1 | // |
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2 | // Orbital |
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3 | // |
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4 | // Copyright: (c) 2012 Various People |
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5 | // |
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6 | |
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7 | /* FIXME: this file is pure crap; it's only a test. */ |
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8 | |
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9 | #if !defined __PARTICLESYSTEM_H__ |
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10 | #define __PARTICLESYSTEM_H__ |
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11 | |
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12 | class ParticleSystem : public WorldEntity |
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13 | { |
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14 | public: |
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15 | ParticleSystem() |
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16 | : m_angle(0.f), |
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17 | m_ready(false) |
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18 | { |
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19 | m_mesh.SendCommand("sc.8,.8,.8,1,acg8,2,5,5,1.5,1.5,.1,0,rx15"); |
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20 | m_mesh.SendCommand("t0,-100,-30,fl"); |
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21 | |
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22 | for (int i = 0; i < 200; i++) |
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23 | m_particles.Append(vec3(0), vec3(0), RandF(0.f, 2.f)); |
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24 | } |
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25 | |
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26 | ~ParticleSystem() |
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27 | { |
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28 | } |
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29 | |
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30 | char const *GetName() { return "<particlesystme>"; } |
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31 | |
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32 | protected: |
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33 | virtual void TickGame(float seconds) |
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34 | { |
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35 | WorldEntity::TickGame(seconds); |
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36 | |
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37 | for (int i = 0; i < m_particles.Count(); i++) |
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38 | { |
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39 | m_particles[i].m3 += seconds; |
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40 | if (m_particles[i].m3 > 2.f) |
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41 | { |
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42 | m_particles[i].m1 = vec3(RandF(-1.f, 1.f), RandF(-1.f, 1.f), RandF(-1.f, 1.f)); |
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43 | m_particles[i].m2 = normalize(vec3(RandF(-1.f, 1.f), RandF(-1.f, 1.f), RandF(-1.f, 1.f))); |
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44 | m_particles[i].m3 = RandF(0.f, 2.f); |
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45 | } |
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46 | |
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47 | m_particles[i].m1 += seconds * 100.f * m_particles[i].m2; |
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48 | } |
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49 | |
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50 | m_angle += seconds * 100.f; |
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51 | } |
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52 | |
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53 | virtual void TickDraw(float seconds) |
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54 | { |
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55 | WorldEntity::TickDraw(seconds); |
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56 | |
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57 | if (!m_ready) |
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58 | { |
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59 | m_mesh.SendCommand("irb"); |
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60 | m_ready = true; |
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61 | } |
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62 | mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); |
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63 | mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); |
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64 | mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f); |
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65 | |
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66 | for (int i = 0; i < m_particles.Count(); i++) |
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67 | { |
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68 | mat4 model = mat4::translate(vec3(0, 0, -4.5)) |
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69 | * mat4::scale(vec3(0.025)) |
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70 | * mat4::translate(m_particles[i].m1); |
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71 | mat4 modelview = view * model * anim; |
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72 | mat3 normalmat = transpose(inverse(mat3(modelview))); |
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73 | |
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74 | m_mesh.Render(modelview, proj, normalmat); |
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75 | } |
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76 | } |
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77 | |
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78 | private: |
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79 | Mesh m_mesh; |
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80 | Array<vec3, vec3, float> m_particles; |
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81 | float m_angle; |
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82 | bool m_ready; |
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83 | }; |
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84 | |
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85 | #endif /* __PARTICLESYSTEM_H__ */ |
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86 | |
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