axmol/core/2d/CCParticleSystem.h

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2021 Bytedance Inc.
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https://axys1.github.io/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCPARTICLE_SYSTEM_H__
#define __CCPARTICLE_SYSTEM_H__
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Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "base/CCProtocols.h"
#include "2d/CCNode.h"
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#include "base/CCValue.h"
#include "2d/CCSpriteFrame.h"
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#include "2d/CCSpriteFrameCache.h"
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#include "math/FastRNG.h"
NS_AX_BEGIN
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class ParticleBatchNode;
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struct particle_point
{
float x;
float y;
};
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/**
* Particle emission shapes.
* Current supported shapes are Point, Rectangle, RectangularTorus, Circle, Torus, Cone, Cone Torus, Texture alpha
* emission mask
* @since axis-1.0.0b8
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*/
struct EmissionShape
{
EmissionShapeType type;
float x;
float y;
float innerWidth;
float innerHeight;
float outerWidth;
float outerHeight;
float innerRadius;
float outerRadius;
float coneOffset;
float coneAngle;
float edgeBias;
uint32_t fourccId;
};
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/**
* Particle emission mask descriptor.
* @since axis-1.0.0b8
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*/
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struct ParticleEmissionMaskDescriptor
{
Vec2 size;
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std::vector<ax::Vec2> points;
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};
/** @struct ParticleAnimationDescriptor
Structure that contains animation description
*/
struct ParticleAnimationDescriptor
{
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float animationSpeed;
float animationSpeedVariance;
std::vector<unsigned short> animationIndices;
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bool reverseIndices;
};
/** @struct ParticleFrameDescriptor
Structure that contains frame description
*/
struct ParticleFrameDescriptor
{
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ax::Rect rect;
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bool isRotated;
};
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class AX_DLL ParticleData
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{
public:
float* posx;
float* posy;
float* startPosX;
float* startPosY;
float* colorR;
float* colorG;
float* colorB;
float* colorA;
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float* deltaColorR;
float* deltaColorG;
float* deltaColorB;
float* deltaColorA;
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float* hue;
float* sat;
float* val;
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float* opacityFadeInDelta;
float* opacityFadeInLength;
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float* scaleInDelta;
float* scaleInLength;
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float* size;
float* deltaSize;
float* rotation;
float* staticRotation;
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float* deltaRotation;
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float* totalTimeToLive;
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float* timeToLive;
float* animTimeDelta;
float* animTimeLength;
unsigned short* animIndex;
unsigned short* animCellIndex;
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unsigned int* atlasIndex;
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//! Mode A: gravity, direction, radial accel, tangential accel
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struct
{
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float* dirX;
float* dirY;
float* radialAccel;
float* tangentialAccel;
} modeA;
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//! Mode B: radius mode
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struct
{
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float* angle;
float* degreesPerSecond;
float* radius;
float* deltaRadius;
} modeB;
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unsigned int maxCount;
ParticleData();
bool init(int count);
void release();
unsigned int getMaxCount() { return maxCount; }
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void copyParticle(int p1, int p2)
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{
posx[p1] = posx[p2];
posy[p1] = posy[p2];
startPosX[p1] = startPosX[p2];
startPosY[p1] = startPosY[p2];
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colorR[p1] = colorR[p2];
colorG[p1] = colorG[p2];
colorB[p1] = colorB[p2];
colorA[p1] = colorA[p2];
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deltaColorR[p1] = deltaColorR[p2];
deltaColorG[p1] = deltaColorG[p2];
deltaColorB[p1] = deltaColorB[p2];
deltaColorA[p1] = deltaColorA[p2];
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if (hue && sat && val)
{
hue[p1] = hue[p2];
sat[p1] = sat[p2];
val[p1] = val[p2];
}
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if (opacityFadeInDelta && opacityFadeInLength)
{
opacityFadeInDelta[p1] = opacityFadeInDelta[p2];
opacityFadeInLength[p1] = opacityFadeInLength[p2];
}
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if (scaleInDelta && scaleInLength)
{
scaleInDelta[p1] = scaleInDelta[p2];
scaleInLength[p1] = scaleInLength[p2];
}
size[p1] = size[p2];
deltaSize[p1] = deltaSize[p2];
rotation[p1] = rotation[p2];
staticRotation[p1] = staticRotation[p2];
deltaRotation[p1] = deltaRotation[p2];
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totalTimeToLive[p1] = totalTimeToLive[p2];
timeToLive[p1] = timeToLive[p2];
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if (animTimeDelta && animTimeLength && animIndex && animCellIndex)
{
animTimeDelta[p1] = animTimeDelta[p2];
animTimeLength[p1] = animTimeLength[p2];
animIndex[p1] = animIndex[p2];
animCellIndex[p1] = animCellIndex[p2];
}
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atlasIndex[p1] = atlasIndex[p2];
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modeA.dirX[p1] = modeA.dirX[p2];
modeA.dirY[p1] = modeA.dirY[p2];
modeA.radialAccel[p1] = modeA.radialAccel[p2];
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modeA.tangentialAccel[p1] = modeA.tangentialAccel[p2];
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modeB.angle[p1] = modeB.angle[p2];
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modeB.degreesPerSecond[p1] = modeB.degreesPerSecond[p2];
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modeB.radius[p1] = modeB.radius[p2];
modeB.deltaRadius[p1] = modeB.deltaRadius[p2];
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}
};
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/**
* Particle emission mask cache.
* @since axis-1.0.0b8
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*/
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class AX_DLL ParticleEmissionMaskCache : public ax::Ref
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{
public:
static ParticleEmissionMaskCache* getInstance();
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/** Bakes a particle emission mask from texture data on cpu and stores it in memory by it's name.
* If the mask already exists then it will be overwritten.
*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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* @param texturePath Path of the texture that holds alpha data.
* @param alphaThreshold The threshold at which pixels are picked, If a pixel's alpha channel is greater than
* alphaThreshold then it will be picked.
* @param inverted Inverts the pick condition so that If a pixel's alpha channel is lower than alphaThreshold then
* it will be picked.
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* @param inbetweenSamples How many times should pixels be filled inbetween, this value should be increased If
* you're planning to scale the emission shape up. WARNING: it will use more memory.
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*/
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void bakeEmissionMask(std::string_view maskId,
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std::string_view texturePath,
float alphaThreshold = 0.5F,
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bool inverted = false,
int inbetweenSamples = 1);
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/** Bakes a particle emission mask from texture data on cpu and stores it in memory by it's name.
* If the mask already exists then it will be overwritten.
*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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* @param imageTexture Image object containing texture data with alpha channel.
* @param alphaThreshold The threshold at which pixels are picked, If a pixel's alpha channel is greater than
* alphaThreshold then it will be picked.
* @param inverted Inverts the pick condition so that If a pixel's alpha channel is lower than alphaThreshold then
* it will be picked.
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* @param inbetweenSamples How many times should pixels be filled inbetween, this value should be increased If
* you're planning to scale the emission shape up. WARNING: it will use more memory.
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*/
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void bakeEmissionMask(std::string_view maskId,
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Image* imageTexture,
float alphaThreshold = 0.5F,
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bool inverted = false,
int inbetweenSamples = 1);
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/** Returns a baked mask with the specified name if it exists. otherwise, it will return a dummy mask.
*
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* @param fourccId The unsigned integer id of the mask.
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*/
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const ParticleEmissionMaskDescriptor& getEmissionMask(uint32_t fourccId);
/** Returns a baked mask with the specified name if it exists. otherwise, it will return a dummy mask.
*
* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
*/
const ParticleEmissionMaskDescriptor& getEmissionMask(std::string_view maskId);
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/** Removes a baked mask and releases the data from memory with the specified name if it exists.
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*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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*/
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void removeMask(std::string_view maskId);
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/** Remove all baked masks and releases their data from memory. */
void removeAllMasks();
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private:
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std::unordered_map<uint32_t, ParticleEmissionMaskDescriptor> masks;
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};
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// typedef void (*AX_UPDATE_PARTICLE_IMP)(id, SEL, tParticle*, Vec2);
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class Texture2D;
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/** @class ParticleSystem
* @brief Particle System base class.
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Attributes of a Particle System:
- emission rate of the particles
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- Gravity Mode (Mode A):
- gravity
- direction
- speed +- variance
- tangential acceleration +- variance
- radial acceleration +- variance
- Radius Mode (Mode B):
- startRadius +- variance
- endRadius +- variance
- rotate +- variance
- Properties common to all modes:
- life +- life variance
- start spin +- variance
- end spin +- variance
- start size +- variance
- end size +- variance
- start color +- variance
- end color +- variance
- life +- variance
- blending function
- texture
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Cocos2d also supports particles generated by Particle Designer (http://particledesigner.71squared.com/).
'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guaranteed in cocos2d,
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cocos2d uses a another approach, but the results are almost identical.
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Cocos2d supports all the variables used by Particle Designer plus a bit more:
- spinning particles (supported when using ParticleSystemQuad)
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- tangential acceleration (Gravity mode)
- radial acceleration (Gravity mode)
- radius direction (Radius mode) (Particle Designer supports outwards to inwards direction only)
It is possible to customize any of the above mentioned properties in runtime. Example:
@code
emitter.radialAccel = 15;
emitter.startSpin = 0;
@endcode
*/
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class AX_DLL ParticleSystem : public Node, public TextureProtocol, public PlayableProtocol
{
public:
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/** Mode
* @js cc.ParticleSystem.MODE_GRAVITY;
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*/
enum class Mode
{
GRAVITY,
RADIUS,
};
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/** PositionType
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Types of particle positioning.
* @js cc.ParticleSystem.TYPE_FREE
*/
enum class PositionType
{
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FREE, /** Living particles are attached to the world and are unaffected by emitter repositioning. */
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RELATIVE, /** Living particles are attached to the world but will follow the emitter repositioning.
Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.*/
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GROUPED, /** Living particles are attached to the emitter and are translated along with it. */
};
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/** TexAnimDir
Texture animation direction for the particles.
*/
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enum class TexAnimDir
{
VERTICAL, /** texture coordinates are read top to bottom within the texture */
HORIZONTAL, /** texture coordinates are read left to right within the texture */
};
//* @enum
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enum
{
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/** The Particle emitter lives forever. */
DURATION_INFINITY = -1,
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/** The starting size of the particle is equal to the ending size. */
START_SIZE_EQUAL_TO_END_SIZE = -1,
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/** The starting radius of the particle is equal to the ending radius. */
START_RADIUS_EQUAL_TO_END_RADIUS = -1,
/** The simulation's seconds are set to the particles' lifetime specified inclusive of variant. */
SIMULATION_USE_PARTICLE_LIFETIME = -1,
/** The simulation's framerate is set to the animation interval specified in director. */
SIMULATION_USE_GAME_ANIMATION_INTERVAL = -1,
};
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/** Creates an initializes a ParticleSystem from a plist file.
This plist files can be created manually or with Particle Designer:
http://particledesigner.71squared.com/
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@since v2.0
*
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* @param plistFile Particle plist file name.
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* @return An autoreleased ParticleSystem object.
*/
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static ParticleSystem* create(std::string_view plistFile);
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/** Create a system with a fixed number of particles.
*
* @param numberOfParticles A given number of particles.
* @return An autoreleased ParticleSystemQuad object.
* @js NA
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*/
static ParticleSystem* createWithTotalParticles(int numberOfParticles);
/** Gets all ParticleSystem references
*/
static Vector<ParticleSystem*>& getAllParticleSystems();
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protected:
bool allocAnimationMem();
void deallocAnimationMem();
bool _isAnimAllocated;
bool allocHSVMem();
void deallocHSVMem();
bool _isHSVAllocated;
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bool allocOpacityFadeInMem();
void deallocOpacityFadeInMem();
bool _isOpacityFadeInAllocated;
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bool allocScaleInMem();
void deallocScaleInMem();
bool _isScaleInAllocated;
public:
void addParticles(int count, int animationIndex = -1, int animationCellIndex = -1);
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void stopSystem();
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/** Kill all living particles.
*/
void resetSystem();
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/** Whether or not the system is full.
*
* @return True if the system is full.
*/
bool isFull();
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/** Update the verts position data of particle,
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should be overridden by subclasses.
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*/
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virtual void updateParticleQuads();
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/** Update the VBO verts buffer which does not use batch node,
should be overridden by subclasses. */
virtual void postStep();
/** Call the update method with no time..
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*/
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virtual void updateWithNoTime();
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/** Whether or not the particle system removed self on finish.
*
* @return True if the particle system removed self on finish.
*/
virtual bool isAutoRemoveOnFinish() const;
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/** Set the particle system auto removed it self on finish.
*
* @param var True if the particle system removed self on finish.
*/
virtual void setAutoRemoveOnFinish(bool var);
// mode A
/** Gets the gravity.
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*
* @return The gravity.
*/
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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virtual const Vec2& getGravity();
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/** Sets the gravity.
*
* @param g The gravity.
*/
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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virtual void setGravity(const Vec2& g);
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/** Gets the speed.
*
* @return The speed.
*/
virtual float getSpeed() const;
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/** Sets the speed.
*
* @param speed The speed.
*/
virtual void setSpeed(float speed);
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/** Gets the speed variance.
*
* @return The speed variance.
*/
virtual float getSpeedVar() const;
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/** Sets the speed variance.
*
* @param speed The speed variance.
*/
virtual void setSpeedVar(float speed);
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/** Gets the tangential acceleration.
*
* @return The tangential acceleration.
*/
virtual float getTangentialAccel() const;
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/** Sets the tangential acceleration.
*
* @param t The tangential acceleration.
*/
virtual void setTangentialAccel(float t);
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/** Gets the tangential acceleration variance.
*
* @return The tangential acceleration variance.
*/
virtual float getTangentialAccelVar() const;
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/** Sets the tangential acceleration variance.
*
* @param t The tangential acceleration variance.
*/
virtual void setTangentialAccelVar(float t);
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/** Gets the radial acceleration.
*
* @return The radial acceleration.
*/
virtual float getRadialAccel() const;
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/** Sets the radial acceleration.
*
* @param t The radial acceleration.
*/
virtual void setRadialAccel(float t);
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/** Gets the radial acceleration variance.
*
* @return The radial acceleration variance.
*/
virtual float getRadialAccelVar() const;
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/** Sets the radial acceleration variance.
*
* @param t The radial acceleration variance.
*/
virtual void setRadialAccelVar(float t);
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/** Whether or not the rotation of each particle to its direction.
*
* @return True if the rotation is the direction.
*/
virtual bool getRotationIsDir() const;
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/** Sets the rotation of each particle to its direction.
*
* @param t True if the rotation is the direction.
*/
virtual void setRotationIsDir(bool t);
// mode B
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/** Gets the start radius.
*
* @return The start radius.
*/
virtual float getStartRadius() const;
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/** Sets the start radius.
*
* @param startRadius The start radius.
*/
virtual void setStartRadius(float startRadius);
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/** Gets the start radius variance.
*
* @return The start radius variance.
*/
virtual float getStartRadiusVar() const;
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/** Sets the start radius variance.
*
* @param startRadiusVar The start radius variance.
*/
virtual void setStartRadiusVar(float startRadiusVar);
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/** Gets the end radius.
*
* @return The end radius.
*/
virtual float getEndRadius() const;
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/** Sets the end radius.
*
* @param endRadius The end radius.
*/
virtual void setEndRadius(float endRadius);
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/** Gets the end radius variance.
*
* @return The end radius variance.
*/
virtual float getEndRadiusVar() const;
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/** Sets the end radius variance.
*
* @param endRadiusVar The end radius variance.
*/
virtual void setEndRadiusVar(float endRadiusVar);
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/** Gets the number of degrees to rotate a particle around the source pos per second.
*
* @return The number of degrees to rotate a particle around the source pos per second.
*/
virtual float getRotatePerSecond() const;
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/** Sets the number of degrees to rotate a particle around the source pos per second.
*
* @param degrees The number of degrees to rotate a particle around the source pos per second.
*/
virtual void setRotatePerSecond(float degrees);
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/** Gets the rotate per second variance.
*
* @return The rotate per second variance.
*/
virtual float getRotatePerSecondVar() const;
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/** Sets the rotate per second variance.
*
* @param degrees The rotate per second variance.
*/
virtual void setRotatePerSecondVar(float degrees);
virtual void setScale(float s) override;
virtual void setRotation(float newRotation) override;
virtual void setScaleX(float newScaleX) override;
virtual void setScaleY(float newScaleY) override;
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/** Whether or not the particle system is active.
*
* @return True if the particle system is active.
*/
virtual bool isActive() const;
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/** Whether or not the particle system is blend additive.
*
* @return True if the particle system is blend additive.
*/
virtual bool isBlendAdditive() const;
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/** Sets the particle system blend additive.
*
* @param value True if the particle system is blend additive.
*/
virtual void setBlendAdditive(bool value);
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/** Gets the batch node.
*
* @return The batch node.
*/
virtual ParticleBatchNode* getBatchNode() const;
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/** Sets the batch node.
*
* @param batchNode The batch node.
*/
virtual void setBatchNode(ParticleBatchNode* batchNode);
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/** Gets the index of system in batch node array.
*
* @return The index of system in batch node array.
*/
int getAtlasIndex() const { return _atlasIndex; }
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/** Sets the index of system in batch node array.
*
* @param index The index of system in batch node array.
*/
void setAtlasIndex(int index) { _atlasIndex = index; }
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/** Gets the Quantity of particles that are being simulated at the moment.
*
* @return The Quantity of particles that are being simulated at the moment.
*/
unsigned int getParticleCount() const { return _particleCount; }
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/** Gets how many seconds the emitter will run. -1 means 'forever'.
*
* @return The seconds that the emitter will run. -1 means 'forever'.
*/
float getDuration() const { return _duration; }
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/** Sets how many seconds the emitter will run. -1 means 'forever'.
*
* @param duration The seconds that the emitter will run. -1 means 'forever'.
*/
void setDuration(float duration) { _duration = duration; }
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/** Gets the source position of the emitter.
*
* @return The source position of the emitter.
*/
const Vec2& getSourcePosition() const { return _sourcePosition; }
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/** Sets the source position of the emitter.
*
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* @param pos The source position of the emitter.
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*/
void setSourcePosition(const Vec2& pos) { _sourcePosition = pos; }
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/** Gets the position variance of the emitter.
*
* @return The position variance of the emitter.
*/
const Vec2& getPosVar() const { return _posVar; }
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/** Sets the position variance of the emitter.
*
* @param pos The position variance of the emitter.
*/
void setPosVar(const Vec2& pos) { _posVar = pos; }
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/** Gets the life of each particle.
*
* @return The life of each particle.
*/
float getLife() const { return _life; }
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/** Sets the life of each particle.
*
* @param life The life of each particle.
*/
void setLife(float life) { _life = life; }
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/** Gets the life variance of each particle.
*
* @return The life variance of each particle.
*/
float getLifeVar() const { return _lifeVar; }
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/** Sets the life variance of each particle.
*
* @param lifeVar The life variance of each particle.
*/
void setLifeVar(float lifeVar) { _lifeVar = lifeVar; }
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/** Gets the angle of each particle.
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*
* @return The angle of each particle.
*/
float getAngle() const { return _angle; }
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/** Sets the angle of each particle.
*
* @param angle The angle of each particle.
*/
void setAngle(float angle) { _angle = angle; }
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/** Gets the angle variance of each particle.
*
* @return The angle variance of each particle.
*/
float getAngleVar() const { return _angleVar; }
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/** Sets the angle variance of each particle.
*
* @param angleVar The angle variance of each particle.
*/
void setAngleVar(float angleVar) { _angleVar = angleVar; }
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/** Switch between different kind of emitter modes:
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- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration.
- kParticleModeRadius: uses radius movement + rotation.
*
* @return The mode of the emitter.
*/
Mode getEmitterMode() const { return _emitterMode; }
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/** Sets the mode of the emitter.
*
* @param mode The mode of the emitter.
*/
void setEmitterMode(Mode mode) { _emitterMode = mode; }
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/** Gets the start size in pixels of each particle.
*
* @return The start size in pixels of each particle.
*/
float getStartSize() const { return _startSize; }
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/** Sets the start size in pixels of each particle.
*
* @param startSize The start size in pixels of each particle.
*/
void setStartSize(float startSize) { _startSize = startSize; }
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/** Gets the start size variance in pixels of each particle.
*
* @return The start size variance in pixels of each particle.
*/
float getStartSizeVar() const { return _startSizeVar; }
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/** Sets the start size variance in pixels of each particle.
*
* @param sizeVar The start size variance in pixels of each particle.
*/
void setStartSizeVar(float sizeVar) { _startSizeVar = sizeVar; }
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/** Gets the end size in pixels of each particle.
*
* @return The end size in pixels of each particle.
*/
float getEndSize() const { return _endSize; }
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/** Sets the end size in pixels of each particle.
*
* @param endSize The end size in pixels of each particle.
*/
void setEndSize(float endSize) { _endSize = endSize; }
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/** Gets the end size variance in pixels of each particle.
*
* @return The end size variance in pixels of each particle.
*/
float getEndSizeVar() const { return _endSizeVar; }
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/** Sets the end size variance in pixels of each particle.
*
* @param sizeVar The end size variance in pixels of each particle.
*/
void setEndSizeVar(float sizeVar) { _endSizeVar = sizeVar; }
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/** Gets the start color of each particle.
*
* @return The start color of each particle.
*/
const Color4F& getStartColor() const { return _startColor; }
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/** Sets the start color of each particle.
*
* @param color The start color of each particle.
*/
void setStartColor(const Color4F& color) { _startColor = color; }
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/** Gets the start color variance of each particle.
*
* @return The start color variance of each particle.
*/
const Color4F& getStartColorVar() const { return _startColorVar; }
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/** Sets the start color variance of each particle.
*
* @param color The start color variance of each particle.
*/
void setStartColorVar(const Color4F& color) { _startColorVar = color; }
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/** Gets the end color and end color variation of each particle.
*
* @return The end color and end color variation of each particle.
*/
const Color4F& getEndColor() const { return _endColor; }
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/** Sets the end color and end color variation of each particle.
*
* @param color The end color and end color variation of each particle.
*/
void setEndColor(const Color4F& color) { _endColor = color; }
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/** Gets the end color variance of each particle.
*
* @return The end color variance of each particle.
*/
const Color4F& getEndColorVar() const { return _endColorVar; }
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/** Sets the end color variance of each particle.
*
* @param color The end color variance of each particle.
*/
void setEndColorVar(const Color4F& color) { _endColorVar = color; }
/** Sets wether to use HSV color system.
* WARNING: becareful when using HSV with too many particles because it's expensive.
*
* @param hsv Use HSV color system.
*/
void useHSV(bool hsv);
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bool isHSV() { return _isHSVAllocated; };
/** Gets the hue of each particle.
*
* @return The hue of each particle.
*/
float getHue() const { return _hsv.h; }
/** Sets the hue of each particle.
*
* @param hsv The hue color of each particle.
*/
void setHue(float hue) { _hsv.h = hue; }
/** Gets the hue variance of each particle.
*
* @return The hue variance of each particle.
*/
float getHueVar() const { return _hsvVar.h; }
/** Sets the hue variance of each particle.
*
* @param hsv The hue variance color of each particle.
*/
void setHueVar(float hue) { _hsvVar.h = hue; }
/** Gets the HSV color of each particle.
*
* @return The HSV color of each particle.
*/
const HSV& getHSV() const { return _hsv; }
/** Sets the HSV color of each particle.
*
* @param hsv The HSV color of each particle.
*/
void setHSV(const HSV& hsv) { _hsv = hsv; }
/** Gets the HSV color variance of each particle.
*
* @return The HSV color variance of each particle.
*/
const HSV& getHSVVar() const { return _hsvVar; }
/** Sets the HSV color variance of each particle.
*
* @param hsv The HSV color variance of each particle.
*/
void setHSVVar(const HSV& hsv) { _hsvVar = hsv; }
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/** Gets the start spin of each particle.
*
* @return The start spin of each particle.
*/
float getStartSpin() const { return _startSpin; }
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/** Sets the start spin of each particle.
*
* @param spin The start spin of each particle.
*/
void setStartSpin(float spin) { _startSpin = spin; }
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/** Gets the start spin variance of each particle.
*
* @return The start spin variance of each particle.
*/
float getStartSpinVar() const { return _startSpinVar; }
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/** Sets the start spin variance of each particle.
*
* @param pinVar The start spin variance of each particle.
*/
void setStartSpinVar(float pinVar) { _startSpinVar = pinVar; }
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/** Gets the end spin of each particle.
*
* @return The end spin of each particle.
*/
float getEndSpin() const { return _endSpin; }
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/** Sets the end spin of each particle.
*
* @param endSpin The end spin of each particle.
*/
void setEndSpin(float endSpin) { _endSpin = endSpin; }
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/** Gets the end spin variance of each particle.
*
* @return The end spin variance of each particle.
*/
float getEndSpinVar() const { return _endSpinVar; }
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/** Sets the end spin variance of each particle.
*
* @param endSpinVar The end spin variance of each particle.
*/
void setEndSpinVar(float endSpinVar) { _endSpinVar = endSpinVar; }
/** Gets the spawn angle of each particle
*
* @return The angle in degrees of each particle.
*/
float getSpawnAngle() { return _spawnAngle; }
/** Sets the spawn angle of each particle
*
* @param angle The angle in degrees of each particle.
*/
void setSpawnAngle(float angle) { _spawnAngle = angle; }
/** Sets the spawn angle variance of each particle.
*
* @return The angle variance in degrees of each particle.
*/
float getSpawnAngleVar() { return _spawnAngleVar; }
/** Sets the spawn angle variance of each particle.
*
* @param angle The angle variance in degrees of each particle.
*/
void setSpawnAngleVar(float angle) { _spawnAngleVar = angle; }
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/** Gets the spawn opacity fade in time of each particle.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
specified time.
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* @return The spawn opacity fade in time in seconds.
*/
float getSpawnFadeIn() { return _spawnFadeIn; }
/** Sets the spawn opacity fade in time of each particle when it's created.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
* specified time.
*
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* @param time The spawn opacity fade in time in seconds.
*/
void setSpawnFadeIn(float time);
/** Gets the spawn opacity fade in time variance of each particle.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
* specified time.
*
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* @return The spawn opacity fade in time variance in seconds.
*/
float getSpawnFadeInVar() { return _spawnFadeInVar; }
/** Sets the spawn opacity fade in time variance of each particle when it's created.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
* specified time.
*
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* @param time The spawn opacity fade in time variance in seconds.
*/
void setSpawnFadeInVar(float time);
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/** Gets the spawn scale fade in time of each particle.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
* time.
*
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* @return The spawn opacity fade in time in seconds.
*/
float getSpawnScaleIn() { return _spawnScaleIn; }
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/** Sets the spawn scale fade in time of each particle when it's created.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
* time.
*
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* @param time The spawn opacity fade in time in seconds.
*/
void setSpawnScaleIn(float time);
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/** Gets the spawn scale fade in time variance of each particle.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
* time.
*
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* @return The spawn opacity fade in time variance in seconds.
*/
float getSpawnScaleInVar() { return _spawnScaleInVar; }
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/** Sets the spawn scale fade in time variance of each particle when it's created.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
* time.
*
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* @param time The spawn opacity fade in time variance in seconds.
*/
void setSpawnScaleInVar(float time);
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/** Gets the emission rate of the particles.
*
* @return The emission rate of the particles.
*/
float getEmissionRate() const { return _emissionRate; }
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/** Sets the emission rate of the particles.
*
* @param rate The emission rate of the particles.
*/
void setEmissionRate(float rate) { _emissionRate = rate; }
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/** Gets the maximum particles of the system.
*
* @return The maximum particles of the system.
*/
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virtual int getTotalParticles() const;
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/** Sets the maximum particles of the system.
*
* @param totalParticles The maximum particles of the system.
*/
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virtual void setTotalParticles(int totalParticles);
/** does the alpha value modify color */
void setOpacityModifyRGB(bool opacityModifyRGB) override { _opacityModifyRGB = opacityModifyRGB; }
bool isOpacityModifyRGB() const override { return _opacityModifyRGB; }
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/** Enables or disables tex coord animations that are set based on particle life. */
void setLifeAnimation(bool enabled);
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/** Enables or disables tex coord animations that are set by the emitter randomly when a particle is emitted. */
void setEmitterAnimation(bool enabled);
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/** Enables or disables tex coord animations that are used to make particles play a sequence forever until they die
*/
void setLoopAnimation(bool enabled);
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bool isLifeAnimated() { return _isLifeAnimated; }
bool isEmitterAnimated() { return _isEmitterAnimated; }
bool isLoopAnimated() { return _isLoopAnimated; }
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/** Gets the total number of indices.
*
* @return The size of the list holding animation indices.
*/
int getTotalAnimationIndices() { return _animIndexCount; }
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/** Sets wether to start from first cell and go forwards (normal) or last cell and go backwards (reversed) */
void setAnimationReverse(bool reverse) { _isAnimationReversed = reverse; }
bool isAnimationReversed() { return _isAnimationReversed; }
/** Resets the count of indices to 0 and empties the animation index array */
void resetAnimationIndices();
/** Empties the container of animation descriptors */
void resetAnimationDescriptors();
/** Choose what animation descriptors are to be selected at random for particles.
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* This function should be called after you've inserted/overwritten any animation descriptors.
*
* @param animations Array of specific indices of animations to play at random
*/
void setMultiAnimationRandomSpecific(const std::vector<unsigned short>& animations)
{
_randomAnimations = animations;
};
/** Choose ALL animation descriptors to be selected at random for particles.
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* This function should be called after you've inserted/overwritten any animation descriptors.
*/
void setMultiAnimationRandom();
/** Add all particle animation indices based on cells size and direction spicified using a texture atlas.
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* will erase the array and add new indices from the atlas.
* This function will automatically figure out your atlas cell size and direction for you! thank her later :) */
void setAnimationIndicesAtlas();
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/** Add all particle animation indices based on cell size and direction spicified if the method of rendering
* preferred is texture atlas. will erase the array and add new indices from the atlas.
*
* @param unifiedCellSize The size of cell unified.
* @param direction What direction is the atlas
*/
void setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexAnimDir direction = TexAnimDir::HORIZONTAL);
/** Add a particle animation index based on tex coords spicified using a sprite frame.
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* The index is automatically incremented on each addition.
*
* @param frameName SpriteFrame name to search for
*
* @return Returns true of the index was successfully found and added. Otherwise, false
*/
bool addAnimationIndex(std::string_view frameName);
/** Add a particle animation index based on tex coords spicified using a sprite frame.
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*
* @param index Index id to add the frame to or override it with the new frame
* @param frameName SpriteFrame name to search for
*
* @return Returns true of the index was successfully found and added. Otherwise, false
*/
bool addAnimationIndex(unsigned short index, std::string_view frameName);
/** Add a particle animation index based on tex coords spicified using a sprite frame.
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* The index is automatically incremented on each addition.
*
* @param frame SpriteFrame containting data about tex coords
*
* @return Returns true of the index was successfully found and added. Otherwise, false
*/
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bool addAnimationIndex(ax::SpriteFrame* frame);
/** Add a particle animation index based on tex coords spicified using a sprite frame.
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* you can specify which index you want to override in this function
*
* @param index Index id to add the frame to or override it with the new frame
* @param frame SpriteFrame containting data about tex coords
*
* @return Returns true of the index was successfully found and added. Otherwise, false
*/
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bool addAnimationIndex(unsigned short index, ax::SpriteFrame* frame);
/** Add a particle animation index based on tex coords spicified.
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* you can specify which index you want to override in this function
*
* @param index Index id to add the frame to or override it with the new rect
* @param rect Rect containting data about tex coords in pixels
* @param rotated Not implemented.
*
* @return Returns true of the index was successfully found and added. Otherwise, false
*/
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bool addAnimationIndex(unsigned short index, ax::Rect rect, bool rotated = false);
/** You can specify what rect is used if an index in an animation descriptor wasn't found.
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*
* @param rect Rect containting data about tex coords in pixels
*/
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void setRectForUndefinedIndices(ax::Rect rect) { _undefinedIndexRect = rect; };
/** Add a particle animation descriptor with an index.
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*
* @param indexOfDescriptor Index of the animation to be added, adding to the same index will just override the
* pervious animation descriptor
* @param time length of the animation in seconds
* @param timeVariance Time randomly selected for each different particle added on the animation length
* @param indices An array of the indicies
* @param reverse Should the animation indicies be played backwards? (default: false)
*/
void setAnimationDescriptor(unsigned short indexOfDescriptor,
float time,
float timeVariance,
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const std::vector<unsigned short>& indices,
bool reverse = false);
/** Add a particle animation descriptor with the index 0.
*
* @param indices An array of the indicies
* @param reverse Should the animation indicies be played backwards? (default: false)
*/
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void setAnimationDescriptor(const std::vector<unsigned short>& indices, bool reverse = false)
{
setAnimationDescriptor(0, 0, 0, indices, reverse);
};
/** Sets wether the animation descriptors should follow the time scale of the system or not.
*
* @param independent Should the animation descriptor speeds be played independently? (default: false)
*/
void setAnimationSpeedTimescaleIndependent(bool independent) { _animationTimescaleInd = independent; };
bool isAnimationSpeedTimescaleIndependent() { return _animationTimescaleInd; };
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/** Sets wether to use emission shapes for this particle system or not */
void setEmissionShapes(bool enabled) { _isEmissionShapes = enabled; }
bool isEmissionShapes() { return _isEmissionShapes; }
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/** Resets the count of emission shapes to 0 and empties the emission shapes array */
void resetEmissionShapes();
/** Adds an emission shape to the system.
* The index is automatically incremented on each addition.
*
* @param shape Shape descriptor object.
*/
void addEmissionShape(EmissionShape shape);
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/** Updates an existing emission shape or adds it.
* @param index index of the shape descriptor.
* @param shape Shape descriptor object.
*/
void setEmissionShape(unsigned short index, EmissionShape shape);
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/** Adds an emission shape of type mask to the system.
* The mask should be added using the ParticleEmissionMaskCache class.
*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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* @param pos Position of the emission shape in local space.
* @param overrideSize Size of the emission mask in pixels, leave ZERO to use texture size.
* @param scale Scale of the emission mask, the size will be multiplied by the specified scale.
* @param angle Angle of the sampled points to be rotated in degrees.
*/
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static EmissionShape createMaskShape(std::string_view maskId,
Vec2 pos = Vec2::ZERO,
Vec2 overrideSize = Vec2::ZERO,
Vec2 scale = Vec2::ONE,
float angle = 0.0F);
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/** Adds an emission shape of type point to the system.
* @param pos Position of the emission shape in local space.
*/
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static EmissionShape createPointShape(Vec2 pos);
/** Adds an emission shape of type Rectangle to the system.
* @param pos Position of the emission shape in local space.
* @param size Size of the rectangle.
*/
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static EmissionShape createRectShape(Vec2 pos, Size size);
/** Adds an emission shape of type Rectangular Torus to the system.
* @param pos Position of the emission shape in local space.
* @param innerSize Inner size offset of the rectangle.
* @param outerSize Outer size of the rectangle.
*/
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static EmissionShape createRectTorusShape(Vec2 pos, Size innerSize, Size outerSize);
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/** Adds an emission shape of type Circle to the system.
*
* The default angle offset of the circle is 0 and the default angle of the circle is 360
*
* @param pos Position of the emission shape in local space.
* @param radius Radius of the circle.
* @param edgeBias circle edge center bias value, If the value is greater than 1.0 then particles will bias
* towards the edge of the circle more often the greater the value is; If the value is lower than 1.0 then particles
* will bias towards the center of the circle more often the closer the value is to 0.0; If the value is exactly 1.0
* then there will be no bias behaviour.
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*/
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static EmissionShape createCircleShape(Vec2 pos, float radius, float edgeBias = 1.0F);
/** Adds an emission shape of type Cone to the system.
*
* The default angle offset of the circle is 0 and the default angle of the circle is 360
*
* @param pos Position of the emission shape in local space.
* @param radius Radius of the circle.
* @param offset Cone offset angle in degrees.
* @param angle Cone angle in degrees.
* @param edgeBias circle edge center bias value, If the value is greater than 1.0 then particles will bias
* towards the edge of the circle more often the greater the value is; If the value is lower than 1.0 then particles
* will bias towards the center of the circle more often the closer the value is to 0.0; If the value is exactly 1.0
* then there will be no bias behaviour.
*/
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static EmissionShape createConeShape(Vec2 pos, float radius, float offset, float angle, float edgeBias = 1.0F);
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/** Adds an emission shape of type Torus to the system.
*
* The default angle offset of the torus is 0 and the default angle of the torus is 360
*
* @param pos Position of the emission shape in local space.
* @param innerRadius Inner radius offset of the torus.
* @param outerRadius Outer radius of the torus.
* @param edgeBias torus edge center bias value, If the value is greater than 1.0 then particles will bias
* towards the edge of the torus more often the greater the value is; If the value is lower than 1.0 then particles
* will bias towards the center of the torus more often the closer the value is to 0.0; If the value is exactly 1.0
* then there will be no bias behaviour.
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*/
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static EmissionShape createTorusShape(Vec2 pos, float innerRadius, float outerRadius, float edgeBias = 1.0F);
/** Adds an emission shape of type Torus to the system.
*
* The default angle offset of the torus is 0 and the default angle of the torus is 360
*
* @param pos Position of the emission shape in local space.
* @param innerRadius Inner radius offset of the torus.
* @param outerRadius Outer radius of the torus.
* @param offset Cone offset angle in degrees.
* @param angle Cone angle in degrees.
* @param edgeBias torus edge center bias value, If the value is greater than 1.0 then particles will bias
* towards the edge of the torus more often the greater the value is; If the value is lower than 1.0 then particles
* will bias towards the center of the torus more often the closer the value is to 0.0; If the value is exactly 1.0
* then there will be no bias behaviour.
*/
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static EmissionShape createConeTorusShape(Vec2 pos,
float innerRadius,
float outerRadius,
float offset,
float angle,
float edgeBias = 1.0F);
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/** Gets the particles movement type: Free or Grouped.
@since v0.8
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*
* @return The particles movement type.
*/
PositionType getPositionType() const { return _positionType; }
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/** Sets the particles movement type: Free or Grouped.
@since v0.8
*
* @param type The particles movement type.
*/
void setPositionType(PositionType type) { _positionType = type; }
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/** Advance the particle system and make it seem like it ran for this many seconds.
*
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
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* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
* accurate the simulation will be at the cost of performance. value of -1 means
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
*/
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void simulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
/** Resets the particle system and then advances the particle system and make it seem like it ran for this many
* seconds. The frame rate used for simulation accuracy is the director's animation interval.
*
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
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* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
* accurate the simulation will be at the cost of performance. value of -1 means
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
*/
void resimulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
// Overrides
virtual void onEnter() override;
virtual void onExit() override;
virtual void update(float dt) override;
virtual Texture2D* getTexture() const override;
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virtual void setTexture(Texture2D* texture) override;
/**
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*@code
*When this function bound into js or lua,the parameter will be changed
*In js: var setBlendFunc(var src, var dst)
*In lua: local setBlendFunc(local src, local dst)
*@endcode
*/
virtual void setBlendFunc(const BlendFunc& blendFunc) override;
/**
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* @js NA
* @lua NA
*/
virtual const BlendFunc& getBlendFunc() const override;
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std::string_view getResourceFile() const { return _plistFile; }
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/// @{
/// @name implement Playable Protocol
virtual void start() override;
virtual void stop() override;
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/// @} end of PlayableProtocol
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void setSourcePositionCompatible(bool sourcePositionCompatible)
{
_sourcePositionCompatible = sourcePositionCompatible;
}
bool isSourcePositionCompatible() const { return _sourcePositionCompatible; }
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/**
* @js ctor
*/
ParticleSystem();
/**
* @js NA
* @lua NA
*/
virtual ~ParticleSystem();
/** initializes a ParticleSystem*/
bool init() override;
/** initializes a ParticleSystem from a plist file.
This plist files can be created manually or with Particle Designer:
http://particledesigner.71squared.com/
@since v0.99.3
*/
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bool initWithFile(std::string_view plistFile);
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/** initializes a QuadParticleSystem from a Dictionary.
@since v0.99.3
*/
bool initWithDictionary(const ValueMap& dictionary);
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/** initializes a particle system from a NSDictionary and the path from where to load the png
@since v2.1
*/
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bool initWithDictionary(const ValueMap& dictionary, std::string_view dirname);
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//! Initializes a system with a fixed number of particles
virtual bool initWithTotalParticles(int numberOfParticles);
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/** Are the emissions paused
@return True if the emissions are paused, else false
*/
virtual bool isPaused() const;
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/* Pause the emissions */
virtual void pauseEmissions();
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/* Unpause the emissions */
virtual void resumeEmissions();
/** Gets the fixed frame rate count of the particle system.
@return Fixed frame rate count of the particle system.
*/
virtual float getFixedFPS();
/** Sets the fixed frame rate count of the particle system.
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* i.e. if the framerate is set to 30.0 while the refresh rate is greater than 30.0 then the particle system will
wait until it hits the 30.0 FPS mark.
* This is usefull for increasing performance or for creating old-school effects with it.
@param Fixed frame rate count of the particle system. (default: 0.0)
*/
virtual void setFixedFPS(float frameRate = 0.0F);
/** Gets the time scale of the particle system.
@return Time scale of the particle system.
*/
virtual float getTimeScale();
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/** Sets the time scale of the particle system.
@param Time scale of the particle system. (default: 1.0)
*/
virtual void setTimeScale(float scale = 1.0F);
protected:
virtual void updateBlendFunc();
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private:
friend class EngineDataManager;
/** Internal use only, it's used by EngineDataManager class for Android platform */
static void setTotalParticleCountFactor(float factor);
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protected:
/** whether or not the particles are using blend additive.
If enabled, the following blending function will be used.
@code
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
source blend function = BlendFactor::SRC_ALPHA;
dest blend function = BlendFactor::ONE;
@endcode
*/
bool _isBlendAdditive;
/** whether or not the node will be auto-removed when it has no particles left.
By default it is false.
@since v0.8
*/
bool _isAutoRemoveOnFinish;
std::string _plistFile;
//! time elapsed since the start of the system (in seconds)
float _elapsed;
// Different modes
//! Mode A:Gravity + Tangential Accel + Radial Accel
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struct
{
/** Gravity value. Only available in 'Gravity' mode. */
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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Vec2 gravity;
/** speed of each particle. Only available in 'Gravity' mode. */
float speed;
/** speed variance of each particle. Only available in 'Gravity' mode. */
float speedVar;
/** tangential acceleration of each particle. Only available in 'Gravity' mode. */
float tangentialAccel;
/** tangential acceleration variance of each particle. Only available in 'Gravity' mode. */
float tangentialAccelVar;
/** radial acceleration of each particle. Only available in 'Gravity' mode. */
float radialAccel;
/** radial acceleration variance of each particle. Only available in 'Gravity' mode. */
float radialAccelVar;
/** set the rotation of each particle to its direction Only available in 'Gravity' mode. */
bool rotationIsDir;
} modeA;
//! Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)
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struct
{
/** The starting radius of the particles. Only available in 'Radius' mode. */
float startRadius;
/** The starting radius variance of the particles. Only available in 'Radius' mode. */
float startRadiusVar;
/** The ending radius of the particles. Only available in 'Radius' mode. */
float endRadius;
/** The ending radius variance of the particles. Only available in 'Radius' mode. */
float endRadiusVar;
/** Number of degrees to rotate a particle around the source pos per second. Only available in 'Radius' mode. */
float rotatePerSecond;
/** Variance in degrees for rotatePerSecond. Only available in 'Radius' mode. */
float rotatePerSecondVar;
} modeB;
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// particle data
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ParticleData _particleData;
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// Emitter name
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std::string _configName;
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// color modulate
// BOOL colorModulate;
//! How many particles can be emitted per second
float _emitCounter;
// Optimization
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// AX_UPDATE_PARTICLE_IMP updateParticleImp;
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// SEL updateParticleSel;
/** weak reference to the SpriteBatchNode that renders the Sprite */
ParticleBatchNode* _batchNode;
// index of system in batch node array
int _atlasIndex;
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// true if scaled or rotated
bool _transformSystemDirty;
// Number of allocated particles
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int _allocatedParticles;
/** Is the emitter active */
bool _isActive;
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/** Quantity of particles that are being simulated at the moment */
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int _particleCount;
/** The factor affects the total particle count, its value should be 0.0f ~ 1.0f, default 1.0f*/
static float __totalParticleCountFactor;
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/** How many seconds the emitter will run. -1 means 'forever' */
float _duration;
/** sourcePosition of the emitter */
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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Vec2 _sourcePosition;
/** Position variance of the emitter */
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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Vec2 _posVar;
/** life, and life variation of each particle */
float _life;
/** life variance of each particle */
float _lifeVar;
/** angle and angle variation of each particle */
float _angle;
/** angle variance of each particle */
float _angleVar;
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/** Switch between different kind of emitter modes:
- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
- kParticleModeRadius: uses radius movement + rotation
*/
Mode _emitterMode;
/** start size in pixels of each particle */
float _startSize;
/** size variance in pixels of each particle */
float _startSizeVar;
/** end size in pixels of each particle */
float _endSize;
/** end size variance in pixels of each particle */
float _endSizeVar;
/** start color of each particle */
Color4F _startColor;
/** start color variance of each particle */
Color4F _startColorVar;
/** end color and end color variation of each particle */
Color4F _endColor;
/** end color variance of each particle */
Color4F _endColorVar;
/** hsv color of each particle */
HSV _hsv;
/** hsv color variance of each particle */
HSV _hsvVar;
//* initial angle of each particle
float _startSpin;
//* initial angle of each particle
float _startSpinVar;
//* initial angle of each particle
float _endSpin;
//* initial angle of each particle
float _endSpinVar;
//* initial rotation of each particle
float _spawnAngle;
//* initial rotation of each particle
float _spawnAngleVar;
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//* initial fade in time of each particle
float _spawnFadeIn;
//* initial fade in time variance of each particle
float _spawnFadeInVar;
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//* initial scale in time of each particle
float _spawnScaleIn;
//* initial scale in time variance of each particle
float _spawnScaleInVar;
/** emission rate of the particles */
float _emissionRate;
/** maximum particles of the system */
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int _totalParticles;
/** conforms to CocosNodeTexture protocol */
Texture2D* _texture;
/** conforms to CocosNodeTexture protocol */
BlendFunc _blendFunc;
/** does the alpha value modify color */
bool _opacityModifyRGB;
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/** is the particle system animated */
bool _isLifeAnimated;
/** is the emitter particle system animated */
bool _isEmitterAnimated;
/** is the emitter particle system animated */
bool _isLoopAnimated;
/** variable keeping count of sprite frames or atlas indices added */
int _animIndexCount;
/** wether to start from first or last when using life animation */
bool _isAnimationReversed;
/** A map that stores particle animation index coords */
std::unordered_map<unsigned short, ParticleFrameDescriptor> _animationIndices;
/** A map that stores particle animation descriptors */
std::unordered_map<unsigned short, ParticleAnimationDescriptor> _animations;
/** A vector that stores ids of animation descriptors that are choosen at random */
std::vector<unsigned short> _randomAnimations;
/** Wether the animation goes with the time scale of the system or is independent. */
bool _animationTimescaleInd;
/** A rect that is used instead when an index is not found */
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ax::Rect _undefinedIndexRect;
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/** does FlippedY variance of each particle */
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int _yCoordFlipped;
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/** Wether to use emission shapes for this particle system or not */
bool _isEmissionShapes;
/** variable keeping count of emission shapes added */
int _emissionShapeIndex;
/** A map that stores emission shapes that are choosen at random */
std::unordered_map<unsigned short, EmissionShape> _emissionShapes;
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/** particles movement type: Free or Grouped
@since v0.8
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*/
PositionType _positionType;
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/** is the emitter paused */
bool _paused;
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/** time scale of the particle system */
float _timeScale;
/** Fixed frame rate of the particle system */
float _fixedFPS;
/** Fixed frame rate delta (internal) */
float _fixedFPSDelta;
/** is sourcePosition compatible */
bool _sourcePositionCompatible;
static Vector<ParticleSystem*> __allInstances;
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FastRNG _rng;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(ParticleSystem);
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};
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// end of _2d group
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/// @}
NS_AX_END
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#endif //__CCPARTICLE_SYSTEM_H__