diff options
Diffstat (limited to 'modules/sparkler/burst.c')
-rw-r--r-- | modules/sparkler/burst.c | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/modules/sparkler/burst.c b/modules/sparkler/burst.c new file mode 100644 index 0000000..828ca02 --- /dev/null +++ b/modules/sparkler/burst.c @@ -0,0 +1,111 @@ +#include <stdlib.h> + +#include "bsp.h" +#include "container.h" +#include "particle.h" +#include "particles.h" + + +/* a "burst" (shockwave) particle type */ +/* this doesn't draw anything, it just pushes neighbors away in an increasing radius */ + +#define BURST_FORCE 0.01f +#define BURST_MAX_LIFETIME 8 + +typedef struct _burst_ctxt_t { + int longevity; + int lifetime; +} burst_ctxt_t; + + +static int burst_init(particles_t *particles, particle_t *p) +{ + burst_ctxt_t *ctxt = p->ctxt; + + ctxt->longevity = ctxt->lifetime = BURST_MAX_LIFETIME; + p->props->velocity = 0; /* burst should be stationary */ + p->props->mass = 0; /* no mass prevents gravity's effects */ + + return 1; +} + + +static inline void thrust_part(particle_t *burst, particle_t *victim, float distance_sq) +{ + v3f_t direction = v3f_sub(&victim->props->position, &burst->props->position); + + /* TODO: normalize is expensive, see about removing these. */ + direction = v3f_normalize(&direction); + victim->props->direction = v3f_add(&victim->props->direction, &direction); + victim->props->direction = v3f_normalize(&victim->props->direction); + + victim->props->velocity += BURST_FORCE; +} + + +typedef struct burst_sphere_t { + particle_t *center; + float radius_min; + float radius_max; +} burst_sphere_t; + + +static void burst_cb(bsp_t *bsp, list_head_t *occupants, void *_s) +{ + burst_sphere_t *s = _s; + bsp_occupant_t *o; + float rmin_sq = s->radius_min * s->radius_min; + float rmax_sq = s->radius_max * s->radius_max; + + /* XXX: to avoid having a callback per-particle, bsp_occupant_t was + * moved to the public particle, and the particle-specific + * implementations directly perform bsp-accelerated searches. Another + * wart caused by this is particles_bsp(). + */ + list_for_each_entry(o, occupants, occupants) { + particle_t *p = container_of(o, particle_t, occupant); + float d_sq; + + if (p == s->center) { + /* leave ourselves alone */ + continue; + } + + d_sq = v3f_distance_sq(&s->center->props->position, &p->props->position); + + if (d_sq > rmin_sq && d_sq < rmax_sq) { + /* displace the part relative to the burst origin */ + thrust_part(s->center, p, d_sq); + } + + } +} + + +static particle_status_t burst_sim(particles_t *particles, particle_t *p) +{ + burst_ctxt_t *ctxt = p->ctxt; + bsp_t *bsp = particles_bsp(particles); /* XXX see note above about bsp_occupant_t */ + burst_sphere_t s; + + if (!ctxt->longevity || (ctxt->longevity--) <= 0) { + return PARTICLE_DEAD; + } + + /* affect neighbors for the shock-wave */ + s.radius_min = (1.0f - ((float)ctxt->longevity / ctxt->lifetime)) * 0.075f; + s.radius_max = s.radius_min + .01f; + s.center = p; + bsp_search_sphere(bsp, &p->props->position, s.radius_min, s.radius_max, burst_cb, &s); + + return PARTICLE_ALIVE; +} + + +particle_ops_t burst_ops = { + .context_size = sizeof(burst_ctxt_t), + .sim = burst_sim, + .init = burst_init, + .draw = NULL, + .cleanup = NULL, + }; |