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Explosion.cpp
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Explosion.cpp
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/*
* File: Explosion.cpp
* Author: bdi_usr
*
* Created on 21 de mayo de 2012, 7:22
*/
#include "Explosion.h"
void Explosion::resetParticle(int num){
/* Give the particles life */
particles[num].life = 1.0f;
/* Random Fade Speed */
particles[num].fade = (float) (rand() % 100) / 1000.0f + 0.06f;
/* Select Red Rainbow Color */
particles[num].dt = 0;
particles[num].r = 1.0f;
/* Select Green Rainbow Color */
particles[num].g = 1.0f;
/* Select Blue Rainbow Color */
particles[num].b = 0.8f;
/* Set the position on the Y axis */
particles[num].y = 0.1 + (float)( (rand() % 500) / 120.0f );
/* Set the position on the X axis */
particles[num].x = (float)( (rand() % 500) / (50.0f * (particles[num].y)) ) + (particles[num].y)/2.0;
/* Set the position on the Z axis */
particles[num].z = (float)( (rand() % 500) / (50.0f *(particles[num].y)) );
/* Random Speed On X Axis */
particles[num].xi = 0;
/* Random Speed On Y Axi */
particles[num].yi = 0;
/* Random Speed On Z Axis */
particles[num].zi = 0;
/* Set Horizontal Pull To Zero */
particles[num].xg = (particles[num].x - 2.5)/(1 + rand() % 500);
/* Set Vertical Pull Downward */
particles[num].yg = (fabs(particles[num].xg) + particles[num].yi*10)*(rand() % 100 + 1);
/* Set Pull On Z Axis To Zero */
particles[num].zg = (particles[num].z - 2.5)/(1 + rand() % 500);
}
Explosion::Explosion() {
ini_x = 0.0;
ini_y = 0.0f;
ini_z = 0.0f;
ladoPart = 0.4f;
TextureManager::Inst()->LoadTextureBMP("particle2.bmp",TEXT_PARTICULA_FIRE);
//TextureManager::Inst()->LoadTextureBMP("particle.bmp", TEXT_PARTICULA);
for (int loop = 0; loop < MAX_PARTICLES_EX; loop++) {
resetParticle(loop);
}
}
void Explosion::Render(float timeElapsed,bool choque) {
TextureManager::Inst()->BindTexture(TEXT_PARTICULA_FIRE);
glTranslatef(-3 + ini_x , -2 + ini_y , -2 + ini_z );
if (choque) {
vector<Particle*> ps;
for(int i = 0; i < MAX_PARTICLES_EX; i++) {
ps.push_back(particles + i);
}
sort(ps.begin(), ps.end(), compareParticles);
for(unsigned int i = 0; i < ps.size(); i++) {
Particle* p = ps[i];
if (p->life > 0) {
/* Draw The Particle Using Our RGB Values,
* Fade The Particle Based On It's Life
*/
glColor4f(p->r,p->g*(p->life),p->b*p->life/2.0f, p->life);
/* Build Quad From A Triangle Strip */
glBegin(GL_TRIANGLE_STRIP);
/* Top Right */
glTexCoord2d(1, 1);
glVertex3f(p->x + ladoPart, p->y + ladoPart, p->z + ladoPart);
/* Top Left */
glTexCoord2d(0, 1);
glVertex3f(p->x - ladoPart, p->y + ladoPart, p->z + ladoPart);
/* Bottom Right */
glTexCoord2d(1, 0);
glVertex3f(p->x + ladoPart, p->y - ladoPart, p->z + ladoPart);
/* Bottom Left */
glTexCoord2d(0, 0);
glVertex3f(p->x - ladoPart, p->y - ladoPart, p->z + ladoPart);
glEnd();
/* Move On The X Axis By X Speed */
p->x += p->xi * p->dt + p->xg * (0.5f) * p->dt * p->dt;
/* Move On The Y Axis By Y Speed */
p->y += p->yi * p->dt + p->yg * (0.5f) * p->dt * p->dt;
/* Move On The Z Axis By Z Speed */
p->z += p->zi * p->dt + p->zg * (0.5f) * p->dt * p->dt;
/* Take Pull On X Axis Into Account */
p->xi += p->xg * p->dt;
/* Take Pull On Y Axis Into Account */
p->yi += p->yg * p->dt;
/* Take Pull On Z Axis Into Account */
p->zi += p->zg * p->dt;
p->yg -= p->yg * (fabs(p->y) / 10);
/* Reduce Particles Life By 'Fade' */
p->life -= p->fade;
p->dt += timeElapsed;
/* If the particle dies, revive it */
if ( p->life < 0.0f ) {
/* Give the particles life */
p->life = 1.0f;
/* Random Fade Speed */
p->fade = (float) (rand() % 100) / 1000.0f + 0.006f;
p->dt = 0;
p->y = 0.1 + (float)( (rand() % 500) / 120.0f );
/* Set the position on the X axis */
p->x = (float)( (rand() % 500) / (50.0f * (p->y)) ) + (p->y)/2.0;
/* Set the position on the Y axis */
/* Set the position on the Z axis */
p->z = (float)( (rand() % 500) / (50.0f *(p->y)) );
/* Random Speed On X Axis */
p->xi = 0;
/* Random Speed On Y Axi */
p->yi = 0;
/* Random Speed On Z Axis */
p->zi = 0;
/* Set Horizontal Pull To Zero */
p->xg = (p->x - 2.5)/(1 + rand() % 500);
/* Set Vertical Pull Downward */
p->yg = (fabs(p->xg) + p->yi*10)*(rand() % 100 + 1);
/* Set Pull On Z Axis To Zero */
p->zg = (p->z - 2.5)/(1 + rand() % 500);
}
}
}
}
}
Explosion::~Explosion() {
}