//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2011 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include static const int AlphaSteps = int(ExplosionNukeRenderer_STEPS * 0.9f); ExplosionNukeRendererEntry::ExplosionNukeRendererEntry( Vector &position, float size) : totalTime_(0.0f), size_(size), startPosition_(position), cloudRotation_(0.0f) { float rot = RAND * 3.14f * 2.0f; float width = RAND * 0.5f + 1.0f; cloudRotation_ = RAND * 360.0f; rotation_[0] = getFastSin(rot) * width; rotation_[1] = getFastCos(rot) * width; } ExplosionNukeRendererEntry::~ExplosionNukeRendererEntry() { } void ExplosionNukeRendererEntry::simulate(Particle *particle, float time) { totalTime_ += time; cloudRotation_ += time * 5.0f; int position = int((totalTime_ / (16.0f / 3.0f)) * float(ExplosionNukeRenderer_STEPS)); if (position >= ExplosionNukeRenderer_STEPS) position = ExplosionNukeRenderer_STEPS - 1; float z = ExplosionNukeRenderer::positions_[position][2] * (10.0f + size_) / 30.0f; float w = ExplosionNukeRenderer::positions_[position][0] + (size_ / 2.0f); particle->position_[0] = startPosition_[0] + rotation_[0] * w; particle->position_[1] = startPosition_[1] + rotation_[1] * w; particle->position_[2] = startPosition_[2] + z; } Vector *ExplosionNukeRenderer::positions_ = 0; ExplosionNukeRenderer::ExplosionNukeRenderer(Vector &position, float size, GLTextureSet *set, bool animate) : set_(set), animate_(animate), totalTime_(0.0f), time_(0.0f), position_(position), size_(size) { position_[2] -= size_; float height = ScorchedClient::instance()->getLandscapeMaps(). getGroundMaps().getHeight((int) position_[0], (int) position_[1]).asFloat(); if (position_[2] < height) position_[2] = height; if (!positions_) { positions_ = new Vector[ExplosionNukeRenderer_STEPS]; float zPos = 0.0f; float width = 0.0f; for (int i=0; i (ExplosionNukeRenderer_STEPS * (0.3f))){ width += 0.5f; }else{ zPos += 2.0f; } positions_[i] = pos; } } emitter_.setAttributes( 5.0f, 5.0f, // Life 0.2f, 0.5f, // Mass 0.01f, 0.02f, // Friction Vector(0.0f, 0.0f, 0.0f), Vector(0.0f, 0.0f, 0.0f), // Velocity Vector(1.0f, 1.0f, 1.0f), 0.3f, // StartColor1 Vector(1.0f, 1.0f, 1.0f), 0.2f, // StartColor2 Vector(1.0f, 1.0f, 1.0f), 0.0f, // EndColor1 Vector(1.0f, 1.0f, 1.0f), 0.0f, // EndColor2 2.0f, 2.0f, 3.0f, 3.0f, // Start Size 4.0f, 4.0f, 6.0f, 6.0f, // EndSize Vector(0.0f, 0.0f, 100.0f), // Gravity false, false); } ExplosionNukeRenderer::~ExplosionNukeRenderer() { } void ExplosionNukeRenderer::draw(Action *action) { } void ExplosionNukeRenderer::simulate(Action *action, float frameTime, bool &remove) { float AddSmokeTime = 0.08f; int SmokesPerTime = 14; if (OptionsDisplay::instance()->getEffectsDetail() == 0) { SmokesPerTime = 8; } else if (OptionsDisplay::instance()->getEffectsDetail() == 2) { SmokesPerTime = 18; } totalTime_ += frameTime; time_ += frameTime; while (time_ > AddSmokeTime) { time_ -= AddSmokeTime; // Add any new entries if (totalTime_ > 1.25f) { if (totalTime_ < 2.25f) { emitter_.emitMushroom( position_, ScorchedClient::instance()->getParticleEngine(), SmokesPerTime, size_, set_, animate_); } else remove = true; } } }