencer} to influence this particle emitter.
*
* @param particleInfluencer the {@link ParticleInfluencer} to influence
* this particle emitter.
*
* @see ParticleInfluencer
*/
public void setParticleInfluencer(ParticleInfluencer particleInfluencer) {
this.particleInfluencer = particleInfluencer;
}
/**
* Returns the {@link ParticleInfluencer} that influences this
* particle emitter.
*
* @return the {@link ParticleInfluencer} that influences this
* particle emitter.
*
* @see ParticleInfluencer
*/
public ParticleInfluencer getParticleInfluencer() {
return particleInfluencer;
}
/**
* Returns the mesh type used by the particle emitter.
*
*
* @return the mesh type used by the particle emitter.
*
* @see #setMeshType(com.jme3.effect.ParticleMesh.Type)
* @see ParticleEmitter#ParticleEmitter(java.lang.String, com.jme3.effect.ParticleMesh.Type, int)
*/
public ParticleMesh.Type getMeshType() {
return meshType;
}
/**
* Sets the type of mesh used by the particle emitter.
* @param meshType The mesh type to use
*/
public void setMeshType(ParticleMesh.Type meshType) {
this.meshType = meshType;
switch (meshType) {
case Point:
particleMesh = new ParticlePointMesh();
this.setMesh(particleMesh);
break;
case Triangle:
particleMesh = new ParticleTriMesh();
this.setMesh(particleMesh);
break;
default:
throw new IllegalStateException("Unrecognized particle type: " + meshType);
}
this.setNumParticles(particles.length);
}
/**
* Returns true if particles should spawn in world space.
*
* @return true if particles should spawn in world space.
*
* @see ParticleEmitter#setInWorldSpace(boolean)
*/
public boolean isInWorldSpace() {
return worldSpace;
}
/**
* Set to true if particles should spawn in world space.
*
* <p>If set to true and the particle emitter is moved in the scene,
* then particles that have already spawned won't be effected by this
* motion. If set to false, the particles will emit in local space
* and when the emitter is moved, so are all the particles that
* were emitted previously.
*
* @param worldSpace true if particles should spawn in world space.
*/
public void setInWorldSpace(boolean worldSpace) {
this.setIgnoreTransform(worldSpace);
this.worldSpace = worldSpace;
}
/**
* Returns the number of visible particles (spawned but not dead).
*
* @return the number of visible particles
*/
public int getNumVisibleParticles() {
// return unusedIndices.size() + next;
return lastUsed + 1;
}
/**
* Set the maximum amount of particles that
* can exist at the same time with this emitter.
* Calling this method many times is not recommended.
*
* @param numParticles the maximum amount of particles that
* can exist at the same time with this emitter.
*/
public final void setNumParticles(int numParticles) {
particles = new Particle[numParticles];
for (int i = 0; i < numParticles; i++) {
particles[i] = new Particle();
}
//We have to reinit the mesh's buffers with the new size
particleMesh.initParticleData(this, particles.length);
particleMesh.setImagesXY(this.imagesX, this.imagesY);
firstUnUsed = 0;
lastUsed = -1;
}
public int getMaxNumParticles() {
return particles.length;
}
/**
* Returns a list of all particles (shouldn't be used in most cases).
*
* <p>
* This includes both existing and non-existing particles.
* The size of the array is set to the <code>numParticles</code> value
* specified in the constructor or {@link ParticleEmitter#setNumParticles(int) }
* method.
*
* @return a list of all particles.
*/
public Particle[] getParticles() {
return particles;
}
/**
* Get the normal which particles are facing.
*
* @return the normal which particles are facing.
*
* @see ParticleEmitter#setFaceNormal(com.jme3.math.Vector3f)
*/
public Vector3f getFaceNormal() {
if (Vector3f.isValidVector(faceNormal)) {
return faceNormal;
} else {
return null;
}
}
/**
* Sets the normal which particles are facing.
*
* <p>By default, particles
* will face the camera, but for some effects (e.g shockwave) it may
* be necessary to face a specific direction instead. To restore
* normal functionality, provide <code>null</code> as the argument for
* <code>faceNormal</code>.
*
* @param faceNormal The normals particles should face, or <code>null</code>
* if particles should face the camera.
*/
public void setFaceNormal(Vector3f faceNormal) {
if (faceNormal == null || !Vector3f.isValidVector(faceNormal)) {
this.faceNormal.set(Vector3f.NAN);
} else {
this.faceNormal = faceNormal;
}
}
/**
* Returns the rotation speed in radians/sec for particles.
*
* @return the rotation speed in radians/sec for particles.
*
* @see ParticleEmitter#setRotateSpeed(float)
*/
public float getRotateSpeed() {
return rotateSpeed;
}
/**
* Set the rotation speed in radians/sec for particles
* spawned after the invocation of this method.
*
* @param rotateSpeed the rotation speed in radians/sec for particles
* spawned after the invocation of this method.
*/
public void setRotateSpeed(float rotateSpeed) {
this.rotateSpeed = rotateSpeed;
}
/**
* Returns true if every particle spawned
* should have a random facing angle.
*
* @return true if every particle spawned
* should have a random facing angle.
*
* @see ParticleEmitter#setRandomAngle(boolean)
*/
public boolean isRandomAngle() {
return randomAngle;
}
/**
* Set to true if every particle spawned
* should have a random facing angle.
*
* @param randomAngle if every particle spawned
* should have a random facing angle.
*/
public void setRandomAngle(boolean randomAngle) {
this.randomAngle = randomAngle;
}
/**
* Returns true if every particle spawned should get a random
* image.
*
* @return True if every particle spawned should get a random
* image.
*
* @see ParticleEmitter#setSelectRandomImage(boolean)
*/
public boolean isSelectRandomImage() {
return selectRandomImage;
}
/**
* Set to true if every particle spawned
* should get a random image from a pool of images constructed from
* the texture, with X by Y possible images.
*
* <p>By default, X and Y are equal
* to 1, thus allowing only 1 possible image to be selected, but if the
* particle is configured with multiple images by using {@link ParticleEmitter#setImagesX(int) }
* and {#link ParticleEmitter#setImagesY(int) } methods, then multiple images
* can be selected. Setting to false will cause each particle to have an animation
* of images displayed, starting at image 1, and going until image X*Y when
* the particle reaches its end of life.
*
* @param selectRandomImage True if every particle spawned should get a random
* image.
*/
public void setSelectRandomImage(boolean selectRandomImage) {
this.selectRandomImage = selectRandomImage;
}
/**
* Check if particles spawned should face their velocity.
*
* @return True if particles spawned should face their velocity.
*
* @see ParticleEmitter#setFacingVelocity(boolean)
*/
public boolean isFacingVelocity() {
return facingVelocity;
}
/**
* Set to true if particles spawned should face
* their velocity (or direction to which they are moving towards).
*
* <p>This is typically used for e.g spark effects.
*
* @param followVelocity True if particles spawned should face their velocity.
*
*/
public void setFacingVelocity(boolean followVelocity) {
this.facingVelocity = followVelocity;
}
/**
* Get the end color of the particles spawned.
*
* @return the end color of the particles spawned.
*
* @see ParticleEmitter#setEndColor(com.jme3.math.ColorRGBA)
*/
public ColorRGBA getEndColor() {
return endColor;
}
/**
* Set the end color of the particles spawned.
*
* <p>The
* particle color at any time is determined by blending the start color
* and end color based on the particle's current time of life relative
* to its end of life.
*
* @param endColor the end color of the particles spawned.
*/
public void setEndColor(ColorRGBA endColor) {
this.endColor.set(endColor);
}
/**
* Get the end size of the particles spawned.
*
* @return the end size of the particles spawned.
*
* @see ParticleEmitter#setEndSize(float)
*/
public float getEndSize() {
return endSize;
}
/**
* Set the end size of the particles spawned.
*
* <p>The
* particle size at any time is determined by blending the start size
* and end size based on the particle's current time of life relative
* to its end of life.
*
* @param endSize the end size of the particles spawned.
*/
public void setEndSize(float endSize) {
this.endSize = endSize;
}
/**
* Get the gravity vector.
*
* @return the gravity vector.
*
* @see ParticleEmitter#setGravity(com.jme3.math.Vector3f)
*/
public Vector3f getGravity() {
return gravity;
}
/**
* This method sets the gravity vector.
*
* @param gravity the gravity vector
*/
public void setGravity(Vector3f gravity) {
this.gravity.set(gravity);
}
/**
* Sets the gravity vector.
*
* @param x the x component of the gravity vector
* @param y the y component of the gravity vector
* @param z the z component of the gravity vector
*/
public void setGravity(float x, float y, float z) {
this.gravity.x = x;
this.gravity.y = y;
this.gravity.z = z;
}
/**
* Get the high value of life.
*
* @return the high value of life.
*
* @see ParticleEmitter#setHighLife(float)
*/
public float getHighLife() {
return highLife;
}
/**
* Set the high value of life.
*
* <p>The particle's lifetime/expiration
* is determined by randomly selecting a time between low life and high life.
*
* @param highLife the high value of life.
*/
public void setHighLife(float highLife) {
this.highLife = highLife;
}
/**
* Get the number of images along the X axis (width).
*
* @return the number of images along the X axis (width).
*
* @see ParticleEmitter#setImagesX(int)
*/
public int getImagesX() {
return imagesX;
}
/**
* Set the number of images along the X axis (width).
*
* <p>To determine
* how multiple particle images are selected and used, see the
* {@link ParticleEmitter#setSelectRandomImage(boolean) } method.
*
* @param imagesX the number of images along the X axis (width).
*/
public void setImagesX(int imagesX) {
this.imagesX = imagesX;
particleMesh.setImagesXY(this.imagesX, this.imagesY);
}
/**
* Get the number of images along the Y axis (height).
*
* @return the number of images along the Y axis (height).
*
* @see ParticleEmitter#setImagesY(int)
*/
public int getImagesY() {
return imagesY;
}
/**
* Set the number of images along the Y axis (height).
*
* <p>To determine how multiple particle images are selected and used, see the
* {@link ParticleEmitter#setSelectRandomImage(boolean) } method.
*
* @param imagesY the number of images along the Y axis (height).
*/
public void setImagesY(int imagesY) {
this.imagesY = imagesY;
particleMesh.setImagesXY(this.imagesX, this.imagesY);
}
/**
* Get the low value of life.
*
* @return the low value of life.
*
* @see ParticleEmitter#setLowLife(float)
*/
public float getLowLife() {
return lowLife;
}
/**
* Set the low value of life.
*
* <p>The particle's lifetime/expiration
* is determined by randomly selecting a time between low life and high life.
*
* @param lowLife the low value of life.
*/
public void setLowLife(float lowLife) {
this.lowLife = lowLife;
}
/**
* Get the number of particles to spawn per
* second.
*
* @return the number of particles to spawn per
* second.
*
* @see ParticleEmitter#setParticlesPerSec(float)
*/
public float getParticlesPerSec() {
return particlesPerSec;
}
/**
* Set the number of particles to spawn per
* second.
*
* @param particlesPerSec the number of particles to spawn per
* second.
*/
public void setParticlesPerSec(float particlesPerSec) {
this.particlesPerSec = particlesPerSec;
}
/**
* Get the start color of the particles spawned.
*
* @return the start color of the particles spawned.
*
* @see ParticleEmitter#setStartColor(com.jme3.math.ColorRGBA)
*/
public ColorRGBA getStartColor() {
return startColor;
}
/**
* Set the start color of the particles spawned.
*
* <p>The particle color at any time is determined by blending the start color
* and end color based on the particle's current time of life relative
* to its end of life.
*
* @param startColor the start color of the particles spawned
*/
public void setStartColor(ColorRGBA startColor) {
this.startColor.set(startColor);
}
/**
* Get the start color of the particles spawned.
*
* @return the start color of the particles spawned.
*
* @see ParticleEmitter#setStartSize(float)
*/
public float getStartSize() {
return startSize;
}
/**
* Set the start size of the particles spawned.
*
* <p>The particle size at any time is determined by blending the start size
* and end size based on the particle's current time of life relative
* to its end of life.
*
* @param startSize the start size of the particles spawned.
*/
public void setStartSize(float startSize) {
this.startSize = startSize;
}
/**
* @deprecated Use ParticleEmitter.getParticleInfluencer().getInitialVelocity() instead.
*/
@Deprecated
public Vector3f getInitialVelocity() {
return particleInfluencer.getInitialVelocity();
}
/**
* @param initialVelocity Set the initial velocity a particle is spawned with,
* the initial velocity given in the parameter will be varied according
* to the velocity variation set in {@link ParticleEmitter#setVelocityVariation(float) }.
* A particle will move toward its velocity unless it is effected by the
* gravity.
*
* @deprecated
* This method is deprecated.
* Use ParticleEmitter.getParticleInfluencer().setInitialVelocity(initialVelocity); instead.
*
* @see ParticleEmitter#setVelocityVariation(float)
* @see ParticleEmitter#setGravity(float)
*/
@Deprecated
public void setInitialVelocity(Vector3f initialVelocity) {
this.particleInfluencer.setInitialVelocity(initialVelocity);
}
/**
* @deprecated
* This method is deprecated.
* Use ParticleEmitter.getParticleInfluencer().getVelocityVariation(); instead.
* @return the initial velocity variation factor
*/
@Deprecated
public float getVelocityVariation() {
return particleInfluencer.getVelocityVariation();
}
/**
* @param variation Set the variation by which the initial velocity
* of the particle is determined. <code>variation</code> should be a value
* from 0 to 1, where 0 means particles are to spawn with exactly
* the velocity given in {@link ParticleEmitter#setStartVel(com.jme3.math.Vector3f) },
* and 1 means particles are to spawn with a completely random velocity.
*
* @deprecated
* This method is deprecated.
* Use ParticleEmitter.getParticleInfluencer().setVelocityVariation(variation); instead.
*/
@Deprecated
public void setVelocityVariation(float variation) {
this.particleInfluencer.setVelocityVariation(variation);
}
private Particle emitParticle(Vector3f min, Vector3f max) {
int idx = lastUsed + 1;
if (idx >= particles.length) {
return null;
}
Particle p = particles[idx];
if (selectRandomImage) {
p.imageIndex = FastMath.nextRandomInt(0, imagesY - 1) * imagesX + FastMath.nextRandomInt(0, imagesX - 1);
}
p.startlife = lowLife + FastMath.nextRandomFloat() * (highLife - lowLife);
p.life = p.startlife;
p.color.set(startColor);
p.size = startSize;
//shape.getRandomPoint(p.position);
particleInfluencer.influenceParticle(p, shape);
if (worldSpace) {
worldTransform.transformVector(p.position, p.position);
worldTransform.getRotation().mult(p.velocity, p.velocity);
// TODO: Make scale relevant somehow??
}
if (randomAngle) {
p.angle = FastMath.nextRandomFloat() * FastMath.TWO_PI;
}
if (rotateSpeed != 0) {
p.rotateSpeed = rotateSpeed * (0.2f + (FastMath.nextRandomFloat() * 2f - 1f) * .8f);
}
temp.set(p.position).addLocal(p.size, p.size, p.size);
max.maxLocal(temp);
temp.set(p.position).subtractLocal(p.size, p.size, p.size);
min.minLocal(temp);
++lastUsed;
firstUnUsed = idx + 1;
return p;
}
/**
* Instantly emits all the particles possible to be emitted. Any particles
* which are currently inactive will be spawned immediately.
*/
public void emitAllParticles() {
// Force world transform to update
this.getWorldTransform();
TempVars vars = TempVars.get();
BoundingBox bbox = (BoundingBox) this.getMesh().getBound();
Vector3f min = vars.vect1;
Vector3f max = vars.vect2;
bbox.getMin(min);
bbox.getMax(max);
if (!Vector3f.isValidVector(min)) {
min.set(Vector3f.POSITIVE_INFINITY);
}
if (!Vector3f.isValidVector(max)) {
max.set(Vector3f.NEGATIVE_INFINITY);
}
while (emitParticle(min, max) != null);
bbox.setMinMax(min, max);
this.setBoundRefresh();
vars.release();
}
/**
* Instantly kills all active particles, after this method is called, all
* particles will be dead and no longer visible.
*/
public void killAllParticles() {
for (int i = 0; i < particles.length; ++i) {
if (particles[i].life > 0) {
this.freeParticle(i);
}
}
}
/**
* Kills the particle at the given index.
*
* @param index The index of the particle to kill
* @see #getParticles()
*/
public void killParticle(int index){
freeParticle(index);
}
private void freeParticle(int idx) {
Particle p = particles[idx];
p.life = 0;
p.size = 0f;
p.color.set(0, 0, 0, 0);
p.imageIndex = 0;
p.angle = 0;
p.rotateSpeed = 0;
if (idx == lastUsed) {
while (lastUsed >= 0 && particles[lastUsed].life == 0) {
lastUsed--;
}
}
if (idx < firstUnUsed) {
firstUnUsed = idx;
}
}
private void swap(int idx1, int idx2) {
Particle p1 = particles[idx1];
particles[idx1] = particles[idx2];
particles[idx2] = p1;
}
private void updateParticle(Particle p, float tpf, Vector3f min, Vector3f max){
// applying gravity
p.velocity.x -= gravity.x * tpf;
p.velocity.y -= gravity.y * tpf;
p.velocity.z -= gravity.z * tpf;
temp.set(p.velocity).multLocal(tpf);
p.position.addLocal(temp);
// affecting color, size and angle
float b = (p.startlife - p.life) / p.startlife;
p.color.interpolate(startColor, endColor, b);
p.size = FastMath.interpolateLinear(b, startSize, endSize);
p.angle += p.rotateSpeed * tpf;
// Computing bounding volume
temp.set(p.position).addLocal(p.size, p.size, p.size);
max.maxLocal(temp);
temp.set(p.position).subtractLocal(p.size, p.size, p.size);
min.minLocal(temp);
if (!selectRandomImage) {
p.imageIndex = (int) (b * imagesX * imagesY);
}
}
private void updateParticleState(float tpf) {
// Force world transform to update
this.getWorldTransform();
TempVars vars = TempVars.get();
Vector3f min = vars.vect1.set(Vector3f.POSITIVE_INFINITY);
Vector3f max = vars.vect2.set(Vector3f.NEGATIVE_INFINITY);
for (int i = 0; i < particles.length; ++i) {
Particle p = particles[i];
if (p.life == 0) { // particle is dead
// assert i <= firstUnUsed;
continue;
}
p.life -= tpf;
if (p.life <= 0) {
this.freeParticle(i);
continue;
}
updateParticle(p, tpf, min, max);
if (firstUnUsed < i) {
this.swap(firstUnUsed, i);
if (i == lastUsed) {
lastUsed = firstUnUsed;
}
firstUnUsed++;
}
}
// Spawns particles within the tpf timeslot with proper age
float interval = 1f / particlesPerSec;
tpf += timeDifference;
while (tpf > interval){
tpf -= interval;
Particle p = emitParticle(min, max);
if (p != null){
p.life -= tpf;
if (p.life <= 0){
freeParticle(lastUsed);
}else{
updateParticle(p, tpf, min, max);
}
}
}
timeDifference = tpf;
BoundingBox bbox = (BoundingBox) this.getMesh().getBound();
bbox.setMinMax(min, max);
this.setBoundRefresh();
vars.release();
}
/**
* Set to enable or disable the particle emitter
*
* <p>When a particle is
* disabled, it will be "frozen in time" and not update.
*
* @param enabled True to enable the particle emitter
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
}
/**
* Check if a particle emitter is enabled for update.
*
* @return True if a particle emitter is enabled for update.
*
* @see ParticleEmitter#setEnabled(boolean)
*/
public boolean isEnabled() {
return enabled;
}
/**
* Callback from Control.update(), do not use.
* @param tpf
*/
public void updateFromControl(float tpf) {
if (enabled) {
this.updateParticleState(tpf);
}
}
/**
* Callback from Control.render(), do not use.
*
* @param rm
* @param vp
*/
private void renderFromControl(RenderManager rm, ViewPort vp) {
Camera cam = vp.getCamera();
if (meshType == ParticleMesh.Type.Point) {
float C = cam.getProjectionMatrix().m00;
C *= cam.getWidth() * 0.5f;
// send attenuation params
this.getMaterial().setFloat("Quadratic", C);
}
Matrix3f inverseRotation = Matrix3f.IDENTITY;
TempVars vars = null;
if (!worldSpace) {
vars = TempVars.get();
inverseRotation = this.getWorldRotation().toRotationMatrix(vars.tempMat3).invertLocal();
}
particleMesh.updateParticleData(particles, cam, inverseRotation);
if (!worldSpace) {
vars.release();
}
}
public void preload(RenderManager rm, ViewPort vp) {
this.updateParticleState(0);
particleMesh.updateParticleData(particles, vp.getCamera(), Matrix3f.IDENTITY);
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(shape, "shape", DEFAULT_SHAPE);
oc.write(meshType, "meshType", ParticleMesh.Type.Triangle);
oc.write(enabled, "enabled", true);
oc.write(particles.length, "numParticles", 0);
oc.write(particlesPerSec, "particlesPerSec", 0);
oc.write(lowLife, "lowLife", 0);
oc.write(highLife, "highLife", 0);
oc.write(gravity, "gravity", null);
oc.write(imagesX, "imagesX", 1);
oc.write(imagesY, "imagesY", 1);
oc.write(startColor, "startColor", null);
oc.write(endColor, "endColor", null);
oc.write(startSize, "startSize", 0);
oc.write(endSize, "endSize", 0);
oc.write(worldSpace, "worldSpace", false);
oc.write(facingVelocity, "facingVelocity", false);
oc.write(faceNormal, "faceNormal", new Vector3f(Vector3f.NAN));
oc.write(selectRandomImage, "selectRandomImage", false);
oc.write(randomAngle, "randomAngle", false);
oc.write(rotateSpeed, "rotateSpeed", 0);
oc.write(particleInfluencer, "influencer", DEFAULT_INFLUENCER);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
shape = (EmitterShape) ic.readSavable("shape", DEFAULT_SHAPE);
if (shape == DEFAULT_SHAPE) {
// Prevent reference to static
shape = shape.deepClone();
}
meshType = ic.readEnum("meshType", ParticleMesh.Type.class, ParticleMesh.Type.Triangle);
int numParticles = ic.readInt("numParticles", 0);
enabled = ic.readBoolean("enabled", true);
particlesPerSec = ic.readFloat("particlesPerSec", 0);
lowLife = ic.readFloat("lowLife", 0);
highLife = ic.readFloat("highLife", 0);
gravity = (Vector3f) ic.readSavable("gravity", null);
imagesX = ic.readInt("imagesX", 1);
imagesY = ic.readInt("imagesY", 1);
startColor = (ColorRGBA) ic.readSavable("startColor", null);
endColor = (ColorRGBA) ic.readSavable("endColor", null);
startSize = ic.readFloat("startSize", 0);
endSize = ic.readFloat("endSize", 0);
worldSpace = ic.readBoolean("worldSpace", false);
this.setIgnoreTransform(worldSpace);
facingVelocity = ic.readBoolean("facingVelocity", false);
faceNormal = (Vector3f)ic.readSavable("faceNormal", new Vector3f(Vector3f.NAN));
selectRandomImage = ic.readBoolean("selectRandomImage", false);
randomAngle = ic.readBoolean("randomAngle", false);
rotateSpeed = ic.readFloat("rotateSpeed", 0);
switch (meshType) {
case Point:
particleMesh = new ParticlePointMesh();
this.setMesh(particleMesh);
break;
case Triangle:
particleMesh = new ParticleTriMesh();
this.setMesh(particleMesh);
break;
default:
throw new IllegalStateException("Unrecognized particle type: " + meshType);
}
this.setNumParticles(numParticles);
// particleMesh.initParticleData(this, particles.length);
// particleMesh.setImagesXY(imagesX, imagesY);
particleInfluencer = (ParticleInfluencer) ic.readSavable("influencer", DEFAULT_INFLUENCER);
if (particleInfluencer == DEFAULT_INFLUENCER) {
particleInfluencer = particleInfluencer.clone();
}
if (im.getFormatVersion() == 0) {
// compatibility before the control inside particle emitter
// was changed:
// find it in the controls and take it out, then add the proper one in
for (int i = 0; i < controls.size(); i++) {
Object obj = controls.get(i);
if (obj instanceof ParticleEmitter) {
controls.remove(i);
// now add the proper one in
controls.add(new ParticleEmitterControl(this));
break;
}
}
// compatability before gravity was not a vector but a float
if (gravity == null) {
gravity = new Vector3f();
gravity.y = ic.readFloat("gravity", 0);
}
} else {
// since the parentEmitter is not loaded, it must be
// loaded separately
control = getControl(ParticleEmitterControl.class);
control.parentEmitter = this;
}
}
}