package org.newdawn.slick.particles;
import java.io.ByteArrayInputStream;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.security.AccessController;
import java.security.PrivilegedAction;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.opengl.TextureImpl;
import org.newdawn.slick.opengl.renderer.Renderer;
import org.newdawn.slick.opengl.renderer.SGL;
import org.newdawn.slick.util.Log;
/**
* A particle syste responsible for maintaining a set of data about individual
* particles which are created and controlled by assigned emitters. This pseudo
* chaotic nature hopes to give more organic looking effects
*
* @author kevin
*/
public class ParticleSystem {
/** The renderer to use for all GL operations */
protected static SGL GL = Renderer.get();
/** The blending mode for the glowy style */
public static final int BLEND_ADDITIVE = 1;
/** The blending mode for the normal style */
public static final int BLEND_COMBINE = 2;
/** The default number of particles in the system */
private static final int DEFAULT_PARTICLES = 100;
/**
* Set the path from which images should be loaded
*
* @param path
* The path from which images should be loaded
*/
public static void setRelativePath(String path) {
ConfigurableEmitter.setRelativePath(path);
}
/**
* A pool of particles being used by a specific emitter
*
* @author void
*/
private class ParticlePool
{
/** The particles being rendered and maintained */
public Particle[] particles;
/** The list of particles left to be used, if this size() == 0 then the particle engine was too small for the effect */
public ArrayList available;
/**
* Create a new particle pool contiaining a set of particles
*
* @param system The system that owns the particles over all
* @param maxParticles The maximum number of particles in the pool
*/
public ParticlePool( ParticleSystem system, int maxParticles )
{
particles = new Particle[ maxParticles ];
available = new ArrayList();
for( int i=0; i<particles.length; i++ )
{
particles[i] = createParticle( system );
}
reset(system);
}
/**
* Rest the list of particles
*
* @param system The system in which the particle belong
*/
public void reset(ParticleSystem system) {
available.clear();
for( int i=0; i<particles.length; i++ )
{
available.add(particles[i]);
}
}
}
/**
* A map from emitter to a the particle pool holding the particles it uses
* void: this is now sorted by emitters to allow emitter specfic state to be set for
* each emitter. actually this is used to allow setting an individual blend mode for
* each emitter
*/
protected HashMap particlesByEmitter = new HashMap();
/** The maximum number of particles allows per emitter */
protected int maxParticlesPerEmitter;
/** The list of emittered producing and controlling particles */
protected ArrayList emitters = new ArrayList();
/** The dummy particle to return should no more particles be available */
protected Particle dummy;
/** The blending mode */
private int blendingMode = BLEND_COMBINE;
/** The number of particles in use */
private int pCount;
/** True if we're going to use points to render the particles */
private boolean usePoints;
/** The x coordinate at which this system should be rendered */
private float x;
/** The x coordinate at which this system should be rendered */
private float y;
/** True if we should remove completed emitters */
private boolean removeCompletedEmitters = true;
/** The default image for the particles */
private Image sprite;
/** True if the particle system is visible */
private boolean visible = true;
/** The name of the default image */
private String defaultImageName;
/** The mask used to make the particle image background transparent if any */
private Color mask;
/**
* Create a new particle system
*
* @param defaultSprite The sprite to render for each particle
*/
public ParticleSystem(Image defaultSprite) {
this(defaultSprite, DEFAULT_PARTICLES);
}
/**
* Create a new particle system
*
* @param defaultSpriteRef The sprite to render for each particle
*/
public ParticleSystem(String defaultSpriteRef) {
this(defaultSpriteRef, DEFAULT_PARTICLES);
}
/**
* Reset the state of the system
*/
public void reset() {
Iterator pools = particlesByEmitter.values().iterator();
while (pools.hasNext()) {
ParticlePool pool = (ParticlePool) pools.next();
pool.reset(this);
}
for (int i=0;i<emitters.size();i++) {
ParticleEmitter emitter = (ParticleEmitter) emitters.get(i);
emitter.resetState();
}
}
/**
* Check if this system is currently visible, i.e. it's actually
* rendered
*
* @return True if the particle system is rendered
*/
public boolean isVisible() {
return visible;
}
/**
* Indicate whether the particle system should be visible, i.e. whether
* it'll actually render
*
* @param visible True if the particle system should render
*/
public void setVisible(boolean visible) {
this.visible = visible;
}
/**
* Indicate if completed emitters should be removed
*
* @param remove True if completed emitters should be removed
*/
public void setRemoveCompletedEmitters(boolean remove) {
removeCompletedEmitters = remove;
}
/**
* Indicate if this engine should use points to render the particles
*
* @param usePoints True if points should be used to render the particles
*/
public void setUsePoints(boolean usePoints) {
this.usePoints = usePoints;
}
/**
* Check if this engine should use points to render the particles
*
* @return True if the engine should use points to render the particles
*/
public boolean usePoints() {
return usePoints;
}
/**
* Create a new particle system
*
* @param defaultSpriteRef The sprite to render for each particle
* @param maxParticles The number of particles available in the system
*/
public ParticleSystem(String defaultSpriteRef, int maxParticles) {
this(defaultSpriteRef, maxParticles, null);
}
/**
* Create a new particle system
*
* @param defaultSpriteRef The sprite to render for each particle
* @param maxParticles The number of particles available in the system
* @param mask The mask used to make the sprite image transparent
*/
public ParticleSystem(String defaultSpriteRef, int maxParticles, Color mask) {
this.maxParticlesPerEmitter= maxParticles;
this.mask = mask;
setDefaultImageName(defaultSpriteRef);
dummy = createParticle(this);
}
/**
* Create a new particle system
*
* @param defaultSprite The sprite to render for each particle
* @param maxParticles The number of particles available in the system
*/
public ParticleSystem(Image defaultSprite, int maxParticles) {
this.maxParticlesPerEmitter= maxParticles;
sprite = defaultSprite;
dummy = createParticle(this);
}
/**
* Set the default image name
*
* @param ref The default image name
*/
public void setDefaultImageName(String ref) {
defaultImageName = ref;
sprite = null;
}
/**
* Get the blending mode in use
*
* @see #BLEND_COMBINE
* @see #BLEND_ADDITIVE
* @return The blending mode in use
*/
public int getBlendingMode() {
return blendingMode;
}
/**
* Create a particle specific to this system, override for your own implementations.
* These particles will be cached and reused within this system.
*
* @param system The system owning this particle
* @return The newly created particle.
*/
protected Particle createParticle(ParticleSystem system) {
return new Particle(system);
}
/**
* Set the blending mode for the particles
*
* @param mode The mode for blending particles together
*/
public void setBlendingMode(int mode) {
this.blendingMode = mode;
}
/**
* Get the number of emitters applied to the system
*
* @return The number of emitters applied to the system
*/
public int getEmitterCount() {
return emitters.size();
}
/**
* Get an emitter a specified index int he list contained within this system
*
* @param index The index of the emitter to retrieve
* @return The particle emitter
*/
public ParticleEmitter getEmitter(int index) {
return (ParticleEmitter) emitters.get(index);
}
/**
* Add a particle emitter to be used on this system
*
* @param emitter The emitter to be added
*/
public void addEmitter(ParticleEmitter emitter) {
emitters.add(emitter);
ParticlePool pool= new ParticlePool( this, maxParticlesPerEmitter );
particlesByEmitter.put( emitter, pool );
}
/**
* Remove a particle emitter that is currently used in the system
*
* @param emitter The emitter to be removed
*/
public void removeEmitter(ParticleEmitter emitter) {
emitters.remove(emitter);
particlesByEmitter.remove( emitter );
}
/**
* Remove all the emitters from the system
*/
public void removeAllEmitters() {
for (int i=0;i<emitters.size();i++) {
removeEmitter((ParticleEmitter) emitters.get(i));
i--;
}
}
/**
* Get the x coordiante of the position of the system
*
* @return The x coordinate of the position of the system
*/
public float getPositionX() {
return x;
}
/**
* Get the y coordiante of the position of the system
*
* @return The y coordinate of the position of the system
*/
public float getPositionY() {
return y;
}
/**
* Set the position at which this system should render relative to the current
* graphics context setup
*
* @param x The x coordinate at which this system should be centered
* @param y The y coordinate at which this system should be centered
*/
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
/**
* Render the particles in the system
*/
public void render() {
render(x,y);
}
/**
* Render the particles in the system
*
* @param x The x coordinate to render the particle system at (in the current coordinate space)
* @param y The y coordinate to render the particle system at (in the current coordiante space)
*/
public void render(float x, float y) {
if ((sprite == null) && (defaultImageName != null)) {
loadSystemParticleImage();
}
if (!visible) {
return;
}
GL.glTranslatef(x,y,0);
if (blendingMode == BLEND_ADDITIVE) {
GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE);
}
if (usePoints()) {
GL.glEnable( SGL.GL_POINT_SMOOTH );
TextureImpl.bindNone();
}
// iterate over all emitters
for( int emitterIdx=0; emitterIdx<emitters.size(); emitterIdx++ )
{
// get emitter
ParticleEmitter emitter = (ParticleEmitter) emitters.get(emitterIdx);
// check for additive override and enable when set
if (emitter.useAdditive()) {
GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE);
}
// now get the particle pool for this emitter and render all particles that are in use
ParticlePool pool = (ParticlePool) particlesByEmitter.get(emitter);
Image image = emitter.getImage();
if (image == null) {
image = this.sprite;
}
if (!emitter.isOriented() && !emitter.usePoints(this)) {
image.startUse();
}
for (int i = 0; i < pool.particles.length; i++)
{
if (pool.particles[i].inUse())
pool.particles[i].render();
}
if (!emitter.isOriented() && !emitter.usePoints(this)) {
image.endUse();
}
// reset additive blend mode
if (emitter.useAdditive()) {
GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE_MINUS_SRC_ALPHA);
}
}
if (usePoints()) {
GL.glDisable( SGL.GL_POINT_SMOOTH );
}
if (blendingMode == BLEND_ADDITIVE) {
GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE_MINUS_SRC_ALPHA);
}
Color.white.bind();
GL.glTranslatef(-x,-y,0);
}
/**
* Load the system particle image as the extension permissions
*/
private void loadSystemParticleImage() {
AccessController.doPrivileged(new PrivilegedAction() {
public Object run() {
try {
if (mask != null) {
sprite = new Image(defaultImageName, mask);
} else {
sprite = new Image(defaultImageName);
}
} catch (SlickException e) {
Log.error(e);
defaultImageName = null;
}
return null; // nothing to return
}
});
}
/**
* Update the system, request the assigned emitters update the particles
*
* @param delta The amount of time thats passed since last update in milliseconds
*/
public void update(int delta) {
if ((sprite == null) && (defaultImageName != null)) {
loadSystemParticleImage();
}
ArrayList removeMe = new ArrayList();
for (int i=0;i<emitters.size();i++) {
ParticleEmitter emitter = (ParticleEmitter) emitters.get(i);
if (emitter.isEnabled()) {
emitter.update(this, delta);
if (removeCompletedEmitters) {
if (emitter.completed()) {
removeMe.add(emitter);
particlesByEmitter.remove(emitter);
}
}
}
}
emitters.removeAll(removeMe);
pCount = 0;
if (!particlesByEmitter.isEmpty())
{
Iterator it= particlesByEmitter.values().iterator();
while (it.hasNext())
{
ParticlePool pool= (ParticlePool)it.next();
for (int i=0;i<pool.particles.length;i++) {
if (pool.particles[i].life > 0) {
pool.particles[i].update(delta);
pCount++;
}
}
}
}
}
/**
* Get the number of particles in use in this system
*
* @return The number of particles in use in this system
*/
public int getParticleCount() {
return pCount;
}
/**
* Get a new particle from the system. This should be used by emitters to
* request particles
*
* @param emitter The emitter requesting the particle
* @param life The time the new particle should live for
* @return A particle from the system
*/
public Particle getNewParticle(ParticleEmitter emitter, float life)
{
ParticlePool pool = (ParticlePool) particlesByEmitter.get(emitter);
ArrayList available = pool.available;
if (available.size() > 0)
{
Particle p = (Particle) available.remove(available.size()-1);
p.init(emitter, life);
p.setImage(sprite);
return p;
}
Log.warn("Ran out of particles (increase the limit)!");
return dummy;
}
/**
* Release a particle back to the system once it has expired
*
* @param particle The particle to be released
*/
public void release(Particle particle) {
if (particle != dummy)
{
ParticlePool pool = (ParticlePool)particlesByEmitter.get( particle.getEmitter() );
pool.available.add(particle);
}
}
/**
* Release all the particles owned by the specified emitter
*
* @param emitter The emitter owning the particles that should be released
*/
public void releaseAll(ParticleEmitter emitter) {
if( !particlesByEmitter.isEmpty() )
{
Iterator it= particlesByEmitter.values().iterator();
while( it.hasNext())
{
ParticlePool pool= (ParticlePool)it.next();
for (int i=0;i<pool.particles.length;i++) {
if (pool.particles[i].inUse()) {
if (pool.particles[i].getEmitter() == emitter) {
pool.particles[i].setLife(-1);
release(pool.particles[i]);
}
}
}
}
}
}
/**
* Move all the particles owned by the specified emitter
*
* @param emitter The emitter owning the particles that should be released
* @param x The amount on the x axis to move the particles
* @param y The amount on the y axis to move the particles
*/
public void moveAll(ParticleEmitter emitter, int x, int y) {
if( !particlesByEmitter.isEmpty() )
{
Iterator it= particlesByEmitter.values().iterator();
while( it.hasNext())
{
ParticlePool pool= (ParticlePool)it.next();
for (int i=0;i<pool.particles.length;i++) {
if (pool.particles[i].inUse()) {
pool.particles[i].move(x, y);
}
}
}
}
}
/**
* Create a duplicate of this system. This would have been nicer as a different interface
* but may cause to much API change headache. Maybe next full version release it should be
* rethought.
*
* TODO: Consider refactor at next point release
*
* @return A copy of this particle system
* @throws SlickException Indicates a failure during copy or a invalid particle system to be duplicated
*/
public ParticleSystem duplicate() throws SlickException {
for (int i=0;i<emitters.size();i++) {
if (!(emitters.get(i) instanceof ConfigurableEmitter)) {
throw new SlickException("Only systems contianing configurable emitters can be duplicated");
}
}
ParticleSystem theCopy = null;
try {
ByteArrayOutputStream bout = new ByteArrayOutputStream();
ParticleIO.saveConfiguredSystem(bout, this);
ByteArrayInputStream bin = new ByteArrayInputStream(bout.toByteArray());
theCopy = ParticleIO.loadConfiguredSystem(bin);
} catch (IOException e) {
Log.error("Failed to duplicate particle system");
throw new SlickException("Unable to duplicated particle system", e);
}
return theCopy;
}
}