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/****************************************************************************
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2015-03-02 16:05:26 +08:00
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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2018-01-29 16:25:32 +08:00
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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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2022-08-08 18:02:17 +08:00
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https://axys1.github.io/
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2021-12-25 10:04:45 +08:00
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2015-02-11 18:14:22 +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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2015-02-11 18:14:22 +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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2015-02-11 18:14:22 +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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2015-03-05 13:24:06 +08:00
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#include "CCPUVortexAffector.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_AX_BEGIN
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// Constants
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const Vec3 PUVortexAffector::DEFAULT_ROTATION_VECTOR(0, 0, 0);
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const float PUVortexAffector::DEFAULT_ROTATION_SPEED = 1.0f;
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//-----------------------------------------------------------------------
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PUVortexAffector::PUVortexAffector() : PUAffector(), _rotationVector(DEFAULT_ROTATION_VECTOR)
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{
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_dynRotationSpeed = new PUDynamicAttributeFixed();
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(static_cast<PUDynamicAttributeFixed*>(_dynRotationSpeed))->setValue(DEFAULT_ROTATION_SPEED);
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}
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//-----------------------------------------------------------------------
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PUVortexAffector::~PUVortexAffector()
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{
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if (_dynRotationSpeed)
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{
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AX_SAFE_DELETE(_dynRotationSpeed);
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}
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}
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//-----------------------------------------------------------------------
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const Vec3& PUVortexAffector::getRotationVector() const
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{
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return _rotationVector;
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}
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//-----------------------------------------------------------------------
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void PUVortexAffector::setRotationVector(const Vec3& rotationVector)
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{
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_rotationVector = rotationVector;
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}
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//-----------------------------------------------------------------------
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PUDynamicAttribute* PUVortexAffector::getRotationSpeed() const
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{
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return _dynRotationSpeed;
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}
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//-----------------------------------------------------------------------
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void PUVortexAffector::setRotationSpeed(PUDynamicAttribute* dynRotationSpeed)
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{
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if (_dynRotationSpeed)
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AX_SAFE_DELETE(_dynRotationSpeed);
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_dynRotationSpeed = dynRotationSpeed;
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}
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//-----------------------------------------------------------------------
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float PUVortexAffector::calculateRotationSpeed()
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{
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return float(_dynamicAttributeHelper.calculate(
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_dynRotationSpeed, (static_cast<PUParticleSystem3D*>(_particleSystem))->getTimeElapsedSinceStart()));
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}
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//-----------------------------------------------------------------------
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void PUVortexAffector::updatePUAffector(PUParticle3D* particle, float /*deltaTime*/)
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{
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// for (auto&& iter : _particleSystem->getParticles())
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{
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// PUParticle3D *particle = iter;
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// Explicitly check on 'freezed', because it passes the techniques' validation.
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if (particle->isFreezed())
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return;
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// Rotate position, direction and orientation (visible particle only) and compensate for the affector position
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// Also take the affect specialisation into account
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Mat4 rotMat;
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Mat4::createRotation(_rotation, &rotMat);
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Vec3 local = particle->position - _derivedPosition;
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particle->position = _derivedPosition + rotMat * local;
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particle->direction = rotMat * particle->direction;
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particle->orientation = _rotation * particle->orientation;
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}
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}
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void PUVortexAffector::preUpdateAffector(float deltaTime)
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{
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PUParticleSystem3D* sys = static_cast<PUParticleSystem3D*>(_particleSystem);
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if (sys)
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{
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Mat4 rotMat;
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Mat4::createRotation(sys->getDerivedOrientation(), &rotMat);
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_rotation.set(rotMat * _rotationVector, float(calculateRotationSpeed() * deltaTime));
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}
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else
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{
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_rotation.set(_rotationVector, float(calculateRotationSpeed() * deltaTime));
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}
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getDerivedPosition();
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}
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PUVortexAffector* PUVortexAffector::create()
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{
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auto pvf = new PUVortexAffector();
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pvf->autorelease();
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return pvf;
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}
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void PUVortexAffector::copyAttributesTo(PUAffector* affector)
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{
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PUAffector::copyAttributesTo(affector);
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PUVortexAffector* vortexAffector = static_cast<PUVortexAffector*>(affector);
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vortexAffector->_rotation = _rotation;
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vortexAffector->_rotationVector = _rotationVector;
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vortexAffector->setRotationSpeed(getRotationSpeed()->clone());
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}
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NS_AX_END
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