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453 lines
11 KiB
C
453 lines
11 KiB
C
// general.h
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//
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// Copyright 1998 by David K. McAllister.
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//
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// This file implements the API calls that are not particle actions.
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#ifndef general_h
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#define general_h
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#include "papi.h"
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#include "p_vector.h"
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#ifdef _WIN32
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#pragma warning (disable:4244)
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#endif
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// A single particle
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/*
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struct Particle
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{
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pVector pos;
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pVector posB;
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pVector size;
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pVector vel;
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pVector velB; // Used to compute binormal, normal, etc.
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pVector color; // Color must be next to alpha so glColor4fv works.
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float alpha; // This is both cunning and scary.
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float age;
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};
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// A group of particles - Info and an array of Particles
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struct ParticleGroup
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{
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int p_count; // Number of particles currently existing.
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int max_particles; // Max particles allowed in group.
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int particles_allocated; // Actual allocated size.
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Particle list[1]; // Actually, num_particles in size
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inline void Remove(int i)
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{
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list[i] = list[--p_count];
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}
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inline bool Add(const pVector &pos, const pVector &posB,
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const pVector &size, const pVector &vel, const pVector &color,
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const float alpha = 1.0f,
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const float age = 0.0f)
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{
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if(p_count >= max_particles)
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return false;
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else
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{
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list[p_count].pos = pos;
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list[p_count].posB = posB;
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list[p_count].size = size;
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list[p_count].vel = vel;
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list[p_count].velB = vel; // XXX This should be fixed.
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list[p_count].color = color;
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list[p_count].alpha = alpha;
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list[p_count].age = age;
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p_count++;
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return true;
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}
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}
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};*/
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struct pDomain
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{
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PDomainEnum type; // PABoxDomain, PASphereDomain, PAConeDomain...
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pVector p1, p2; // Box vertices, Sphere center, Cylinder/Cone ends
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pVector u, v; // Orthonormal basis vectors for Cylinder/Cone
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float radius1; // Outer radius
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float radius2; // Inner radius
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float radius1Sqr; // Used for fast Within test of spheres,
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float radius2Sqr; // and for mag. of u and v vectors for plane.
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bool Within(const pVector &) const;
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void Generate(pVector &) const;
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// This constructor is used when default constructing a
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// ParticleAction that has a pDomain.
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inline pDomain()
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{
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}
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// Construct a domain in the standard way.
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pDomain(PDomainEnum dtype,
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float a0=0.0f, float a1=0.0f, float a2=0.0f,
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float a3=0.0f, float a4=0.0f, float a5=0.0f,
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float a6=0.0f, float a7=0.0f, float a8=0.0f);
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};
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//////////////////////////////////////////////////////////////////////
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// Type codes for all actions
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enum PActionEnum
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{
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PAHeaderID, // The first action in each list.
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PAAvoidID, // Avoid entering the domain of space.
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PABounceID, // Bounce particles off a domain of space.
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PACallActionListID, //
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PACopyVertexBID, // Set the secondary position from current position.
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PADampingID, // Dampen particle velocities.
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PAExplosionID, // An Explosion.
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PAFollowID, // Accelerate toward the previous particle in the group.
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PAGravitateID, // Accelerate each particle toward each other particle.
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PAGravityID, // Acceleration in the given direction.
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PAJetID, //
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PAKillOldID, //
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PAMatchVelocityID, //
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PAMoveID, //
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PAOrbitLineID, //
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PAOrbitPointID, //
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PARandomAccelID, //
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PARandomDisplaceID, //
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PARandomVelocityID, //
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PARestoreID, //
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PASinkID, //
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PASinkVelocityID, //
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PASourceID, //
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PASpeedLimitID, //
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PATargetColorID, //
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PATargetSizeID, //
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PATargetVelocityID, //
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PAVortexID //
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};
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// This method actually does the particle's action.
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#define ExecMethod void Execute(ParticleGroup *pg);
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struct ParticleAction
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{
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static float dt; // This is copied to here from global state.
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PActionEnum type; // Type field
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};
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///////////////////////////////////////////////////////////////////////////
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// Data types derived from Action.
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struct PAHeader : public ParticleAction
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{
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int actions_allocated;
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int count; // Total actions in the list.
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float padding[96]; // This must be the largest action.
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ExecMethod
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};
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struct PAAvoid : public ParticleAction
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{
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pDomain position; // Avoid region
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float look_ahead; // how many time units ahead to look
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float magnitude; // what percent of the way to go each time
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float epsilon; // add to r^2 for softening
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ExecMethod
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};
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struct PABounce : public ParticleAction
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{
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pDomain position; // Bounce region
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float oneMinusFriction; // Friction tangent to surface
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float resilience; // Resilence perpendicular to surface
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float cutoffSqr; // cutoff velocity; friction applies iff v > cutoff
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ExecMethod
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};
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struct PACallActionList : public ParticleAction
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{
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int action_list_num; // The action list number to call
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ExecMethod
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};
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struct PACopyVertexB : public ParticleAction
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{
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bool copy_pos; // True to copy pos to posB.
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bool copy_vel; // True to copy vel to velB.
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ExecMethod
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};
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struct PADamping : public ParticleAction
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{
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pVector damping; // Damping constant applied to velocity
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float vlowSqr; // Low and high cutoff velocities
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float vhighSqr;
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ExecMethod
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};
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struct PAExplosion : public ParticleAction
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{
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pVector center; // The center of the explosion
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float velocity; // Of shock wave
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float magnitude; // At unit radius
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float stdev; // Sharpness or width of shock wave
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float age; // How long it's been going on
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float epsilon; // Softening parameter
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ExecMethod
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};
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struct PAFollow : public ParticleAction
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{
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float magnitude; // The grav of each particle
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PAGravitate : public ParticleAction
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{
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float magnitude; // The grav of each particle
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PAGravity : public ParticleAction
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{
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pVector direction; // Amount to increment velocity
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ExecMethod
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};
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struct PAJet : public ParticleAction
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{
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pVector center; // Center of the fan
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pDomain acc; // Acceleration vector domain
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float magnitude; // Scales acceleration
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PAKillOld : public ParticleAction
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{
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float age_limit; // Exact age at which to kill particles.
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bool kill_less_than; // True to kill particles less than limit.
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ExecMethod
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};
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struct PAMatchVelocity : public ParticleAction
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{
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float magnitude; // The grav of each particle
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PAMove : public ParticleAction
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{
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ExecMethod
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};
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struct PAOrbitLine : public ParticleAction
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{
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pVector p, axis; // Endpoints of line to which particles are attracted
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float magnitude; // Scales acceleration
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PAOrbitPoint : public ParticleAction
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{
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pVector center; // Point to which particles are attracted
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float magnitude; // Scales acceleration
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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struct PARandomAccel : public ParticleAction
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{
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pDomain gen_acc; // The domain of random accelerations.
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ExecMethod
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};
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struct PARandomDisplace : public ParticleAction
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{
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pDomain gen_disp; // The domain of random displacements.
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ExecMethod
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};
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struct PARandomVelocity : public ParticleAction
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{
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pDomain gen_vel; // The domain of random velocities.
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ExecMethod
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};
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struct PARestore : public ParticleAction
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{
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float time_left; // Time remaining until they should be in position.
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ExecMethod
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};
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struct PASink : public ParticleAction
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{
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bool kill_inside; // True to dispose of particles *inside* domain
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pDomain position; // Disposal region
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ExecMethod
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};
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struct PASinkVelocity : public ParticleAction
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{
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bool kill_inside; // True to dispose of particles with vel *inside* domain
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pDomain velocity; // Disposal region
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ExecMethod
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};
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struct PASpeedLimit : public ParticleAction
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{
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float min_speed; // Clamp speed to this minimum.
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float max_speed; // Clamp speed to this maximum.
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ExecMethod
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};
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struct PASource : public ParticleAction
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{
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pDomain position; // Choose a position in this domain.
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pDomain positionB; // Choose a positionB in this domain.
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pDomain size; // Choose a size in this domain.
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pDomain velocity; // Choose a velocity in this domain.
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pDomain color; // Choose a color in this domain.
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float alpha; // Alpha of all generated particles
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float particle_rate; // Particles to generate per unit time
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float age; // Initial age of the particles
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float age_sigma; // St. dev. of initial age of the particles
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bool vertexB_tracks; // True to get positionB from position.
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ExecMethod
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};
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struct PATargetColor : public ParticleAction
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{
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pVector color; // Color to shift towards
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float alpha; // Alpha value to shift towards
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float scale; // Amount to shift by (1 == all the way)
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ExecMethod
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};
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struct PATargetSize : public ParticleAction
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{
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pVector size; // Size to shift towards
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pVector scale; // Amount to shift by per frame (1 == all the way)
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ExecMethod
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};
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struct PATargetVelocity : public ParticleAction
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{
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pVector velocity; // Velocity to shift towards
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float scale; // Amount to shift by (1 == all the way)
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ExecMethod
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};
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struct PAVortex : public ParticleAction
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{
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pVector center; // Center of vortex
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pVector axis; // Axis around which vortex is applied
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float magnitude; // Scale for rotation around axis
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float epsilon; // Softening parameter
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float max_radius; // Only influence particles within max_radius
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ExecMethod
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};
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// Global state vector
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struct _ParticleState
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{
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float dt;
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bool in_call_list;
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bool in_new_list;
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bool vertexB_tracks;
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int group_id;
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int list_id;
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ParticleGroup *pgrp;
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PAHeader *pact;
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int tid; // Only used in the MP case, but always define it.
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// These are static because all threads access the same groups.
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// All accesses to these should be locked.
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static ParticleGroup **group_list;
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static PAHeader **alist_list;
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static int group_count;
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static int alist_count;
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pDomain Size;
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pDomain Vel;
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pDomain VertexB;
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pDomain Color;
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float Alpha;
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float Age;
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float AgeSigma;
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_ParticleState();
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// Return an index into the list of particle groups where
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// p_group_count groups can be added.
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int GenerateGroups(int p_group_count);
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int GenerateLists(int alist_count);
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ParticleGroup *GetGroupPtr(int p_group_num);
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PAHeader *GetListPtr(int action_list_num);
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};
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#ifdef PARTICLE_MP
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// All entry points call this to get their particle state.
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inline _ParticleState &_GetPState()
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{
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// Returns a reference to the appropriate particle state.
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extern _ParticleState &_GetPStateWithTID();
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return _GetPStateWithTID();
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}
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#else
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// All entry points call this to get their particle state.
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// For the non-MP case this is practically a no-op.
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inline _ParticleState &_GetPState()
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{
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// This is the global state.
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extern _ParticleState __ps;
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return __ps;
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}
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#endif
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// Just a silly little function.
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static inline float fsqr(float f) { return f * f; }
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#endif
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