mirror of https://github.com/axmolengine/axmol.git
93 lines
3.3 KiB
C
93 lines
3.3 KiB
C
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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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_PARTICLE_SYSTEM_POINT_MOBILE_H__
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#define __CC_PARTICLE_SYSTEM_POINT_MOBILE_H__
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/*#include "Availability.h"*/
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#include "CCParticleSystem.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_QNX)
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#include "CCParticleSystemQuad.h"
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#endif
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namespace cocos2d {
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#define CC_MAX_PARTICLE_SIZE 64
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/** @brief CCParticleSystemPoint is a subclass of CCParticleSystem
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Attributes of a Particle System:
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* All the attributes of Particle System
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Features:
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* consumes small memory: uses 1 vertex (x,y) per particle, no need to assign tex coordinates
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* size can't be bigger than 64
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* the system can't be scaled since the particles are rendered using GL_POINT_SPRITE
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Limitations:
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* On 3rd gen iPhone devices and iPads, this node performs MUCH slower than CCParticleSystemQuad.
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*/
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_QNX)
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class CC_DLL CCParticleSystemPoint : public CCParticleSystemQuad{
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//nothing to do
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};
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#else
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class CC_DLL CCParticleSystemPoint : public CCParticleSystem
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{
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public:
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CCParticleSystemPoint()
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:m_pVertices(NULL)
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{}
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virtual ~CCParticleSystemPoint();
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/** creates an initializes a CCParticleSystemPoint from a plist file.
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This plist files can be creted manually or with Particle Designer:
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*/
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static CCParticleSystemPoint * particleWithFile(const char *plistFile);
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// super methods
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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virtual void updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition);
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virtual void postStep();
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virtual void draw();
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virtual void setStartSpin(float var);
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virtual void setStartSpinVar(float var);
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virtual void setEndSpin(float var);
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virtual void setEndSpinVar(float var);
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virtual void setStartSize(float var);
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virtual void setEndSize(float var);
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protected:
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//! Array of (x,y,size)
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ccPointSprite *m_pVertices;
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//! vertices buffer id
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# if CC_USES_VBO
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GLuint m_uVerticesID;
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#endif
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};
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#endif
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}// namespace cocos2d
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#endif //__CC_PARTICLE_SYSTEM_POINT_MOBILE_H__
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