2015-02-11 18:14:22 +08:00
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/****************************************************************************
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2015-02-12 16:09:08 +08:00
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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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#include "CCPUParticle3DBaseCollider.h"
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2015-02-13 16:57:00 +08:00
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
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2015-02-11 18:14:22 +08:00
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NS_CC_BEGIN
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// Constants
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const float PUParticle3DBaseCollider::DEFAULT_BOUNCYNESS = 1.0f;
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const float PUParticle3DBaseCollider::DEFAULT_FRICTION = 0.0f;
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const PUParticle3DBaseCollider::IntersectionType PUParticle3DBaseCollider::DEFAULT_INTERSECTION_TYPE = PUParticle3DBaseCollider::IT_POINT;
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const PUParticle3DBaseCollider::CollisionType PUParticle3DBaseCollider::DEFAULT_COLLISION_TYPE = PUParticle3DBaseCollider::CT_BOUNCE;
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//-----------------------------------------------------------------------
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PUParticle3DBaseCollider::PUParticle3DBaseCollider()
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: PUParticle3DAffector()
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, _bouncyness(DEFAULT_BOUNCYNESS)
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, _friction(DEFAULT_FRICTION)
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, _intersectionType(DEFAULT_INTERSECTION_TYPE)
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, _collisionType(DEFAULT_COLLISION_TYPE)
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, _velocityScale(1.0f)
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{
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}
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PUParticle3DBaseCollider::~PUParticle3DBaseCollider()
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{
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}
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const PUParticle3DBaseCollider::IntersectionType PUParticle3DBaseCollider::getIntersectionType() const
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{
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return _intersectionType;
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}
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void PUParticle3DBaseCollider::setIntersectionType( const IntersectionType& intersectionType )
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{
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_intersectionType = intersectionType;
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}
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const PUParticle3DBaseCollider::CollisionType PUParticle3DBaseCollider::getCollisionType() const
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{
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return _collisionType;
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}
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void PUParticle3DBaseCollider::setCollisionType( const CollisionType& collisionType )
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{
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_collisionType = collisionType;
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}
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const float PUParticle3DBaseCollider::getFriction() const
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{
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return _friction;
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}
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void PUParticle3DBaseCollider::setFriction( const float friction )
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{
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_friction = friction;
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}
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const float PUParticle3DBaseCollider::getBouncyness() const
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{
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return _bouncyness;
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}
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void PUParticle3DBaseCollider::setBouncyness( const float bouncyness )
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{
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_bouncyness = bouncyness;
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}
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void PUParticle3DBaseCollider::populateAlignedBox( AABB& box, const Vec3& position, const float width, const float height, const float depth )
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{
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float halfWidth = 0.5f * width;
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float halfHeight = 0.5f * height;
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float halfDepth = 0.5f * depth;
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box.set(Vec3(position.x - halfWidth,
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position.y - halfHeight,
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position.z - halfDepth),
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Vec3(position.x + halfWidth,
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position.y + halfHeight,
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position.z + halfDepth));
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}
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void PUParticle3DBaseCollider::calculateRotationSpeedAfterCollision( PUParticle3D* particle )
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{
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float signedFriction = CCRANDOM_0_1() > 0.5 ? -(_friction - 1) : (_friction - 1);
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particle->rotationSpeed *= signedFriction;
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particle->zRotationSpeed *= signedFriction;
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}
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void PUParticle3DBaseCollider::preUpdateAffector( float deltaTime )
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{
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// Take scaled velocity into account
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_velocityScale = deltaTime * (static_cast<PUParticleSystem3D *>(_particleSystem))->getParticleSystemScaleVelocity();
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}
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NS_CC_END
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