particle.c
上传用户:xk288cn
上传日期:2007-05-28
资源大小:4876k
文件大小:15k
- /*
particle.c
Nate Robins, 1998
An example of a simple particle system.
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#ifdef _WIN32
#define drand48() ((float)rand()/RAND_MAX)
#endif
/* #define SCREEN_SAVER_MODE */
#define PS_GRAVITY -9.8
#define PS_WATERFALL 0
#define PS_FOUNTAIN 1
typedef struct {
float x, y, z;
float radius;
} PSsphere;
typedef struct {
float position[3]; /* current position */
float previous[3]; /* previous position */
float velocity[3]; /* velocity (magnitude & direction) */
float dampening; /* % of energy lost on collision */
int alive; /* is this particle alive? */
} PSparticle;
PSparticle* particles = NULL;
#define NUM_SPHERES 3
PSsphere spheres[NUM_SPHERES] = { /* position of spheres */
{ -0.1, 0.6, 0, 0.4 },
{ -0.7, 1.4, 0, 0.25 },
{ 0.1, 1.5, 0.1, 0.3 },
};
int num_particles = 10000;
int type = PS_WATERFALL;
int points = 1;
int draw_spheres = 1;
int frame_rate = 1;
float frame_time = 0;
float flow = 500;
float slow_down = 1;
float spin_x = 0;
float spin_y = 0;
int point_size = 4;
/* timedelta: returns the number of seconds that have elapsed since
the previous call to the function. */
#if defined(_WIN32)
#include <sys/timeb.h>
#else
#include <limits.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/times.h>
#endif
- #ifndef CLK_TCK
- #define CLK_TCK 1000
- #endif
float
timedelta(void)
{
static long begin = 0;
static long finish, difference;
#if defined(_WIN32)
static struct timeb tb;
ftime(&tb);
finish = tb.time*1000+tb.millitm;
#else
static struct tms tb;
finish = times(&tb);
#endif
difference = finish - begin;
begin = finish;
return (float)difference/(float)CLK_TCK;
}
/* text: draws a string of text with an 18 point helvetica bitmap font
at position (x,y) in window space (bottom left corner is (0,0). */
void
text(int x, int y, char* s)
{
int lines;
char* p;
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, glutGet(GLUT_WINDOW_WIDTH),
0, glutGet(GLUT_WINDOW_HEIGHT), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor3ub(0, 0, 0);
glRasterPos2i(x+1, y-1);
for(p = s, lines = 0; *p; p++) {
if (*p == 'n') {
lines++;
glRasterPos2i(x+1, y-1-(lines*18));
}
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *p);
}
glColor3ub(128, 0, 255);
glRasterPos2i(x, y);
for(p = s, lines = 0; *p; p++) {
if (*p == 'n') {
lines++;
glRasterPos2i(x, y-(lines*18));
}
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, *p);
}
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_FOG);
glEnable(GL_DEPTH_TEST);
}
int
fequal(float a, float b)
{
float epsilon = 0.1;
float f = a - b;
if (f < epsilon && f > -epsilon)
return 1;
else
return 0;
}
void
psTimeStep(PSparticle* p, float dt)
{
if (p->alive == 0)
return;
p->velocity[0] += 0;
p->velocity[1] += PS_GRAVITY*dt;
p->velocity[2] += 0;
p->previous[0] = p->position[0];
p->previous[1] = p->position[1];
p->previous[2] = p->position[2];
p->position[0] += p->velocity[0]*dt;
p->position[1] += p->velocity[1]*dt;
p->position[2] += p->velocity[2]*dt;
}
void
psNewParticle(PSparticle* p, float dt)
{
if (type == PS_WATERFALL) {
p->velocity[0] = -2*(drand48()-0.0);
p->velocity[1] = 0;
p->velocity[2] = 0.5*(drand48()-0.0);
p->position[0] = 0;
p->position[1] = 2;
p->position[2] = 0;
p->previous[0] = p->position[0];
p->previous[1] = p->position[1];
p->previous[2] = p->position[2];
p->dampening = 0.45*drand48();
p->alive = 1;
} else if (type == PS_FOUNTAIN) {
p->velocity[0] = 2*(drand48()-0.5);
p->velocity[1] = 5;
p->velocity[2] = 2*(drand48()-0.5);
p->position[0] = -0.1;
p->position[1] = 0.9;
p->position[2] = 0;
p->previous[0] = p->position[0];
p->previous[1] = p->position[1];
p->previous[2] = p->position[2];
p->dampening = 0.35*drand48();
p->alive = 1;
}
psTimeStep(p, 2*dt*drand48());
}
/* psBounce: the particle has gone past (or exactly hit) the ground
plane, so calculate the time at which the particle actually
intersected the ground plane (s). essentially, this just rolls
back time to when the particle hit the ground plane, then starts
time again from then.
- - o A (previous position)
| |
| s o (position it _should_ be at) -
t | / | t - s
| - ------X-------- -
|
- o B (new position)
A + V*s = 0 or s = -A/V
to calculate where the particle should be:
A + V*t + V*(t-s)*d
where d is a damping factor which accounts for the loss
of energy due to the bounce. */
void
psBounce(PSparticle* p, float dt)
{
float s;
if (p->alive == 0)
return;
/* since we know it is the ground plane, we only need to
calculate s for a single dimension. */
s = -p->previous[1]/p->velocity[1];
p->position[0] = (p->previous[0] + p->velocity[0] * s +
p->velocity[0] * (dt-s) * p->dampening);
p->position[1] = -p->velocity[1] * (dt-s) * p->dampening; /* reflect */
p->position[2] = (p->previous[2] + p->velocity[2] * s +
p->velocity[2] * (dt-s) * p->dampening);
/* damp the reflected velocity (since the particle hit something,
it lost some energy) */
p->velocity[0] *= p->dampening;
p->velocity[1] *= -p->dampening; /* reflect */
p->velocity[2] *= p->dampening;
}
void
psCollideSphere(PSparticle* p, PSsphere* s)
{
float vx = p->position[0] - s->x;
float vy = p->position[1] - s->y;
float vz = p->position[2] - s->z;
float distance;
if (p->alive == 0)
return;
distance = sqrt(vx*vx + vy*vy + vz*vz);
if (distance < s->radius) {
#if 0
vx /= distance; vy /= distance; vz /= distance;
d = 2*(-vx*p->velocity[0] + -vy*p->velocity[1] + -vz*p->velocity[2]);
p->velocity[0] += vx*d*2;
p->velocity[1] += vy*d*2;
p->velocity[2] += vz*d*2;
d = sqrt(p->velocity[0]*p->velocity[0] +
p->velocity[1]*p->velocity[1] +
p->velocity[2]*p->velocity[2]);
p->velocity[0] /= d;
p->velocity[1] /= d;
p->velocity[2] /= d;
#else
p->position[0] = s->x+(vx/distance)*s->radius;
p->position[1] = s->y+(vy/distance)*s->radius;
p->position[2] = s->z+(vz/distance)*s->radius;
p->previous[0] = p->position[0];
p->previous[1] = p->position[1];
p->previous[2] = p->position[2];
p->velocity[0] = vx/distance;
p->velocity[1] = vy/distance;
p->velocity[2] = vz/distance;
#endif
}
}
void
reshape(int width, int height)
{
float black[] = { 0, 0, 0, 0 };
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (float)width/height, 0.1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 1, 3, 0, 1, 0, 0, 1, 0);
glFogfv(GL_FOG_COLOR, black);
glFogf(GL_FOG_START, 2.5);
glFogf(GL_FOG_END, 4);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glPointSize(point_size);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHT0);
timedelta();
}
void
display(void)
{
static int i;
static float c;
static int j = 0;
static char s[32];
static int frames = 0;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(spin_y, 1, 0, 0);
glRotatef(spin_x, 0, 1, 0);
glEnable(GL_LIGHTING);
if (draw_spheres) {
for (i = 0; i < draw_spheres; i++) {
glPushMatrix();
glTranslatef(spheres[i].x, spheres[i].y, spheres[i].z);
glColor3ub(0, 255, 128);
glutSolidSphere(spheres[i].radius, 16, 16);
glPopMatrix();
}
}
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
glColor3ub(0, 128, 255);
glVertex3f(-2, 0, -2);
glVertex3f(-2, 0, 2);
glVertex3f(2, 0, 2);
glVertex3f(2, 0, -2);
glEnd();
if (points) {
glBegin(GL_POINTS);
for (i = 0; i < num_particles; i++) {
if (particles[i].alive == 0)
continue;
c = particles[i].position[1]/2.1*255;
glColor3ub(c, 128+c*0.5, 255);
glVertex3fv(particles[i].position);
}
glEnd();
} else {
glBegin(GL_LINES);
for (i = 0; i < num_particles; i++) {
if (particles[i].alive == 0)
continue;
c = particles[i].previous[1]/2.1*255;
glColor4ub(c, 128+c*0.5, 255, 32);
glVertex3fv(particles[i].previous);
c = particles[i].position[1]/2.1*255;
glColor4ub(c, 128+c*0.5, 255, 196);
glVertex3fv(particles[i].position);
}
glEnd();
}
/* spit out frame rate. */
if (frame_rate) {
frames++;
if (frames > 7) {
sprintf(s, "%g fps", (float)7/frame_time);
frame_time = 0;
frames = 0;
}
text(5, 5, s);
}
glPopMatrix();
glutSwapBuffers();
}
void
idle(void)
{
static int i, j;
static int living = 0; /* index to end of live particles */
static float dt;
static float last = 0;
dt = timedelta();
frame_time += dt;
#if 1
/* slow the simulation if we can't keep the frame rate up around
10 fps */
if (dt > 0.1) {
slow_down = 1.0/(100*dt);
} else if (dt < 0.1) {
slow_down = 1;
}
#endif
dt *= slow_down;
/* resurrect a few particles */
for (i = 0; i < flow*dt; i++) {
psNewParticle(&particles[living], dt);
living++;
if (living >= num_particles)
living = 0;
}
for (i = 0; i < num_particles; i++) {
psTimeStep(&particles[i], dt);
/* collision with sphere? */
if (draw_spheres) {
for (j = 0; j < draw_spheres; j++) {
psCollideSphere(&particles[i], &spheres[j]);
}
}
/* collision with ground? */
if (particles[i].position[1] <= 0) {
psBounce(&particles[i], dt);
}
/* dead particle? */
if (particles[i].position[1] < 0.1 &&
fequal(particles[i].velocity[1], 0)) {
particles[i].alive = 0;
}
}
glutPostRedisplay();
}
void
visible(int state)
{
if (state == GLUT_VISIBLE)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
void
bail(int code)
{
free(particles);
exit(code);
}
#ifdef SCREEN_SAVER_MODE
void
ss_keyboard(char key, int x, int y)
{
bail(0);
}
void
ss_mouse(int button, int state, int x, int y)
{
bail(0);
}
void
ss_passive(int x, int y)
{
static int been_here = 0;
/* for some reason, GLUT sends an initial passive motion callback
when a window is initialized, so this would immediately
terminate the program. to get around this, see if we've been
here before. (actually if we've been here twice.) */
if (been_here > 1)
bail(0);
been_here++;
}
#else
void
keyboard(unsigned char key, int x, int y)
{
static int fullscreen = 0;
static int old_x = 50;
static int old_y = 50;
static int old_width = 512;
static int old_height = 512;
static int s = 0;
switch (key) {
case 27:
bail(0);
break;
case 't':
if (type == PS_WATERFALL)
type = PS_FOUNTAIN;
else if (type == PS_FOUNTAIN)
type = PS_WATERFALL;
break;
case 's':
draw_spheres++;
if (draw_spheres > NUM_SPHERES)
draw_spheres = 0;
break;
case 'S':
printf("PSsphere spheres[NUM_SPHERES] = {/* position of spheres */n");
for (s = 0; s < NUM_SPHERES; s++) {
printf(" { %g, %g, %g, %g },n",
spheres[s].x, spheres[s].y,
spheres[s].z, spheres[s].radius);
}
printf("};n");
break;
case 'l':
points = !points;
break;
case 'P':
point_size++;
glPointSize(point_size);
break;
case 'p':
point_size--;
if (point_size < 1)
point_size = 1;
glPointSize(point_size);
break;
case '+':
flow += 100;
if (flow > num_particles)
flow = num_particles;
printf("%g particles/secondn", flow);
break;
case '-':
flow -= 100;
if (flow < 0)
flow = 0;
printf("%g particles/secondn", flow);
break;
case '#':
frame_rate = !frame_rate;
break;
case '~':
fullscreen = !fullscreen;
if (fullscreen) {
old_x = glutGet(GLUT_WINDOW_X);
old_y = glutGet(GLUT_WINDOW_Y);
old_width = glutGet(GLUT_WINDOW_WIDTH);
old_height = glutGet(GLUT_WINDOW_HEIGHT);
glutFullScreen();
} else {
glutReshapeWindow(old_width, old_height);
glutPositionWindow(old_x, old_y);
}
break;
case '!':
s++;
if (s >= NUM_SPHERES)
s = 0;
break;
case '4':
spheres[s].x -= 0.05;
break;
case '6':
spheres[s].x += 0.05;
break;
case '2':
spheres[s].y -= 0.05;
break;
case '8':
spheres[s].y += 0.05;
break;
case '7':
spheres[s].z -= 0.05;
break;
case '3':
spheres[s].z += 0.05;
break;
case '9':
spheres[s].radius += 0.05;
break;
case '1':
spheres[s].radius -= 0.05;
break;
}
}
void
menu(int item)
{
keyboard((unsigned char)item, 0, 0);
}
void
menustate(int state)
{
/* hook up a fake time delta to avoid jumping when menu comes up */
if (state == GLUT_MENU_NOT_IN_USE)
timedelta();
}
#endif
int old_x, old_y;
void
mouse(int button, int state, int x, int y)
{
old_x = x;
old_y = y;
glutPostRedisplay();
}
void
motion(int x, int y)
{
spin_x = x - old_x;
spin_y = y - old_y;
glutPostRedisplay();
}
int
main(int argc, char** argv)
{
glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowPosition(0, 0);
glutInitWindowSize(640, 480);
glutInit(&argc, argv);
glutCreateWindow("Particles");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
#ifdef SCREEN_SAVER_MODE
glutPassiveMotionFunc(ss_passive);
glutKeyboardFunc(ss_keyboard);
glutMouseFunc(ss_mouse);
glutSetCursor(GLUT_CURSOR_NONE);
glutFullScreen();
#else
glutMotionFunc(motion);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
#endif
glutMenuStateFunc(menustate);
glutCreateMenu(menu);
glutAddMenuEntry("Particle", 0);
glutAddMenuEntry("", 0);
glutAddMenuEntry("[f] Fog on/off", 'f');
glutAddMenuEntry("[t] Spray type", 't');
glutAddMenuEntry("[s] Collision spheres", 's');
glutAddMenuEntry("[-] Less flow", '-');
glutAddMenuEntry("[+] More flow", '+');
glutAddMenuEntry("[p] Smaller points", 'p');
glutAddMenuEntry("[P] Larger points", 'P');
glutAddMenuEntry("[l] Toggle points/lines", 'l');
glutAddMenuEntry("[#] Toggle framerate on/off", '#');
glutAddMenuEntry("[~] Toggle fullscreen on/off", '~');
glutAddMenuEntry("", 0);
glutAddMenuEntry("Use the numeric keypad to move the spheres", 0);
glutAddMenuEntry("[!] Change active sphere", 0);
glutAddMenuEntry("", 0);
glutAddMenuEntry("[Esc] Quit", 27);
glutAttachMenu(GLUT_RIGHT_BUTTON);
if (argc > 1) {
if (strcmp(argv[1], "-h") == 0) {
fprintf(stderr, "%s [particles] [flow] [speed%]n", argv[0]);
exit(0);
}
sscanf(argv[1], "%d", &num_particles);
if (argc > 2)
sscanf(argv[2], "%f", &flow);
if (argc > 3)
sscanf(argv[3], "%f", &slow_down);
}
particles = (PSparticle*)malloc(sizeof(PSparticle) * num_particles);
glutVisibilityFunc(visible);
glutMainLoop();
return 0;
}