Particle additions:

- Support for subemitters (= particles can emit particles).
- Option to set a different velocity change value for particles in water (can be used to simulate buouancy).
- Fixed drag vector & timer not being reset when initializing a particle.
This commit is contained in:
Joonas Rikkonen
2017-12-29 20:58:29 +02:00
parent a8749f3d87
commit 454e0def3b
5 changed files with 98 additions and 22 deletions
@@ -38,6 +38,7 @@ namespace Barotrauma.Particles
private float lifeTime;
private Vector2 velocityChange;
private Vector2 velocityChangeWater;
private Vector2 drawPosition;
private float drawRotation;
@@ -46,6 +47,8 @@ namespace Barotrauma.Particles
private List<Gap> hullGaps;
private List<ParticleEmitter> subEmitters = new List<ParticleEmitter>();
private float animState;
private int animFrame;
@@ -71,6 +74,12 @@ namespace Barotrauma.Particles
set { velocityChange = value; }
}
public Vector2 VelocityChangeWater
{
get { return velocityChangeWater; }
set { velocityChangeWater = value; }
}
public Vector2 Velocity
{
get { return velocity; }
@@ -90,6 +99,8 @@ namespace Barotrauma.Particles
animState = 0;
animFrame = 0;
dragWait = 0;
dragVec = Vector2.Zero;
currentHull = Hull.FindHull(position, hullGuess);
@@ -121,9 +132,16 @@ namespace Barotrauma.Particles
alpha = prefab.StartAlpha;
velocityChange = prefab.VelocityChangeDisplay;
velocityChangeWater = prefab.VelocityChangeWaterDisplay;
OnChangeHull = null;
subEmitters.Clear();
foreach (ParticleEmitterPrefab emitterPrefab in prefab.SubEmitters)
{
subEmitters.Add(new ParticleEmitter(emitterPrefab));
}
if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
{
hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
@@ -158,19 +176,26 @@ namespace Barotrauma.Particles
rotation += angularVelocity * deltaTime;
}
if (prefab.WaterDrag > 0.0f &&
(currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface)))
bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface));
if (inWater)
{
ApplyDrag(prefab.WaterDrag, deltaTime);
velocity.X += velocityChangeWater.X * deltaTime;
velocity.Y += velocityChangeWater.Y * deltaTime;
if (prefab.WaterDrag > 0.0f)
{
ApplyDrag(prefab.WaterDrag, deltaTime);
}
}
else if (prefab.Drag > 0.0f)
else
{
ApplyDrag(prefab.Drag, deltaTime);
velocity.X += velocityChange.X * deltaTime;
velocity.Y += velocityChange.Y * deltaTime;
if (prefab.Drag > 0.0f)
{
ApplyDrag(prefab.Drag, deltaTime);
}
}
velocity.X += velocityChange.X * deltaTime;
velocity.Y += velocityChange.Y * deltaTime;
size.X += sizeChange.X * deltaTime;
size.Y += sizeChange.Y * deltaTime;
@@ -191,6 +216,11 @@ namespace Barotrauma.Particles
lifeTime -= deltaTime;
if (lifeTime <= 0.0f || alpha <= 0.0f || size.X <= 0.0f || size.Y <= 0.0f) return false;
foreach (ParticleEmitter emitter in subEmitters)
{
emitter.Emit(deltaTime, position, currentHull);
}
if (!prefab.DeleteOnCollision && !prefab.CollidesWithWalls) return true;
if (currentHull == null)
@@ -200,8 +230,7 @@ namespace Barotrauma.Particles
{
if (prefab.DeleteOnCollision) return false;
OnWallCollisionOutside(collidedHull);
}
}
}
else
{
@@ -280,9 +309,12 @@ namespace Barotrauma.Particles
return;
}
if (Math.Abs(velocity.X) < 0.0001f && Math.Abs(velocity.Y) < 0.0001f) return;
//TODO: some better way to handle particle drag
//this doesn't work that well because the drag vector is only updated every 0.5 seconds, allowing the particle to accelerate way more than it should
//(e.g. a falling particle can freely accelerate for 0.5 seconds before the drag takes effect)
dragWait--;
if (dragWait<=0)
if (dragWait <= 0)
{
dragWait = 30;