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 "CCPUParticle3DSphereCollider.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 PUParticle3DSphereCollider::DEFAULT_RADIUS = 100.0f;
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//-----------------------------------------------------------------------
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PUParticle3DSphereCollider::PUParticle3DSphereCollider(void) :
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PUParticle3DBaseCollider(),
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_predictedPosition(Vec3::ZERO),
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_radius(DEFAULT_RADIUS),
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_innerCollision(false)
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{
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}
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PUParticle3DSphereCollider::~PUParticle3DSphereCollider( void )
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{
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}
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//-----------------------------------------------------------------------
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const float PUParticle3DSphereCollider::getRadius(void) const
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{
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return _radius;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DSphereCollider::setRadius(const float radius)
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{
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_radius = radius;
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_sphere.setRadius(_radius);
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DSphereCollider::isInnerCollision(void) const
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{
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return _innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DSphereCollider::setInnerCollision(bool innerCollision)
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{
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_innerCollision = innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DSphereCollider::calculateDirectionAfterCollision(PUParticle3D* particle, Vec3 distance, float distanceLength)
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{
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switch (_collisionType)
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{
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case PUParticle3DBaseCollider::CT_BOUNCE:
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{
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/** If the particle is on the surface (or just inside the sphere); bounce it
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Make use of formula R = 2 * (-I dot N) * N + I, where
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R = the new direction vector
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I = the old (unit) direction vector before the collision
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N = the Normal at the collision point
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*/
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float directionLength = particle->direction.length();
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particle->direction.normalize();
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distance.normalize();
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particle->direction = 2 * (-particle->direction.dot(distance)) * distance + particle->direction;
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// Adjust to original speed
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particle->direction *= directionLength;
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// Accelerate/slow down, using the bounce value
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particle->direction *= _bouncyness;
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}
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break;
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case PUParticle3DBaseCollider::CT_FLOW:
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{
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/** Reset the position (on the sphere), but keep the direction.
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This doesn't really work good for box-type collisions, because it doesn't take the particle
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dimensions into account.
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*/
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float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius;
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particle->position = _derivedPosition + distance * (scaledRadius / distanceLength);
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}
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break;
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default:
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break;
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}
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}
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void PUParticle3DSphereCollider::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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_predictedPosition = particle->position + _velocityScale * particle->direction;
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bool collision = false;
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Vec3 distance = particle->position - _derivedPosition;
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float distanceLength = distance.length();
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float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius; // Scaling changed in V 1.3.1
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switch(_intersectionType)
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{
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case PUParticle3DBaseCollider::IT_POINT:
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{
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// Validate for a point-sphere intersection
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if (_innerCollision == (distanceLength > scaledRadius))
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{
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// Collision detected (re-position the particle)
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particle->position -= _velocityScale * particle->direction;
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collision = true;
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}
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else
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{
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distance = _predictedPosition - _derivedPosition;
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distanceLength = distance.length();
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if (_innerCollision == (distanceLength > scaledRadius))
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{
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// Collision detected
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collision = true;
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}
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}
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}
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break;
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case PUParticle3DBaseCollider::IT_BOX:
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{
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//// Validate for a box-sphere intersection
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//if (particle->particleType != Particle::PT_VISUAL)
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// break;
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AABB box;
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populateAlignedBox(box,
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particle->position,
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particle->width,
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particle->height,
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particle->depth);
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//FIXME
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//if (_innerCollision != box.intersects(_sphere))
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//{
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// // Collision detected (re-position the particle)
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// particle->position -= _velocityScale * particle->direction;
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// collision = true;
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//}
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//else
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//{
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// AABB box;
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// populateAlignedBox(box,
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// _predictedPosition,
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// particle->width,
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// particle->height,
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// particle->depth);
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// if (_innerCollision != box.intersects(_sphere))
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// {
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// // Collision detected
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// collision = true;
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// }
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//}
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}
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break;
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}
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if (collision)
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{
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calculateDirectionAfterCollision(particle, distance, distanceLength);
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calculateRotationSpeedAfterCollision(particle);
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particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
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}
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}
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}
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void PUParticle3DSphereCollider::preUpdateAffector( float deltaTime )
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{
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// Calculate the affectors' center position.
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_sphere.setCenter(getDerivedPosition());
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}
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PUParticle3DSphereCollider* PUParticle3DSphereCollider::create()
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{
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2015-02-12 16:09:08 +08:00
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auto psc = new (std::nothrow) PUParticle3DSphereCollider();
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2015-02-11 18:14:22 +08:00
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psc->autorelease();
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return psc;
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}
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NS_CC_END
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