axmol/extensions/Particle3D/ParticleUniverse/ParticleAffectors/CCPUParticle3DLineAffector.cpp

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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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.
****************************************************************************/
#include "CCPUParticle3DLineAffector.h"
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
// Constants
const float PUParticle3DLineAffector::DEFAULT_MAX_DEVIATION = 1.0f;
const float PUParticle3DLineAffector::DEFAULT_TIME_STEP = 0.1f;
const Vec3 PUParticle3DLineAffector::DEFAULT_END(0, 0, 0);
const float PUParticle3DLineAffector::DEFAULT_DRIFT = 0.0f;
//-----------------------------------------------------------------------
PUParticle3DLineAffector::PUParticle3DLineAffector(void) :
PUParticle3DAffector(),
_maxDeviation(DEFAULT_MAX_DEVIATION),
_scaledMaxDeviation(1.0f),
_end(DEFAULT_END),
_timeSinceLastUpdate(0.0f),
_timeStep(DEFAULT_TIME_STEP),
_update(true),
_first(true),
_drift(DEFAULT_DRIFT),
_oneMinusDrift(1.0f)
{
}
PUParticle3DLineAffector::~PUParticle3DLineAffector( void )
{
}
//-----------------------------------------------------------------------
float PUParticle3DLineAffector::getMaxDeviation(void) const
{
return _maxDeviation;
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::setMaxDeviation(float maxDeviation)
{
_maxDeviation = maxDeviation;
_scaledMaxDeviation = _maxDeviation * _affectorScale.length();
}
//-----------------------------------------------------------------------
const Vec3& PUParticle3DLineAffector::getEnd(void) const
{
return _end;
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::setEnd(const Vec3& end)
{
_end = end;
}
//-----------------------------------------------------------------------
float PUParticle3DLineAffector::getTimeStep(void) const
{
return _timeStep;
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::setTimeStep(float timeStep)
{
_timeStep = timeStep;
}
//-----------------------------------------------------------------------
float PUParticle3DLineAffector::getDrift(void) const
{
return _drift;
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::setDrift(float drift)
{
_drift = drift;
_oneMinusDrift = 1.0f - drift;
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::notifyRescaled(const Vec3& scale)
{
_scaledMaxDeviation = _maxDeviation * scale.length();
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::preUpdateAffector(float deltaTime)
{
if (/*technique->getNumberOfEmittedParticles()*/_particleSystem->getParticlePool().getActiveParticleList().size() > 0)
{
_timeSinceLastUpdate += deltaTime;
while (_timeSinceLastUpdate > _timeStep)
{
_timeSinceLastUpdate -= _timeStep;
_update = true;
}
}
(static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(_end); // Always update
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::updatePUAffector( PUParticle3D *particle, float deltaTime )
{
//_first = true;
//for (auto iter : _particleSystem->getParticles())
{
//PUParticle3D *particle = iter;
(static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(particle->originalPosition); // Always update
if (_update && CCRANDOM_0_1() > 0.5 && !_first)
{
// Generate a random vector perpendicular on the line
Vec3 perpendicular;
Vec3::cross(_end, Vec3(CCRANDOM_MINUS1_1(), CCRANDOM_MINUS1_1(), CCRANDOM_MINUS1_1()), &perpendicular);
perpendicular.normalize();
// Determine a random point near the line.
Vec3 targetPosition = particle->originalPosition + _scaledMaxDeviation * CCRANDOM_0_1() * perpendicular;
/** Set the new position.
@remarks
This affector already takes rotational offset of the particle system into account. This means that there is no need
to set the particle system to keep_local to 'true'. The reason is that this is a specialized affector that calculates
a new particle position instead of a direction.
*/
particle->position = _drift * targetPosition + _oneMinusDrift * particle->position;
(static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(particle->position);
}
_first = false;
}
}
//-----------------------------------------------------------------------
void PUParticle3DLineAffector::postUpdateAffector(float deltaTime)
{
_update = false;
}
void PUParticle3DLineAffector::firstParticleUpdate( PUParticle3D *particle, float deltaTime )
{
_first = true;
}
PUParticle3DLineAffector* PUParticle3DLineAffector::create()
{
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auto pla = new (std::nothrow) PUParticle3DLineAffector();
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pla->autorelease();
return pla;
}
NS_CC_END