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PolvoLunar.cpp
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PolvoLunar.cpp
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/*
* File: PolvoLunar.cpp
* Author: bdi_usr
*
* Created on 20 de mayo de 2012, 0:24
*/
#include "PolvoLunar.h"
void PolvoLunar::resetParticle(int num){
/* Give the particles life */
particles[num].life = 10.0f;
/* Random Fade Speed */
particles[num].fade = (float) (rand() % 100) / 10000.0f + 0.03f;
particles[num].dt = 0;
particles[num].r = 0.9f;
/* Select Green Rainbow Color */
particles[num].g = 0.9f;
/* Select Blue Rainbow Color */
particles[num].b = 0.9f;
/* Set the position on the X axis */
particles[num].x = ((float) (rand() % 500)) / 10.0f;
/* Set the position on the Y axis */
particles[num].y = ((float) (rand() % 500)) / 10.0f;
/* Set the position on the Z axis */
particles[num].z = ((float) (rand() % 500)) / 10.0f;
/* Random Speed On X Axis */
particles[num].xi = ((float) (rand() % 500)) / 8000.0f;
/* Random Speed On Y Axi */
particles[num].yi = ((float) (rand() % 500)) / 8000.0f;
/* Random Speed On Z Axis */
particles[num].zi = ((float) (rand() % 500)) / 8000.0f;
// aceleración cero, velocidad constante
particles[num].xg = 0;
particles[num].yg = 0;
particles[num].zg = 0;
}
PolvoLunar::PolvoLunar() {
ini_x = 0.95;
ini_y = 0.1;
ini_z = 1.05;
ladoPart = 0.11f;
for (int loop = 0; loop < MAX_PARTICLES_DUST; loop++) {
resetParticle(loop);
}
}
void PolvoLunar::Render(float timeElapsed,float x, float y, float z,bool pause) {
TextureManager::Inst()->BindTexture(TEXT_PARTICULA);
glTranslatef(-25.0f + ini_x , -25.0f + ini_y , -50.0 + ini_z );
vector<Particle*> ps;
for(int i = 0; i < MAX_PARTICLES_DUST; 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];
/* Draw The Particle Using Our RGB Values,
* Fade The Particle Based On It's Life
*/
glColor4f(p->r * p->life, p->g * p->life, p->b * p->life , 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();
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();
if(!pause){
/* 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);
p->life -= p->fade;
p->dt += timeElapsed;
/* If the particle dies, revive it */
if ( p->life <= 0) { // Reinicio las particulas solo si el propulsor esta activo
p->dt = 0;
p->life = 10.0;
p->fade = (float) (rand() % 100) / 10000.0f + 0.03f;
// Posicion Aleatoria
p->x = x + ((float) (rand() % 500)) / 10.0f ;
p->y = ((float) (rand() % 500)) / 10.0f;
p->z = z + ((float) (rand() % 500)) / 10.0f;
/* Velocidad Aleatoria */
p->xi = ((float) (rand() % 500)) / 8000.0f;
p->yi = ((float) (rand() % 500)) / 8000.0f;
p->zi = ((float) (rand() % 500)) / 8000.0f;
}
}
}
}
PolvoLunar::~PolvoLunar() {
}