Broken stuff, refactoring
This commit is contained in:
@@ -1,11 +1,15 @@
|
||||
<c:CoolDeathAnim>
|
||||
<OriginPos X="0" Y="0" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<EndOfDeath>2</EndOfDeath>
|
||||
<ExplosionDuration>2</ExplosionDuration>
|
||||
<Gravity>1</Gravity>
|
||||
<GravityForce>1</GravityForce>
|
||||
<ObjectRadius>2</ObjectRadius>
|
||||
<EndColor R="0" G="0" B="0" A="0"/>
|
||||
<UseRandomness>0</UseRandomness>
|
||||
<Randomness>0</Randomness>
|
||||
<RandomnessScalar>1</RandomnessScalar>
|
||||
<Acceleration X="2" Y="2"/>
|
||||
<ColorPerPolygon>0</ColorPerPolygon>
|
||||
<ReverseAnimation>0</ReverseAnimation>
|
||||
<Wireframe>0</Wireframe>
|
||||
</c:CoolDeathAnim>
|
||||
@@ -9,14 +9,14 @@
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="OriginPos" type="t:Vector" minOccurs="0">
|
||||
<xs:element name="ExplosionOrigin" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The position in which to spawn the component</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="TimeSinceDeath" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time since death</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Seconds since death</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="EndOfDeath" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How long the death animation should be</xs:documentation></xs:annotation>
|
||||
<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Gravity" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
|
||||
@@ -30,12 +30,24 @@
|
||||
<xs:element name="EndColor" type="t:Color" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="UseRandomness" type="t:bool" minOccurs="0">
|
||||
<xs:element name="Randomness" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Add some randomness to the explosion</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Acceleration" type="t:Vector" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The accelaration factors (start/end)</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ColorPerPolygon" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Change the color per polygon</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Wireframe" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -73,15 +73,19 @@
|
||||
<Color R="1" G="0.4" B="0.8"/>
|
||||
</c:Model>
|
||||
<c:CoolDeathAnim>
|
||||
<OriginPos X="0" Y="0" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0" Z="0"/>
|
||||
<TimeSinceDeath>0</TimeSinceDeath>
|
||||
<EndOfDeath>2</EndOfDeath>
|
||||
<ExplosionDuration>2</ExplosionDuration>
|
||||
<Gravity>1</Gravity>
|
||||
<GravityForce>1</GravityForce>
|
||||
<ObjectRadius>2</ObjectRadius>
|
||||
<EndColor R="0" G="0" B="0" A="0"/>
|
||||
<UseRandomness>0</UseRandomness>
|
||||
<Randomness>0</Randomness>
|
||||
<RandomnessScalar>1</RandomnessScalar>
|
||||
<Acceleration X="2" Y="2"/>
|
||||
<ColorPerPolygon>0</ColorPerPolygon>
|
||||
<ReverseAnimation>0</ReverseAnimation>
|
||||
<Wireframe>0</Wireframe>
|
||||
</c:CoolDeathAnim>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -3,16 +3,20 @@
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 OriginPos;
|
||||
uniform vec3 ExplosionOrigin;
|
||||
uniform float TimeSinceDeath;
|
||||
uniform float EndOfDeath;
|
||||
uniform float ExplosionDuration;
|
||||
uniform bool Gravity;
|
||||
uniform float GravityForce;
|
||||
uniform float ObjectRadius;
|
||||
uniform vec4 EndColor;
|
||||
uniform bool UseRandomness;
|
||||
uniform float RandomNumbers[10];
|
||||
uniform bool Randomness;
|
||||
uniform float RandomNumbers[20];
|
||||
uniform float RandomnessScalar;
|
||||
uniform vec2 Accelaration;
|
||||
uniform bool ColorPerPolygon;
|
||||
uniform bool ReverseAnimation;
|
||||
uniform bool Wireframe;
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
@@ -30,31 +34,45 @@ out vec4 ExplosionColor;
|
||||
layout(triangles) in;
|
||||
layout(triangle_strip, max_vertices = 3) out;
|
||||
|
||||
float GetRandomNumber(int polygon_index)
|
||||
{
|
||||
int randomIndex = int(mod(polygon_index, 20));
|
||||
|
||||
switch (randomIndex)
|
||||
{
|
||||
case 0: return RandomNumbers[0];
|
||||
case 1: return RandomNumbers[1];
|
||||
case 2: return RandomNumbers[2];
|
||||
case 3: return RandomNumbers[3];
|
||||
case 4: return RandomNumbers[4];
|
||||
case 5: return RandomNumbers[5];
|
||||
case 6: return RandomNumbers[6];
|
||||
case 7: return RandomNumbers[7];
|
||||
case 8: return RandomNumbers[8];
|
||||
case 9: return RandomNumbers[9];
|
||||
case 10: return RandomNumbers[10];
|
||||
case 11: return RandomNumbers[11];
|
||||
case 12: return RandomNumbers[12];
|
||||
case 13: return RandomNumbers[13];
|
||||
case 14: return RandomNumbers[14];
|
||||
case 15: return RandomNumbers[15];
|
||||
case 16: return RandomNumbers[16];
|
||||
case 17: return RandomNumbers[17];
|
||||
case 18: return RandomNumbers[18];
|
||||
case 19: return RandomNumbers[19];
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// surface vectors for triangle
|
||||
//vec3 v1 = Input[1].Position - Input[0].Position;
|
||||
//vec3 v2 = Input[2].Position - Input[0].Position;
|
||||
|
||||
//vec3 v3 = Input[1].Position - OriginPos;
|
||||
//v3 = normalize(v3);
|
||||
|
||||
// surface normal
|
||||
//vec3 normal = cross(v1, v2);
|
||||
//normal = normalize(normal);
|
||||
|
||||
// calculate middle of a vectors
|
||||
// calculate middle of vectors
|
||||
vec3 v1 = Input[1].Position - Input[0].Position;
|
||||
vec3 v2 = Input[2].Position - Input[0].Position;
|
||||
vec3 v3 = Input[2].Position - (v1 / 2);
|
||||
vec3 v4 = Input[1].Position - (v2 / 2);
|
||||
|
||||
//
|
||||
//vec3 oriToTri = Input[1].Position - OriginPos;
|
||||
//v5 = normalize(v3);
|
||||
|
||||
|
||||
// calculate intersection
|
||||
|
||||
// normalize direction
|
||||
vec3 dir1 = normalize(v1);
|
||||
vec3 dir2 = normalize(v2);
|
||||
@@ -63,79 +81,146 @@ void main()
|
||||
vec3 vecB = cross(dir1, dir2);
|
||||
|
||||
mat3 matrisA = mat3(vecA, dir2, vecB);
|
||||
mat3 matrisB = mat3(vecA, dir1, vecB);
|
||||
|
||||
float lengthA = length(cross(dir1, dir2));
|
||||
lengthA = lengthA * lengthA;
|
||||
|
||||
float s = determinant(matrisA) / lengthA;
|
||||
float t = determinant(matrisB) / lengthA;
|
||||
|
||||
// center position of triangle
|
||||
vec3 centerPosS = Input[1].Position + (s * dir1);
|
||||
//vec3 centerPosT = Input[2].Position + (t * dir2);
|
||||
vec3 centerOfTriangle = Input[1].Position + (s * dir1);
|
||||
|
||||
// center position of triangle to origin vector
|
||||
vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
|
||||
|
||||
// time percentage until end of explosion
|
||||
float timePercetage = TimeSinceDeath / ExplosionDuration;
|
||||
|
||||
float currentAccelaration = mix(Accelaration.x, Accelaration.y, timePercetage);
|
||||
|
||||
//float TimeSinceDeath2;
|
||||
|
||||
//if (ReverseAnimation == true)
|
||||
//{
|
||||
// TimeSinceDeath2 = pow(TimeSinceDeath, -1);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// TimeSinceDeath2 = TimeSinceDeath;
|
||||
//}
|
||||
|
||||
float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
|
||||
|
||||
|
||||
// center position of triangle to origin
|
||||
vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
|
||||
|
||||
float dist = distance(OriginPos, centerPosS);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// The distance a polygon will travel under one second.
|
||||
float travelUnitS = EndOfDeath / ObjectRadius;
|
||||
float travelUnitS = ExplosionDuration / ObjectRadius;
|
||||
|
||||
// The distance a polygon will travel under the current frame.
|
||||
float travelUnitF = TimeSinceDeath * travelUnitS;
|
||||
|
||||
float randomness = 0.0f;
|
||||
int randomIndex = int(mod(gl_PrimitiveIDIn, 10));
|
||||
|
||||
// Explosion from origin
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
//gl_in.gl_PrimitiveIDIn;
|
||||
|
||||
|
||||
|
||||
if (UseRandomness == true)
|
||||
{
|
||||
switch (randomIndex)
|
||||
{
|
||||
case 0: randomness = RandomNumbers[0]; break;
|
||||
case 1: randomness = RandomNumbers[1]; break;
|
||||
case 2: randomness = RandomNumbers[2]; break;
|
||||
case 3: randomness = RandomNumbers[3]; break;
|
||||
case 4: randomness = RandomNumbers[4]; break;
|
||||
case 5: randomness = RandomNumbers[5]; break;
|
||||
case 6: randomness = RandomNumbers[6]; break;
|
||||
case 7: randomness = RandomNumbers[7]; break;
|
||||
case 8: randomness = RandomNumbers[8]; break;
|
||||
case 9: randomness = RandomNumbers[9]; break;
|
||||
}
|
||||
}
|
||||
|
||||
float fullRandomness = dist + (randomness * RandomnessScalar);
|
||||
|
||||
vec4 screenPos = gl_in[i].gl_Position;
|
||||
|
||||
//if (dist + fullRandomness <= travelUnitF)
|
||||
if (fullRandomness <= travelUnitF)
|
||||
{
|
||||
vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * travelUnitF) - (oriToCenterTri * fullRandomness), 1.0); //objectspace
|
||||
if (Gravity == true)
|
||||
{
|
||||
changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
|
||||
}
|
||||
screenPos = P*V * changedPos; //sceenspace
|
||||
}
|
||||
|
||||
Normal = Input[i].Normal;
|
||||
Position = Input[i].Position;
|
||||
TextureCoordinate = Input[i].TextureCoordinate;
|
||||
DiffuseColor = Input[i].DiffuseColor;
|
||||
ExplosionColor = EndColor * travelUnitF;
|
||||
|
||||
gl_Position = screenPos;
|
||||
//gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float randomNumber = 0.0;
|
||||
|
||||
if (Randomness == true)
|
||||
{
|
||||
randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
|
||||
}
|
||||
|
||||
float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
|
||||
|
||||
vec3 ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath /** currentAccelaration*/)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
|
||||
|
||||
vec4 screenPos;
|
||||
|
||||
if (fullDistanceWithRandomness <= TimeSinceDeath)
|
||||
{
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
screenPos = gl_in[i].gl_Position;
|
||||
|
||||
vec3 ExplodedPosition = Input[i].Position + ExplosionRadius;
|
||||
|
||||
Normal = Input[i].Normal;
|
||||
Position = Input[i].Position;
|
||||
TextureCoordinate = Input[i].TextureCoordinate;
|
||||
DiffuseColor = Input[i].DiffuseColor;
|
||||
|
||||
ExplosionColor = EndColor * timePercetage;
|
||||
|
||||
gl_Position = P*V*M * vec4(ExplodedPosition, 1.0);
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < gl_in.length(); i++)
|
||||
{
|
||||
screenPos = gl_in[i].gl_Position;
|
||||
|
||||
Normal = Input[i].Normal;
|
||||
Position = Input[i].Position;
|
||||
TextureCoordinate = Input[i].TextureCoordinate;
|
||||
DiffuseColor = Input[i].DiffuseColor;
|
||||
|
||||
ExplosionColor = EndColor;
|
||||
|
||||
gl_Position = screenPos;
|
||||
EmitVertex();
|
||||
}
|
||||
}
|
||||
|
||||
//// Explosion from origin
|
||||
//for(int i = 0; i < gl_in.length(); i++)
|
||||
//{
|
||||
// vec4 screenPos = gl_in[i].gl_Position;
|
||||
//
|
||||
// if (fullRandomness <= travelUnitF)
|
||||
// {
|
||||
// maXimum = (origin2TriangleCenterVector * travelUnitF) - (origin2TriangleCenterVector * fullRandomness);
|
||||
// vec3 movedPosition = vec3(Input[i].Position + maXimum);
|
||||
//
|
||||
// vec4 changedPos = M * vec4(movedPosition, 1.0); //objectspace
|
||||
// if (Gravity == true)
|
||||
// {
|
||||
// changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
|
||||
// }
|
||||
// screenPos = P*V * changedPos; //sceenspace
|
||||
// }
|
||||
//
|
||||
// Normal = Input[i].Normal;
|
||||
// Position = Input[i].Position;
|
||||
// TextureCoordinate = Input[i].TextureCoordinate;
|
||||
// DiffuseColor = Input[i].DiffuseColor;
|
||||
// if (ColorPerPolygon == false)
|
||||
// {
|
||||
// ExplosionColor = EndColor * travelUnitF;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// vec3 movedCenterPos = vec3(centerOfTriangle + maXimum);
|
||||
// ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterPos) - distance(ExplosionOrigin, centerOfTriangle));
|
||||
// }
|
||||
//
|
||||
// gl_Position = screenPos;
|
||||
// //gl_Position = gl_in[i].gl_Position;
|
||||
// EmitVertex();
|
||||
//}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user