2015-02-11 18:14:22 +08:00
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/****************************************************************************
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2015-02-12 16:09:08 +08:00
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Copyright (c) 2015 Chukong Technologies Inc.
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2015-02-11 18:14:22 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PU_PARTICLE_3D_AFFECTOR_H__
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#define __CC_PU_PARTICLE_3D_AFFECTOR_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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2015-02-13 16:57:00 +08:00
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#include "extensions/Particle3D/CCParticle3DAffector.h"
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2015-02-11 18:14:22 +08:00
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#include <vector>
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#include <string>
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NS_CC_BEGIN
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struct PUParticle3D;
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class PUParticleSystem3D;
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class CC_DLL PUParticle3DAffector : public Particle3DAffector
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{
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friend class PUParticleSystem3D;
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public:
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/**
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The AffectSpecialisation enumeration is used to specialise the affector even more. This enumeration
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isn't used by all affectors; in some cases it isn't even applicable.
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*/
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enum AffectSpecialisation
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{
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AFSP_DEFAULT,
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AFSP_TTL_INCREASE,
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AFSP_TTL_DECREASE
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};
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virtual void notifyStart();
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virtual void notifyStop();
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virtual void notifyPause();
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virtual void notifyResume();
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virtual void notifyRescaled(const Vec3& scale);
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virtual void prepare();
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virtual void unPrepare();
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virtual void preUpdateAffector(float deltaTime);
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virtual void updateAffector(Particle3D *particle, float deltaTime);
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virtual void updatePUAffector(PUParticle3D* particle, float delta);
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virtual void postUpdateAffector(float deltaTime);
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virtual void firstParticleUpdate(PUParticle3D *particle, float deltaTime);
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virtual void initParticleForEmission(PUParticle3D* particle);
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void setLocalPosition(const Vec3 &pos) { _position = pos; };
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const Vec3 getLocalPosition() const { return _position; };
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void setMass(float mass);
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float getMass() const;
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/** Calculate the derived position of the affector.
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@remarks
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Note, that in script, the position is set as localspace, while if the affector is
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emitted, its position is automatically transformed. This function always returns
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the derived position.
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*/
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const Vec3& getDerivedPosition();
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/** Todo
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*/
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const AffectSpecialisation& getAffectSpecialisation(void) const {return _affectSpecialisation;};
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void setAffectSpecialisation(const AffectSpecialisation& affectSpecialisation) {_affectSpecialisation = affectSpecialisation;};
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/** Todo
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*/
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const std::string& getAffectorType(void) const {return _affectorType;};
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void setAffectorType(const std::string& affectorType) {_affectorType = affectorType;};
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/** Todo
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*/
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const std::string& getName(void) const {return _name;};
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void setName(const std::string& name) {_name = name;};
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CC_CONSTRUCTOR_ACCESS:
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PUParticle3DAffector();
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virtual ~PUParticle3DAffector();
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protected:
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float calculateAffectSpecialisationFactor (const PUParticle3D* particle);
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protected:
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Vec3 _position;
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/** Although the scale is on a Particle System level, the affector can also be scaled.
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*/
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Vec3 _affectorScale;
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/** Because the public attribute <20>position?is sometimes used for both localspace and worldspace
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position, the mDerivedPosition attribute is introduced.
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*/
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Vec3 _derivedPosition;
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/** The mAffectSpecialisation is used to specialise the affector. This attribute is comparable with the
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mAutoDirection of the ParticleEmitter, it is an optional attribute and used in some of the Particle
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Affectors.
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*/
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AffectSpecialisation _affectSpecialisation;
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// Type of the affector
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std::string _affectorType;
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// Name of the affector (optional)
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std::string _name;
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float _mass;
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};
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NS_CC_END
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#endif
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