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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-07-10 09:47:41 +08:00
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2022-07-16 10:43:05 +08:00
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#ifndef __AX_PU_PARTICLE_3D_VERTEX_EMITTER_H__
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#define __AX_PU_PARTICLE_3D_VERTEX_EMITTER_H__
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#include "extensions/Particle3D/PU/CCPUEmitter.h"
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#include <list>
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// Particle3DVertexEmitter NOT SUPPORT YET
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NS_AX_BEGIN
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//
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// class Particle3DVertexEmitter : public PUEmitter
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//{
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// protected:
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//
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// std::list<Vec3> mSpawnPositionList;
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// const Ogre::VertexElement* mPositionElement;
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// Ogre::VertexData* mVertexData;
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// Ogre::HardwareVertexBufferSharedPtr mBuffer;
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// unsigned char* mVertexBuffer;
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// Ogre::Mesh* mMesh;
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// Ogre::SubMesh* mSubMesh;
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// bool mMeshProcessed;
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// size_t mVertexSize;
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// size_t mMaxVertexCount;
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// size_t mVertexCount;
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// unsigned short mSubMeshNumber;
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// bool mAllVerticesProcessed;
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//
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// /** Determines the size of the steps that are used to traverse through the vertices.
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// */
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// unsigned short mStep;
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//
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// /** Determines in how many segments an edge is divided. This results in spawn points.
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// */
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// unsigned short mSegments;
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//
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// /** Defines the speed of generating spawnpoints. In each Particle Technique update
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// 'mIterations' vertices are traversed.
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// @remarks
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// Setting this attribute to a higher value is needed if the emission rate of the emitter
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// is high. On slower computers, emitting the particles may exceed generating the
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// spawnpoints (because this is not done at once, but per Particle Technique update).
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// */
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// unsigned short mIterations;
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//
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// /** Determines the name of the mesh of which the vertices are used.
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// */
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// std::string mMeshName;
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//
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// /** The _preProcessParticles() function is used to generate some spawn points in every update.
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// */
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// virtual void _preProcessParticles(ParticleTechnique* technique, float timeElapsed);
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//
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// /**
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// */
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// void _setDefaults();
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//
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// /**
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// */
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// void _loadMesh ();
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//
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// /** Generate spawn points from a mesh. The points will not be generated all at once, but
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// gradually. In each call, the points on an edge are generated, until all vertices
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// have been processed. In that case, mAllVerticesProcessed is set to true and this
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// function stops further processing.
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// */
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// void _generatePoints ();
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//
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// /**
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// */
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// void _generatePointsFromMesh ();
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//
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// /**
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// */
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// void _generatePointsFromSubMesh ();
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//
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// /**
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// */
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// void _fillVertexBuffer();
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//
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// /**
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// */
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// void _generatePointsFromVertexBuffer();
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//
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// /**
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// */
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// void _generatePoints (const Vec3& startVector,
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// const Vec3& endVector,
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// float lengthIncrement = 0.0f);
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//
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// public:
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// // Constants
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// static const unsigned short DEFAULT_STEP;
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// static const unsigned short DEFAULT_SEGMENTS;
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// static const unsigned short DEFAULT_ITERATIONS;
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//
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// Particle3DVertexEmitter();
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// virtual ~Particle3DVertexEmitter() {};
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//
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// /**
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// */
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// unsigned short getIterations() const;
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//
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// /**
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// */
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// void setIterations(unsigned short iterations);
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//
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// /**
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// */
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// unsigned short getSegments() const;
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//
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// /**
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// */
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// void setSegments(unsigned short segments);
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//
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// /**
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// */
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// unsigned short getStep() const;
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//
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// /**
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// */
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// void setStep(unsigned short step);
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//
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// /**
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// */
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// std::string_view getMeshName() const;
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//
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// /**
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// */
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// virtual void _notifyStart ();
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//
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// /**
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// */
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// void setMeshName(std::string_view meshName);
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//
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// /**
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// */
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// virtual void _initParticlePosition(Particle* particle);
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//
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// /**
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// */
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// unsigned short _calculateRequestedParticles(float timeElapsed);
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//};
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NS_AX_END
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#endif
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