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particles [2019/03/22 08:16] – [Features] adminparticles [2020/11/06 14:04] admin
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 ====== Using the ParticleSystem ====== ====== Using the ParticleSystem ======
 +
 +{{::particles1.jpg?nolink|}}
  
 Gorilla3D provides an integrated particle system for rendering complex and individual particle effects. Gorilla3D provides an integrated particle system for rendering complex and individual particle effects.
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 Gorilla3D already supplies some of the most popular effects, like: fire, smoke, rain, snow, waterfall, eruption, explosion. Gorilla3D already supplies some of the most popular effects, like: fire, smoke, rain, snow, waterfall, eruption, explosion.
  
 +{{::particles2.jpg?nolink|}}
  
 It is possible to manipulate each particle by the so-called influencers. It is possible to manipulate each particle by the so-called influencers.
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   * Endless or limited emmittance   * Endless or limited emmittance
   * Physically based particle collision detection with other scene objects (not with particles!)   * Physically based particle collision detection with other scene objects (not with particles!)
 +  * Autosorting of particles depending on assigned camera
  
 ===== Shader / Material ===== ===== Shader / Material =====
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 Of course you can write your own shader if those features do not suit your needs. Of course you can write your own shader if those features do not suit your needs.
 +
 +===== Shader Attributes =====
 +
 +To allow extended particle functionality Gorilla3D changes the default values of some vertex attributes, because at the moment it is not possible to declare our own vertex attributes.
 +
 +In the following table we show the attribute settings for each particle, when using a TGorillaParticleEmitter:
 +
 +^ Vertex-Attribute ^ Value ^
 +| a_Position | position |
 +| a_Normal | velocity | 
 +| a_Color0 | current color|
 +| a_TexCoord0 | current texture or texture atlas offset |
 +| a_Binormal | X = size, Y = angle, Z = weight |
 +| a_Tangent | X = age, Y = life time, Z = delta time |
 +===== Influencers =====
 +
 +Influencers are helper classes to manipulate particles at runtime.
 +
 +===== Physics Particle Support =====
 +
 +{{::particles3.jpg?nolink|}}
 +
 +Our particles system can be linked to the physics system for particle collision detection.
 +In the following example we use the rain particle emitter as basis.
 +
 +<file pascal>
 +uses
 +  [...]
 +  Gorilla.Material.Particle,
 +  Gorilla.Particle.Emitter,
 +  Gorilla.Particle.Influencer,
 +  Gorilla.Particle.Rain,
 +  Gorilla.Particle.Spot,
 +  Gorilla.Physics,
 +  Gorilla.Physics.Q3.Body;
 +  
 +TForm1 = class(TForm)
 +  procedure FormCreate(Sender: TObject);
 +  protected
 +    FViewport : TGorillaViewport;
 +    FCamera : TGorillaCamera;
 +    FPhysics : TGorillaPhysicsSystem;
 +    FParticles : TGorillaRainParticleEmitter;
 +    FInfluencer : TGorillaPhysicsInfluencer;
 +    FSplashes : TGorillaSpotParticleEmitter;
 +    
 +    procedure DoOnGorillaPhysicsNotifyContact(const ABodyA, ABodyB : TQ3Body);
 +  [...]
 +end;
 +
 +[...]
 +
 +procedure TForm1.DoOnGorillaPhysicsNotifyContact(const ABodyA, ABodyB : TQ3Body);
 +begin
 +  // collision detected - create splashes on particle-sphere/box/terrain/mesh collision
 +  // not on particle-particle collision (too much)
 +  if (PTypeInfo(ABodyA.UserDataType) = TypeInfo(PGorillaParticle))
 +  and (PTypeInfo(ABodyB.UserDataType) = TypeInfo(PGorillaParticle)) then
 +    Exit;
 +
 +  if (PTypeInfo(ABodyA.UserDataType) = TypeInfo(PGorillaParticle)) then
 +    FSplashes.EmitParticle(
 +      PGorillaParticle(ABodyA.UserData)^.Position
 +      )
 +  else if (PTypeInfo(ABodyB.UserDataType) = TypeInfo(PGorillaParticle)) then
 +    FSplashes.EmitParticle(
 +      PGorillaParticle(ABodyB.UserData)^.Position
 +      );
 +end;
 +
 +procedure TForm1.FormCreate(Sender: TObject);
 +begin
 +  [...]
 +  
 +  // create physics system with contact callback function to display splashes
 +  FPhysics := TGorillaPhysicsSystem.Create(FViewport);
 +  FPhysics.OnBeginContact := DoOnGorillaPhysicsNotifyContact;
 +  
 +  // create rain particle emitter
 +  FParticles := TGorillaRainParticleEmitter.Create(FViewport);
 +  FParticles.Parent := FViewport;
 +  FParticles.Camera := FCamera;
 +  FParticles.EmitParticles := 25;
 +
 +  // preconfigure particles
 +  FParticles.Colored.StartColor := TAlphaColorF.Create( TAlphaColorRec.Blue );
 +  FParticles.Colored.EndColor := TAlphaColorF.Create( TAlphaColorRec.Blueviolet );
 +  FParticles.ParticleSize   := TParticlePreset.Create(20, 20, 1, false);
 +  FParticles.ParticleGrowth := TParticlePreset.Create(0, 0, 1, false);
 +  FParticles.Colored.Enabled := false;
 +  FParticles.Wind.Enabled := false;
 +
 +  // create a physics influencer
 +  FInfluencer := TGorillaPhysicsInfluencer.Create(FParticles);
 +  FInfluencer.Emitter := FParticles;
 +  // link to physics system component
 +  FInfluencer.Physics := FPhysics;
 +  FInfluencer.Enabled := true;
 +
 +  // another particle emitter to simulate rain drop splashes when they hit an obstacle
 +  FSplashes := TGorillaSpotParticleEmitter.Create(FViewport);
 +  FSplashes.Parent := FViewport;
 +  FSplashes.Camera := FCamera;
 +  FSplashes.LoadTexture('splash.png');
 +
 +  // activate physics
 +  FPhysics.Active := true;
 +  FParticles.Start();
 +  FSplashes.Start();
 +end;
 +</file>
 ===== Example ===== ===== Example =====
  
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 begin begin
   LParticles := TGorillaFireParticleEmitter.Create(FGorilla);   LParticles := TGorillaFireParticleEmitter.Create(FGorilla);
-  LParticles .Camera := FCamera;+  LParticles.Parent := FGorilla; 
 +  LParticles.Camera := FCamera;
  
   // a fire effect contains multiple parts: a front and back flame and smoke   // a fire effect contains multiple parts: a front and back flame and smoke
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 begin begin
   LParticles := TGorillaSmokeParticleEmitter.Create(FGorilla);   LParticles := TGorillaSmokeParticleEmitter.Create(FGorilla);
 +  LParticles.Parent := FGorilla;
   LParticles.Camera := FCamera;   LParticles.Camera := FCamera;
  
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 begin begin
   LParticles := TGorillaEruptionParticleEmitter.Create(FGorilla);   LParticles := TGorillaEruptionParticleEmitter.Create(FGorilla);
 +  LParticles.Parent := FGorilla;
   LParticles.Camera := FCamera;   LParticles.Camera := FCamera;
  
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 begin begin
   LParticles := TGorillaRainParticleEmitter.Create(FGorilla);   LParticles := TGorillaRainParticleEmitter.Create(FGorilla);
 +  LParticles.Parent := FGorilla;
   LParticles.Camera := FCamera;   LParticles.Camera := FCamera;
 end; end;
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 begin begin
   LParticles := TGorillaSnowParticleEmitter.Create(FGorilla);   LParticles := TGorillaSnowParticleEmitter.Create(FGorilla);
 +  LParticles.Parent := FGorilla;
   LParticles.Camera := FCamera;   LParticles.Camera := FCamera;
 end; end;
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 end; end;
 </file> </file>
 +
  
 Next step: [[physics|Physics]] Next step: [[physics|Physics]]