2015-02-11 18:14:22 +08:00
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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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Copyright (c) 2015 Chukong Technologies Inc.
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2015-02-11 18:14:22 +08:00
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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_PU_PARTICLE_3D_FORCE_FIELD_AFFECTOR_H__
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#define __CC_PU_PARTICLE_3D_FORCE_FIELD_AFFECTOR_H__
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2015-03-05 13:24:06 +08:00
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#include "extensions/Particle3D/PU/CCPUAffector.h"
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#include "extensions/Particle3D/PU/CCPUForceField.h"
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NS_CC_BEGIN
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2015-03-05 13:24:06 +08:00
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class CC_DLL PUForceFieldAffector : public PUAffector
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{
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public:
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// Constants
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static const PUForceField::ForceFieldType DEFAULT_FORCEFIELD_TYPE;
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static const float DEFAULT_DELTA;
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static const float DEFAULT_FORCE;
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static const unsigned short DEFAULT_OCTAVES;
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static const double DEFAULT_FREQUENCY;
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static const double DEFAULT_AMPLITUDE;
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static const double DEFAULT_PERSISTENCE;
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static const unsigned int DEFAULT_FORCEFIELDSIZE;
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static const Vec3 DEFAULT_WORLDSIZE;
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static const Vec3 DEFAULT_MOVEMENT;
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static const float DEFAULT_MOVEMENT_FREQUENCY;
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static PUForceFieldAffector* create();
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virtual void notifyStart() override;
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virtual void preUpdateAffector(float deltaTime) override;
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virtual void updatePUAffector(PUParticle3D *particle, float deltaTime) override;
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virtual void prepare() override;
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/** Get/Set Forcefield type
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*/
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const PUForceField::ForceFieldType getForceFieldType(void) const;
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void setForceFieldType(const PUForceField::ForceFieldType forceFieldType);
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/** Get/Set Delta
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*/
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float getDelta(void) const;
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void setDelta(float delta);
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/** Get/Set scale Force
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*/
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float getScaleForce(void) const;
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void setScaleForce(float scaleForce);
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/** Get/Set scale Octaves
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*/
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unsigned short getOctaves(void) const;
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void setOctaves(unsigned short octaves);
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/** Get/Set scale Frequency
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*/
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double getFrequency(void) const;
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void setFrequency(double frequency);
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/** Get/Set scale Amplitude
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*/
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double getAmplitude(void) const;
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void setAmplitude(double amplitude);
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/** Get/Set scale Persistence
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*/
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double getPersistence(void) const;
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void setPersistence(double persistence);
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/** Get/Set scale ForceFieldSize
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*/
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unsigned int getForceFieldSize(void) const;
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void setForceFieldSize(unsigned int forceFieldSize);
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/** Get/Set scale worldSize
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*/
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Vec3 getWorldSize(void) const;
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void setWorldSize(const Vec3& worldSize);
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/** Get/Set scale flip attributes
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*/
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bool getIgnoreNegativeX(void) const;
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void setIgnoreNegativeX(bool ignoreNegativeX);
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bool getIgnoreNegativeY(void) const;
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void setIgnoreNegativeY(bool ignoreNegativeY);
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bool getIgnoreNegativeZ(void) const;
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void setIgnoreNegativeZ(bool ignoreNegativeZ);
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/** Get/Set Movement
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@remarks
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The movement vector determines the position of the movement. This movement is a displacement of the particle position
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mapped to the forcefield.
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*/
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const Vec3& getMovement(void) const;
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void setMovement(const Vec3& movement);
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/** Get/Set Movement frequency
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*/
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float getMovementFrequency(void) const;
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void setMovementFrequency(float movementFrequency);
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/** Suppress (re)generation of the forcefield everytime an attribute is changed.
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*/
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void suppressGeneration(bool suppress);
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virtual void copyAttributesTo (PUAffector* affector);
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CC_CONSTRUCTOR_ACCESS:
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PUForceFieldAffector();
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~PUForceFieldAffector();
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protected:
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PUForceField _forceField; // Local force field
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PUForceField::ForceFieldType _forceFieldType; // Type of force field
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float _delta; // Radius of particle position
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Vec3 _force; // Force value that is used to calculate the force and reused for all particles
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float _scaleForce; // Scaling factor used in calculation of the direction vector of the particle
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unsigned short _octaves; // Used in noise generation
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double _frequency; // Used in noise generation
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double _amplitude; // Used in noise generation
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double _persistence; // Used in noise generation
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unsigned int _forceFieldSize; // The real size of the force field (is a unit cube in case of a 'realtime' force field type
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Vec3 _worldSize; // Size of the force field in world coordinates (can be non-cubic)
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bool _prepared; // Determines whether the force field is generated
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bool _ignoreNegativeX; // X-force is never negative
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bool _ignoreNegativeY; // Y-force is never negative
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bool _ignoreNegativeZ; // Z-force is never negative
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Vec3 _movement; // The direction to which the forcefield moves
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bool _movementSet; // Is true if the movement is set
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float _movementFrequency; // Speed of movement
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float _movementFrequencyCount;
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Vec3 _displacement;
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Vec3 _basePosition;
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bool _suppressGeneration; // Prevents re-generation of the complete forcefield after a change.
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};
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NS_CC_END
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#endif
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