2015-02-11 18:14:22 +08:00
|
|
|
/****************************************************************************
|
2015-02-12 16:09:08 +08:00
|
|
|
Copyright (c) 2015 Chukong Technologies Inc.
|
2015-02-11 18:14:22 +08:00
|
|
|
|
|
|
|
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 "CCPUParticle3DSphereCollider.h"
|
2015-02-12 17:54:27 +08:00
|
|
|
#include "Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
|
2015-02-11 18:14:22 +08:00
|
|
|
|
|
|
|
NS_CC_BEGIN
|
|
|
|
// Constants
|
|
|
|
const float PUParticle3DSphereCollider::DEFAULT_RADIUS = 100.0f;
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
PUParticle3DSphereCollider::PUParticle3DSphereCollider(void) :
|
|
|
|
PUParticle3DBaseCollider(),
|
|
|
|
_predictedPosition(Vec3::ZERO),
|
|
|
|
_radius(DEFAULT_RADIUS),
|
|
|
|
_innerCollision(false)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
PUParticle3DSphereCollider::~PUParticle3DSphereCollider( void )
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
const float PUParticle3DSphereCollider::getRadius(void) const
|
|
|
|
{
|
|
|
|
return _radius;
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
void PUParticle3DSphereCollider::setRadius(const float radius)
|
|
|
|
{
|
|
|
|
_radius = radius;
|
|
|
|
_sphere.setRadius(_radius);
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
bool PUParticle3DSphereCollider::isInnerCollision(void) const
|
|
|
|
{
|
|
|
|
return _innerCollision;
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
void PUParticle3DSphereCollider::setInnerCollision(bool innerCollision)
|
|
|
|
{
|
|
|
|
_innerCollision = innerCollision;
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
|
|
void PUParticle3DSphereCollider::calculateDirectionAfterCollision(PUParticle3D* particle, Vec3 distance, float distanceLength)
|
|
|
|
{
|
|
|
|
switch (_collisionType)
|
|
|
|
{
|
|
|
|
case PUParticle3DBaseCollider::CT_BOUNCE:
|
|
|
|
{
|
|
|
|
/** If the particle is on the surface (or just inside the sphere); bounce it
|
|
|
|
Make use of formula R = 2 * (-I dot N) * N + I, where
|
|
|
|
R = the new direction vector
|
|
|
|
I = the old (unit) direction vector before the collision
|
|
|
|
N = the Normal at the collision point
|
|
|
|
*/
|
|
|
|
float directionLength = particle->direction.length();
|
|
|
|
particle->direction.normalize();
|
|
|
|
distance.normalize();
|
|
|
|
particle->direction = 2 * (-particle->direction.dot(distance)) * distance + particle->direction;
|
|
|
|
|
|
|
|
// Adjust to original speed
|
|
|
|
particle->direction *= directionLength;
|
|
|
|
|
|
|
|
// Accelerate/slow down, using the bounce value
|
|
|
|
particle->direction *= _bouncyness;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case PUParticle3DBaseCollider::CT_FLOW:
|
|
|
|
{
|
|
|
|
/** Reset the position (on the sphere), but keep the direction.
|
|
|
|
This doesn't really work good for box-type collisions, because it doesn't take the particle
|
|
|
|
dimensions into account.
|
|
|
|
*/
|
|
|
|
float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius;
|
|
|
|
particle->position = _derivedPosition + distance * (scaledRadius / distanceLength);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PUParticle3DSphereCollider::updatePUAffector( PUParticle3D *particle, float deltaTime )
|
|
|
|
{
|
|
|
|
//for (auto iter : _particleSystem->getParticles())
|
|
|
|
{
|
|
|
|
//PUParticle3D *particle = iter;
|
|
|
|
_predictedPosition = particle->position + _velocityScale * particle->direction;
|
|
|
|
bool collision = false;
|
|
|
|
Vec3 distance = particle->position - _derivedPosition;
|
|
|
|
float distanceLength = distance.length();
|
|
|
|
float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius; // Scaling changed in V 1.3.1
|
|
|
|
|
|
|
|
switch(_intersectionType)
|
|
|
|
{
|
|
|
|
case PUParticle3DBaseCollider::IT_POINT:
|
|
|
|
{
|
|
|
|
// Validate for a point-sphere intersection
|
|
|
|
if (_innerCollision == (distanceLength > scaledRadius))
|
|
|
|
{
|
|
|
|
// Collision detected (re-position the particle)
|
|
|
|
particle->position -= _velocityScale * particle->direction;
|
|
|
|
collision = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
distance = _predictedPosition - _derivedPosition;
|
|
|
|
distanceLength = distance.length();
|
|
|
|
if (_innerCollision == (distanceLength > scaledRadius))
|
|
|
|
{
|
|
|
|
// Collision detected
|
|
|
|
collision = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case PUParticle3DBaseCollider::IT_BOX:
|
|
|
|
{
|
|
|
|
//// Validate for a box-sphere intersection
|
|
|
|
//if (particle->particleType != Particle::PT_VISUAL)
|
|
|
|
// break;
|
|
|
|
AABB box;
|
|
|
|
populateAlignedBox(box,
|
|
|
|
particle->position,
|
|
|
|
particle->width,
|
|
|
|
particle->height,
|
|
|
|
particle->depth);
|
|
|
|
|
|
|
|
//FIXME
|
|
|
|
//if (_innerCollision != box.intersects(_sphere))
|
|
|
|
//{
|
|
|
|
// // Collision detected (re-position the particle)
|
|
|
|
// particle->position -= _velocityScale * particle->direction;
|
|
|
|
// collision = true;
|
|
|
|
//}
|
|
|
|
//else
|
|
|
|
//{
|
|
|
|
// AABB box;
|
|
|
|
// populateAlignedBox(box,
|
|
|
|
// _predictedPosition,
|
|
|
|
// particle->width,
|
|
|
|
// particle->height,
|
|
|
|
// particle->depth);
|
|
|
|
// if (_innerCollision != box.intersects(_sphere))
|
|
|
|
// {
|
|
|
|
// // Collision detected
|
|
|
|
// collision = true;
|
|
|
|
// }
|
|
|
|
//}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (collision)
|
|
|
|
{
|
|
|
|
calculateDirectionAfterCollision(particle, distance, distanceLength);
|
|
|
|
calculateRotationSpeedAfterCollision(particle);
|
|
|
|
particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PUParticle3DSphereCollider::preUpdateAffector( float deltaTime )
|
|
|
|
{
|
|
|
|
// Calculate the affectors' center position.
|
|
|
|
_sphere.setCenter(getDerivedPosition());
|
|
|
|
}
|
|
|
|
|
|
|
|
PUParticle3DSphereCollider* PUParticle3DSphereCollider::create()
|
|
|
|
{
|
2015-02-12 16:09:08 +08:00
|
|
|
auto psc = new (std::nothrow) PUParticle3DSphereCollider();
|
2015-02-11 18:14:22 +08:00
|
|
|
psc->autorelease();
|
|
|
|
return psc;
|
|
|
|
}
|
|
|
|
|
|
|
|
NS_CC_END
|