DPS905 Kaitlyn ParticleEffects
************************************************************************************************** ** Particles * ************************************************************************************************** * April 2011 * By Kaitlyn Callow ( KaitlynCallow.com | dacallow@learn.senecac.on.ca ) * For DPS905, Professor Chris Szalwinski **************************************************************************************************
Contents:
[A] - INSTALLATION
1) Add the following files to your project:
- Particle.cpp
- Particle.h
- ParticleGenerator.cpp
- ParticleGenerator.h
- ParticleVertexList.cpp
- ParticleVertexList.h
- Optionally, you can get a simple texture for you to try making particle effects with here: bubble.tga
2) Append onto the bottom of your existing Effects.fx file the contents of the following file:
3) Modify iObject.h:
- Add to Class iObject...
//added for particle effects / animations virtual void update(int now) = 0;
- At the bottom of the file iObject.h add...
extern "C" iObject* CreateParticleGenerator(float _generatorlifespan, float _particlelifespan, float _particlespawnrate, float _spawnpositiondispersion, float _theta, float _startingspeed, Colour _startcolour, Colour _endcolour, float _frequencycolour, float _startsize, float _endsize, float _frequencysize, Vector _startgravity, Vector _endgravity, float _frequencygravityvertical, float _frequencygravityhorizontal, float _startalpha, float _endalpha, float _frequencyalpha, Colour* c, float* p);
4) Modify Object.h
- Add to Class Object...
void update(int now) { /* do nothing, added for particle effects & animations */ }
5) Modify Display.cpp
- Inside of method: bool Display::setup(void* hwnd)
near line 360 (beneath the comment "// setup successful") add...
ParticleVertex::device = d3dd; ParticleVertexList::connectDevice(d3dd);
6) Modify Configuration.h
- Adding into the existing typedef enum Category (line 375) a new type of:
PARTICLES
7) Modify Object.cpp
- Updating the Object::Object(category, colour, iGraphic*, int, int) method..
Change from..
// store reflectivity, shininess, and texture pointers material = new Colour[nSubsets]; shine = new float[nSubsets]; texture = new iTexture**[nSubsets]; for (int i = 0; i < nSubsets; i++) { material[i] = c[i]; if (p && p[i]) shine[i] = p[i]; else shine[i] = DEFAULT_SHININESS; if (material[i].a != 1.0f) category = TRANSLUCENT_OBJECT; texture[i] = new iTexture*[nStages]; for (int j = 0; j < nStages; j++) texture[i][j] = NULL; }
And change it to..:
// store reflectivity, shininess, and texture pointers material = new Colour[nSubsets]; shine = new float[nSubsets]; texture = new iTexture**[nSubsets]; for (int i = 0; i < nSubsets; i++) { material[i] = c[i]; if (p && p[i]) shine[i] = p[i]; else shine[i] = DEFAULT_SHININESS; if (material[i].a != 1.0f && category != PARTICLES) category = TRANSLUCENT_OBJECT; texture[i] = new iTexture*[nStages]; for (int j = 0; j < nStages; j++) texture[i][j] = NULL; }
8) Modify DeviceTexture.cpp
- Inside the method ( void DeviceTexture::create(iScene* scene, const Matrix& view, const Matrix& projection, const Vector& viewpoint) )
Near line 190...
Change from:
d3dd->BeginScene(); scene->draw(SKYBOX); scene->draw(OPAQUE_OBJECT); scene->draw(TRANSLUCENT_OBJECT); d3dd->EndScene();
And change it to..:
d3dd->BeginScene(); scene->draw(SKYBOX); scene->draw(OPAQUE_OBJECT); scene->draw(TRANSLUCENT_OBJECT); scene->draw(PARTICLES); d3dd->EndScene();
9) Modify Design.cpp
- Modify void Design::draw()
Changing from:
scene->draw(MIRROR); scene->draw(SKYBOX); scene->draw(OPAQUE_OBJECT); scene->draw(TRANSLUCENT_OBJECT); hud->draw(HUD_ALPHA);
Changing to:
scene->draw(MIRROR); scene->draw(SKYBOX); scene->draw(OPAQUE_OBJECT); scene->draw(TRANSLUCENT_OBJECT); scene->draw(PARTICLES); hud->draw(HUD_ALPHA);
[B] - HOW TO USE
To create a particle:
1) Include in ParticleGenerator.h
2) Use the following suggested code:
//VARIABLES float generatorlifespan = 0.0f; // how long for the generator to run for (0.0f is forever) in seconds float particlelifespan = 3.0f; // how long particles live for float particlespawnrate = 180.0f; // how many particles can spawn, per second, up to the MAX_PARTICLES limit float spawndispersion = 6.0f; // how varied are the spawn positions (0.0f means spawn on the same exact positon initially) float theta = 80.0f; // how varied is the initial velocities, 180.0f is a full sphere, 90.0f is a hemisphere, 40.0f is a cone, etc float startingspeed = 110.0f; // initial speed applied to the velocities Colour startcolour = Colour(2.0f,0.0f,0.0f); Colour endcolour = Colour(0.0f,0.0f,1.0f); float frequencycolour = 0.0f; float startsize = 5.0f; float endsize = 0.0f; float frequencysize = 0.0f; Vector startgravity = Vector(0.0f, -29.8f, 0.0f); Vector endgravity = Vector(0.0f, -199.8f, 0.0f); float frequencygravityvertical = 0.0f; float frequencygravityhorizontal = 0.0f; float startalpha = 1.0f; float endalpha = 0.0f; float frequencyalpha = 0.0f; Colour c = Colour(1.0f,0.0f,0.0f); //for object (material type)... not actually used float p = 0.5f; //for object (reflectivity)... not actually used iObject* particleEffect1 = CreateParticleGenerator(generatorlifespan, particlelifespan, particlespawnrate, spawndispersion, theta, startingspeed, startcolour, endcolour, frequencycolour, startsize, endsize, frequencysize, startgravity, endgravity, frequencygravityvertical, frequencygravityhorizontal, startalpha, endalpha, frequencyalpha, &c, &p); //Add your desired texture on iTexture* particle_texture = CreateTexture(L"bubble.tga"); particleEffect1->attach(particle_texture,0); //Position your particle generator particleEffect1->translate(250,70,250); //Optionally particles may be set to attract to other objects or positions in the world //((ParticleGenerator*)particleEffect1)->AttractTo(someObject,250.0f); //((ParticleGenerator*)particleEffect1)->AttractTo(&Vector(50,50,50),250.0f);
3) Add in to the Design::Update(int now) method your particle generator's update method being called.
particleEffect1->update(now);
PLEASE NOTE: The following is not working / implemented at this time: frequency, alpha transparency