neo187

11-16-2011, 03:54 PM

Hello,

I am trying to modify this Digiben sample in order to get the effect of particles that generate from a spot (impact point) and float upwards kind of like the sparks of a fire. The sample has the particles rotating in a circle... I have tried removing the cosine/sine functions and replace them with a normal glTranslate with increasing Y value but I just can't get any real results... could anyone please point out roughly where I should add/modify the translation in this code to obtain that result?

void ParticleMgr::init(){

tex.Load("part.bmp");

GLfloat angle = 0; // A particle's angle

GLfloat speed = 0; // A particle's speed

// Create all the particles

for(int i = 0; i < P_MAX; i++)

{

speed = float(rand()%50 + 450); // Make a random speed

// Init the particle with a random speed

InitParticle(particle[i],speed,angle);

angle += 360 / (float)P_MAX; // Increment the angle so when all the particles are

// initialized they will be equally positioned in a

// circular fashion

}

}

void ParticleMgr::InitParticle(PARTICLE &particle, GLfloat sss, GLfloat aaa)

{

particle.speed = sss; // Set the particle's speed

particle.angle = aaa; // Set the particle's current angle of rotation

// Randomly set the particles color

particle.red = rand()%255;

particle.green = rand()%255;

particle.blue = rand()%255;

}

void ParticleMgr::DrawParticle(const PARTICLE &particle)

{

tex.Use();

// Calculate the current x any y positions of the particle based on the particle's

// current angle -- This will make the particles move in a "circular pattern"

GLfloat xPos = sinf(particle.angle);

GLfloat yPos = cosf(particle.angle);

// Translate to the x and y position and the #defined PDEPTH (particle depth)

glTranslatef(xPos,yPos,PDEPTH);

// Draw the first quad

glBegin(GL_QUADS);

glTexCoord2f(0,0);

glVertex3f(-5, 5, 0);

glTexCoord2f(1,0);

glVertex3f(5, 5, 0);

glTexCoord2f(1,1);

glVertex3f(5, -5, 0);

glTexCoord2f(0,1);

glVertex3f(-5, -5, 0);

glEnd(); // Done drawing quad

// Draw the SECOND part of our particle

tex.Use();

glRotatef(particle.angle,0,0,1); // Rotate around the z-axis (depth axis)

//glTranslatef(0, particle.angle, 0);

// Draw the second quad

glBegin(GL_QUADS);

glTexCoord2f(0,0);

glVertex3f(-4, 4, 0);

glTexCoord2f(1,0);

glVertex3f(4, 4, 0);

glTexCoord2f(1,1);

glVertex3f(4, -4, 0);

glTexCoord2f(0,1);

glVertex3f(-4, -4, 0);

glEnd(); // Done drawing quad

// Translate back to where we began

glTranslatef(-xPos,-yPos,-PDEPTH);

}

void ParticleMgr::run(){

for(int i = 0; i < P_MAX; i++)

{

DrawParticle(particle[i]);

// Increment the particle's angle

particle[i].angle += ANGLE_INC;

}

}

For now I am adding a glPushMatrix(), glTranslate(x, y, z) in the run() function above, right before the loop, with x,y,z as the position of the enemy for placing them on top of the enemy....is that the best place for that?

Thanks for any input!

I am trying to modify this Digiben sample in order to get the effect of particles that generate from a spot (impact point) and float upwards kind of like the sparks of a fire. The sample has the particles rotating in a circle... I have tried removing the cosine/sine functions and replace them with a normal glTranslate with increasing Y value but I just can't get any real results... could anyone please point out roughly where I should add/modify the translation in this code to obtain that result?

void ParticleMgr::init(){

tex.Load("part.bmp");

GLfloat angle = 0; // A particle's angle

GLfloat speed = 0; // A particle's speed

// Create all the particles

for(int i = 0; i < P_MAX; i++)

{

speed = float(rand()%50 + 450); // Make a random speed

// Init the particle with a random speed

InitParticle(particle[i],speed,angle);

angle += 360 / (float)P_MAX; // Increment the angle so when all the particles are

// initialized they will be equally positioned in a

// circular fashion

}

}

void ParticleMgr::InitParticle(PARTICLE &particle, GLfloat sss, GLfloat aaa)

{

particle.speed = sss; // Set the particle's speed

particle.angle = aaa; // Set the particle's current angle of rotation

// Randomly set the particles color

particle.red = rand()%255;

particle.green = rand()%255;

particle.blue = rand()%255;

}

void ParticleMgr::DrawParticle(const PARTICLE &particle)

{

tex.Use();

// Calculate the current x any y positions of the particle based on the particle's

// current angle -- This will make the particles move in a "circular pattern"

GLfloat xPos = sinf(particle.angle);

GLfloat yPos = cosf(particle.angle);

// Translate to the x and y position and the #defined PDEPTH (particle depth)

glTranslatef(xPos,yPos,PDEPTH);

// Draw the first quad

glBegin(GL_QUADS);

glTexCoord2f(0,0);

glVertex3f(-5, 5, 0);

glTexCoord2f(1,0);

glVertex3f(5, 5, 0);

glTexCoord2f(1,1);

glVertex3f(5, -5, 0);

glTexCoord2f(0,1);

glVertex3f(-5, -5, 0);

glEnd(); // Done drawing quad

// Draw the SECOND part of our particle

tex.Use();

glRotatef(particle.angle,0,0,1); // Rotate around the z-axis (depth axis)

//glTranslatef(0, particle.angle, 0);

// Draw the second quad

glBegin(GL_QUADS);

glTexCoord2f(0,0);

glVertex3f(-4, 4, 0);

glTexCoord2f(1,0);

glVertex3f(4, 4, 0);

glTexCoord2f(1,1);

glVertex3f(4, -4, 0);

glTexCoord2f(0,1);

glVertex3f(-4, -4, 0);

glEnd(); // Done drawing quad

// Translate back to where we began

glTranslatef(-xPos,-yPos,-PDEPTH);

}

void ParticleMgr::run(){

for(int i = 0; i < P_MAX; i++)

{

DrawParticle(particle[i]);

// Increment the particle's angle

particle[i].angle += ANGLE_INC;

}

}

For now I am adding a glPushMatrix(), glTranslate(x, y, z) in the run() function above, right before the loop, with x,y,z as the position of the enemy for placing them on top of the enemy....is that the best place for that?

Thanks for any input!