2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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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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2019-11-23 20:27:39 +08:00
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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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2019-11-23 20:27:39 +08:00
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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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#include "CCPUVertexEmitter.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
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//// Constants
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// const unsigned short Particle3DVertexEmitter::DEFAULT_STEP = 1;
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// const unsigned short Particle3DVertexEmitter::DEFAULT_SEGMENTS = 1;
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// const unsigned short Particle3DVertexEmitter::DEFAULT_ITERATIONS = 1;
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//
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////-----------------------------------------------------------------------
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// Particle3DVertexEmitter::Particle3DVertexEmitter() : ParticleEmitter(),
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// mPositionElement(0),
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// mVertexData(0),
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// mVertexBuffer(0),
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// mMesh(0),
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// mSubMesh(0),
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// mVertexSize(12),
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// mMaxVertexCount(0),
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// mVertexCount(0),
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// mStep(DEFAULT_STEP),
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// mSegments(DEFAULT_SEGMENTS),
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// mMeshProcessed(false),
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// mAllVerticesProcessed(false),
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// mSubMeshNumber(0),
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// mIterations(DEFAULT_ITERATIONS),
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// mMeshName(StringUtil::BLANK)
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//{
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// mBuffer.setNull();
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// }
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////-----------------------------------------------------------------------
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// unsigned short Particle3DVertexEmitter::getIterations() const
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//{
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// return mIterations;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::setIterations(unsigned short iterations)
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//{
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// mIterations = iterations;
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// }
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////-----------------------------------------------------------------------
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// unsigned short Particle3DVertexEmitter::getSegments() const
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//{
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// return mSegments;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::setSegments(unsigned short segments)
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//{
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// mSegments = segments;
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// }
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////-----------------------------------------------------------------------
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// unsigned short Particle3DVertexEmitter::getStep() const
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//{
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// return mStep;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::setStep(unsigned short step)
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//{
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// mStep = step;
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// }
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////-----------------------------------------------------------------------
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// const std::string& Particle3DVertexEmitter::getMeshName() const
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//{
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// return mMeshName;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::setMeshName(const std::string& meshName)
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//{
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// _setDefaults(); // Triggers loading the new mesh
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// mMeshName = meshName;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_notifyStart ()
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//{
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// ParticleEmitter::_notifyStart();
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// _setDefaults();
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// }
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////-----------------------------------------------------------------------
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// unsigned short Particle3DVertexEmitter::_calculateRequestedParticles(float timeElapsed)
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//{
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// // Only return the requested number if the emitter can actually emit them
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// unsigned short requested = ParticleEmitter::_calculateRequestedParticles(timeElapsed);
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// if (requested <= mSpawnPositionList.size())
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// {
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// return requested;
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// }
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//
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// return 0;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_initParticlePosition(Particle* particle)
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//{
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// // Get the first one from the list.
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// // The _calculateRequestedParticles() ensures that there are particles in the list.
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// // All positions in mSpawnPositionList are in localspace
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// ParticleSystem* sys = mParentTechnique->getParentSystem();
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// if (sys)
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// {
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// particle->position = getDerivedPosition() +
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// sys->getDerivedOrientation() *
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// (_mEmitterScale * *mSpawnPositionList.begin());
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// }
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// else
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// {
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// particle->position = getDerivedPosition() + _mEmitterScale * *mSpawnPositionList.begin();
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// }
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//
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// mSpawnPositionList.pop_front();
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// particle->originalPosition = particle->position;
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_preProcessParticles(ParticleTechnique* technique, float timeElapsed)
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//{
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// if (mAllVerticesProcessed)
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// {
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// return;
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// }
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//
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// // Generate the next few spawn points if not all vertices are processed.
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// for (unsigned short i = 0; i < mIterations; ++i)
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// {
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// _generatePoints();
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// if (mAllVerticesProcessed)
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// {
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// return;
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// }
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// }
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//
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// // Calculate the emitters position
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// getDerivedPosition();
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_setDefaults()
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//{
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// // Set the default values except the name of the mesh, which may only be changed by the
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// // setMeshName() function
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// mSpawnPositionList.clear();
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// mPositionElement = 0;
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// mVertexData = 0;
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// mVertexBuffer = 0;
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// mMesh = 0;
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// mSubMesh = 0;
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// mMaxVertexCount = 0;
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// mVertexCount = 0;
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// mMeshProcessed = false;
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// mAllVerticesProcessed = false;
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// mSubMeshNumber = 0;
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//
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// if (!mBuffer.isNull())
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// {
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// if (mBuffer->isLocked())
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// {
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// mBuffer->unlock();
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// }
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// mBuffer.setNull();
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// }
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_loadMesh ()
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//{
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// Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().load(mMeshName,
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//Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); mMesh = mesh.getPointer(); mMeshProcessed = false;
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//
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// if (mMesh->getNumSubMeshes() > 0)
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// {
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// mSubMesh = mMesh->getSubMesh(0);
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// }
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// else
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// {
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// mSubMesh = 0;
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// }
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_generatePoints ()
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//{
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// if (mAllVerticesProcessed)
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// {
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// return;
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// }
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//
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// if (!mMesh && mMeshName != StringUtil::BLANK)
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// {
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// _loadMesh();
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// }
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//
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// // At least process the vertices of the mesh itself and then all its submeshes
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// if (!mMeshProcessed)
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// {
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// _generatePointsFromMesh();
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// }
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// else
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// {
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// if (mSubMesh && !mSubMesh->useSharedVertices)
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// {
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// _generatePointsFromSubMesh();
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// }
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// }
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//
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// if (mVertexCount > 0 && mVertexCount >= mMaxVertexCount)
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// {
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// // The vertices of 1 mesh/subMesh are processed. Determine whether more submeshes need to
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// // be processed.
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// mBuffer->unlock();
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// mBuffer.setNull();
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// mVertexCount = 0;
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// mMaxVertexCount = 0;
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// mVertexData = 0;
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// mVertexBuffer = 0;
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// mSubMeshNumber++;
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// if (mSubMeshNumber >= mMesh->getNumSubMeshes())
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// {
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// mAllVerticesProcessed = true;
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// }
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// else
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// {
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// mSubMesh = mMesh->getSubMesh(mSubMeshNumber);
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// }
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// }
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_generatePointsFromMesh ()
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//{
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// if (mMaxVertexCount == 0 && mMesh)
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// {
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// mVertexData = mMesh->sharedVertexData;
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// if (!mVertexData)
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// {
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// mMeshProcessed = true;
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// return;
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// }
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// _fillVertexBuffer();
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// }
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//
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// _generatePointsFromVertexBuffer();
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// if (mVertexCount >= mMaxVertexCount)
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// {
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// mMeshProcessed = true;
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// }
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_generatePointsFromSubMesh ()
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//{
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// if (mMaxVertexCount == 0 && mSubMesh)
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// {
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// mVertexData = mSubMesh->vertexData;
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// if (!mVertexData)
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// {
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// return;
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// }
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// _fillVertexBuffer();
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// }
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//
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// _generatePointsFromVertexBuffer();
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_fillVertexBuffer()
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//{
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// mVertexCount = 0;
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// mMaxVertexCount = mVertexData->vertexCount - mStep;
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// mPositionElement = mVertexData->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);
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// mBuffer = mVertexData->vertexBufferBinding->getBuffer(mPositionElement->getSource());
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// mVertexSize = mBuffer->getVertexSize();
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// mVertexBuffer = static_cast<unsigned char*>(mBuffer->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
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// }
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////-----------------------------------------------------------------------
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// void Particle3DVertexEmitter::_generatePointsFromVertexBuffer()
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//{
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// if (mMaxVertexCount > 1)
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// {
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// float* pReal;
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// mPositionElement->baseVertexPointerToElement(mVertexBuffer, &pReal);
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// Vec3 v1(pReal[0], pReal[1], pReal[2]);
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// mVertexBuffer += mStep * mVertexSize; // No validation; assume that it doesn't exceed.
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// mPositionElement->baseVertexPointerToElement(mVertexBuffer, &pReal);
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// Vec3 v2(pReal[0], pReal[1], pReal[2]);
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// _generatePoints (v1, v2);
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// mVertexCount += mStep;
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// }
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2021-12-25 10:04:45 +08:00
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// }
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2019-11-23 20:27:39 +08:00
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////-----------------------------------------------------------------------
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2021-12-25 10:04:45 +08:00
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// void Particle3DVertexEmitter::_generatePoints (const Vec3& startVector,
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2019-11-23 20:27:39 +08:00
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// const Vec3& endVector,
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// float lengthIncrement)
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//{
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// /* Two possible ways of generating spawn points.
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// 1. Generate (mSegments + 2) Vectors (including start and end vector), equally distributed.
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// 2. Generate number of Vectors depending on the length between startVector and endVector. The
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// longer the length, the more vectors are generated.
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//
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// The distribution of the spawn points in the list is as followed.
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// first iteration p1, 3 points:
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// - p1.3, p1.2, p1.1
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// second iteration, p2, 4 points:
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// - p2.4, p1.3, p2.3, p1.2, p2.2, p1.1, p2.1
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// second iteration, p3, 3 points:
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// - p3.3, p2.4, p3.2, p1.3, p3.1, p2.3, p1.2, p2.2, p1.1, p2.1
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// @remarks
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// Use objectspace for the vectors and only transform as soon as a particle is emitted.
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// */
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// std::list<Vec3>::iterator iterator = mSpawnPositionList.end();
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// Vec3 start = startVector;
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// if (lengthIncrement > 0.0f)
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// {
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// // Determine number of dividers, based on the length increment
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// mSegments = (unsigned short)(((endVector - startVector).length()) / lengthIncrement - 1);
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// }
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2021-12-25 10:04:45 +08:00
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// Vec3 increment = (endVector - startVector) / mSegments;
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//
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2019-11-23 20:27:39 +08:00
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// for (unsigned short i = 0; i <= mSegments; i++)
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// {
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// mSpawnPositionList.insert (iterator, start);
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// start += increment;
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// iterator--;
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// if (iterator != mSpawnPositionList.begin())
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// iterator--;
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// }
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2021-12-25 10:04:45 +08:00
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// }
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2019-11-23 20:27:39 +08:00
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NS_CC_END
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