From Martin Scheffler, "osgParticle: method to set start and end tile for particle texture (for animated particles). I also updated examples/osgParticle to show the feature.

The texture in data/Images should be copied to osg-data. I created the texture myself with the help of an explosion generator, so no license issues there.
"
This commit is contained in:
Robert Osfield 2009-11-24 15:00:11 +00:00
parent f79f465467
commit a3adc3d07c
3 changed files with 156 additions and 17 deletions

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@ -323,6 +323,121 @@ osgParticle::ParticleSystem *create_complex_particle_system(osg::Group *root)
}
//////////////////////////////////////////////////////////////////////////////
// ANIMATED PARTICLE SYSTEM CREATION
//////////////////////////////////////////////////////////////////////////////
osgParticle::ParticleSystem *create_animated_particle_system(osg::Group *root)
{
// Now we will create a particle system that uses two emitters to
// display two animated particles, one showing an explosion, the other
// a smoke cloud. A particle system can only use one texture, so
// the animations for both particles are stored in a single bitmap.
// The frames of the animation are stored in tiles. For each particle
// template, the start and end tile of their animation have to be given.
// The example file used here has 64 tiles, stored in eight rows with
// eight images each.
// First create a prototype for the explosion particle.
osgParticle::Particle pexplosion;
// The frames of the explosion particle are played from birth to
// death of the particle. So if lifetime is one second, all 16 images
// of the particle are shown in this second.
pexplosion.setLifeTime(1);
// some other particle properties just as in the last example.
pexplosion.setSizeRange(osgParticle::rangef(0.75f, 3.0f));
pexplosion.setAlphaRange(osgParticle::rangef(0.5f, 1.0f));
pexplosion.setColorRange(osgParticle::rangev4(
osg::Vec4(1, 1, 1, 1),
osg::Vec4(1, 1, 1, 1)));
pexplosion.setRadius(0.05f);
pexplosion.setMass(0.05f);
// This command sets the animation tiles to be shown for the particle.
// The first two parameters define the tile layout of the texture image.
// 8, 8 means the texture has eight rows of tiles with eight columns each.
// 0, 15 defines the start and end tile
pexplosion.setTextureTileRange(8, 8, 0, 15);
// The smoke particle is just the same, only plays another tile range.
osgParticle::Particle psmoke = pexplosion;
psmoke.setTextureTileRange(8, 8, 32, 45);
// Create a single particle system for both particle types
osgParticle::ParticleSystem *ps = new osgParticle::ParticleSystem;
// Assign the tiled texture
ps->setDefaultAttributes("Images/fireparticle8x8.png", false, false);
// Create two emitters, one for the explosions, one for the smoke balls.
osgParticle::ModularEmitter *emitter1 = new osgParticle::ModularEmitter;
emitter1->setParticleSystem(ps);
emitter1->setParticleTemplate(pexplosion);
osgParticle::ModularEmitter *emitter2 = new osgParticle::ModularEmitter;
emitter2->setParticleSystem(ps);
emitter2->setParticleTemplate(psmoke);
// create a counter each. We could reuse the counter for both emitters, but
// then we could not control the ratio of smoke balls to explosions
osgParticle::RandomRateCounter *counter1 = new osgParticle::RandomRateCounter;
counter1->setRateRange(10, 10);
emitter1->setCounter(counter1);
osgParticle::RandomRateCounter *counter2 = new osgParticle::RandomRateCounter;
counter2->setRateRange(3, 4);
emitter2->setCounter(counter2);
// setup a single placer for both emitters.
osgParticle::SectorPlacer *placer = new osgParticle::SectorPlacer;
placer->setCenter(-8, 0, 0);
placer->setRadiusRange(2.5, 5);
placer->setPhiRange(0, 2 * osg::PI); // 360° angle to make a circle
emitter1->setPlacer(placer);
emitter2->setPlacer(placer);
// the shooter is reused for both emitters
osgParticle::RadialShooter *shooter = new osgParticle::RadialShooter;
shooter->setInitialSpeedRange(0, 0);
// give particles a little spin
shooter->setInitialRotationalSpeedRange(osgParticle::rangev3(
osg::Vec3(0, 0, -1),
osg::Vec3(0, 0, 1)));
emitter1->setShooter(shooter);
emitter2->setShooter(shooter);
// add both emitters to the scene graph
root->addChild(emitter1);
root->addChild(emitter2);
// create a program, just as before
osgParticle::ModularProgram *program = new osgParticle::ModularProgram;
program->setParticleSystem(ps);
// create an operator that moves the particles upwards
osgParticle::AccelOperator *op1 = new osgParticle::AccelOperator;
op1->setAcceleration(osg::Vec3(0, 0, 2.0f));
program->addOperator(op1);
// add the program to the scene graph
root->addChild(program);
// create a Geode to contain our particle system.
osg::Geode *geode = new osg::Geode;
geode->addDrawable(ps);
// add the geode to the scene graph.
root->addChild(geode);
return ps;
}
//////////////////////////////////////////////////////////////////////////////
// MAIN SCENE GRAPH BUILDING FUNCTION
//////////////////////////////////////////////////////////////////////////////
@ -341,6 +456,7 @@ void build_world(osg::Group *root)
osgParticle::ParticleSystem *ps1 = create_simple_particle_system(root);
osgParticle::ParticleSystem *ps2 = create_complex_particle_system(root);
osgParticle::ParticleSystem *ps3 = create_animated_particle_system(root);
// Now that the particle systems and all other related objects have been
// created, we have to add an "updater" node to the scene graph. This node
@ -349,6 +465,7 @@ void build_world(osg::Group *root)
osgParticle::ParticleSystemUpdater *psu = new osgParticle::ParticleSystemUpdater;
psu->addParticleSystem(ps1);
psu->addParticleSystem(ps2);
psu->addParticleSystem(ps3);
// add the updater node to the scene graph
root->addChild(psu);

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@ -154,7 +154,7 @@ namespace osgParticle
inline int getTileT() const;
/// Get number of texture tiles
inline int getNumTiles() const { return _num_tile; }
inline int getNumTiles() const { return _end_tile - _start_tile + 1; }
/** Kill the particle on next update
NOTE: after calling this function, the <CODE>isAlive()</CODE> method will still
@ -246,8 +246,13 @@ namespace osgParticle
/// Get the current (interpolated) polygon size. Valid only after the first call to update().
inline float getCurrentSize() const;
/// Specify how the particle texture is tiled
inline void setTextureTile(int sTile, int tTile, int numTiles = 0);
/// Specify how the particle texture is tiled.
/// All tiles in the given range are sequentially displayed during the lifetime
/// of the particle. When no range is given, all tiles are displayed during the lifetime.
inline void setTextureTileRange(int sTile, int tTile, int startTile, int endTile);
/// Same as above, range starts at 0 and ends at end
inline void setTextureTile(int sTile, int tTile, int end = -1);
/// Set the previous particle
inline void setPreviousParticle(int previous) { _previousParticle = previous; }
@ -299,7 +304,8 @@ namespace osgParticle
float _s_tile;
float _t_tile;
int _num_tile;
int _start_tile;
int _end_tile;
int _cur_tile;
float _s_coord;
float _t_coord;
@ -566,20 +572,35 @@ namespace osgParticle
return _current_size;
}
inline void Particle::setTextureTile(int sTile, int tTile, int numTiles)
inline void Particle::setTextureTile(int sTile, int tTile, int end)
{
_s_tile = (sTile>0) ? 1.0f / static_cast<float>(sTile) : 1.0f;
_t_tile = (tTile>0) ? 1.0f / static_cast<float>(tTile) : 1.0f;
if (numTiles <= 0)
{
_num_tile = sTile * tTile;
}
else
{
_num_tile = numTiles;
}
setTextureTileRange(sTile, tTile, -1, end);
}
inline void Particle::setTextureTileRange(int sTile, int tTile, int startTile, int endTile)
{
_s_tile = (sTile>0) ? 1.0f / static_cast<float>(sTile) : 1.0f;
_t_tile = (tTile>0) ? 1.0f / static_cast<float>(tTile) : 1.0f;
if(startTile == -1)
{
_start_tile = 0;
}
else
{
_start_tile = startTile;
}
if(endTile == -1)
{
_end_tile = sTile * tTile;
}
else
{
_end_tile = endTile;
}
}
}

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@ -45,7 +45,8 @@ osgParticle::Particle::Particle()
_current_alpha(0),
_s_tile(1.0f),
_t_tile(1.0f),
_num_tile(1),
_start_tile(0),
_end_tile(0),
_cur_tile(-1),
_s_coord(0.0f),
_t_coord(0.0f),
@ -79,7 +80,7 @@ bool osgParticle::Particle::update(double dt)
}
//Compute the current texture tile based on our normalized age
int currentTile = static_cast<int>(x * _num_tile);
int currentTile = _start_tile + static_cast<int>(x * getNumTiles());
//If the current texture tile is different from previous, then compute new texture coords
if(currentTile != _cur_tile)