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/*
* Copyright ( C ) 2009 Matt Oswald
* Copyright ( c ) 2009 - 2010 Ricardo Quesada
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* Copyright ( c ) 2010 - 2012 cocos2d - x . org
* Copyright ( c ) 2011 Zynga Inc .
* Copyright ( c ) 2011 Marco Tillemans
* Copyright ( c ) 2013 - 2014 Chukong Technologies Inc .
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*
* http : //www.cocos2d-x.org
*
* Permission is hereby granted , free of charge , to any person obtaining a copy
* of this software and associated documentation files ( the " Software " ) , to deal
* in the Software without restriction , including without limitation the rights
* to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
* copies of the Software , and to permit persons to whom the Software is
* furnished to do so , subject to the following conditions :
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software .
*
* THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
* IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
* LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE .
*
*/
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# include "2d/CCParticleBatchNode.h"
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# include "renderer/CCTextureAtlas.h"
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# include "2d/CCGrid.h"
# include "2d/CCParticleSystem.h"
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# include "platform/CCFileUtils.h"
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# include "base/CCProfiling.h"
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# include "base/ccConfig.h"
# include "base/ccMacros.h"
# include "base/base64.h"
# include "base/ZipUtils.h"
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# include "renderer/CCTextureCache.h"
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# include "renderer/CCGLProgramState.h"
# include "renderer/CCGLProgram.h"
# include "renderer/ccGLStateCache.h"
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# include "renderer/CCQuadCommand.h"
# include "renderer/CCRenderer.h"
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NS_CC_BEGIN
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ParticleBatchNode : : ParticleBatchNode ( )
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: _textureAtlas ( nullptr )
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{
}
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ParticleBatchNode : : ~ ParticleBatchNode ( )
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{
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CC_SAFE_RELEASE ( _textureAtlas ) ;
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}
/*
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* creation with Texture2D
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*/
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ParticleBatchNode * ParticleBatchNode : : createWithTexture ( Texture2D * tex , int capacity /* = kParticleDefaultCapacity*/ )
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{
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ParticleBatchNode * p = new ParticleBatchNode ( ) ;
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if ( p & & p - > initWithTexture ( tex , capacity ) )
{
p - > autorelease ( ) ;
return p ;
}
CC_SAFE_DELETE ( p ) ;
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return nullptr ;
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}
/*
* creation with File Image
*/
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ParticleBatchNode * ParticleBatchNode : : create ( const std : : string & imageFile , int capacity /* = kParticleDefaultCapacity*/ )
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{
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ParticleBatchNode * p = new ParticleBatchNode ( ) ;
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if ( p & & p - > initWithFile ( imageFile , capacity ) )
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{
p - > autorelease ( ) ;
return p ;
}
CC_SAFE_DELETE ( p ) ;
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return nullptr ;
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}
/*
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* init with Texture2D
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*/
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bool ParticleBatchNode : : initWithTexture ( Texture2D * tex , int capacity )
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{
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_textureAtlas = new TextureAtlas ( ) ;
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_textureAtlas - > initWithTexture ( tex , capacity ) ;
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_children . reserve ( capacity ) ;
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_blendFunc = BlendFunc : : ALPHA_PREMULTIPLIED ;
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setGLProgramState ( GLProgramState : : getOrCreateWithGLProgramName ( GLProgram : : SHADER_NAME_POSITION_TEXTURE_COLOR ) ) ;
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return true ;
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}
/*
* init with FileImage
*/
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bool ParticleBatchNode : : initWithFile ( const std : : string & fileImage , int capacity )
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{
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Texture2D * tex = Director : : getInstance ( ) - > getTextureCache ( ) - > addImage ( fileImage ) ;
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return initWithTexture ( tex , capacity ) ;
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}
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// ParticleBatchNode - composition
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// override visit.
// Don't call visit on it's children
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void ParticleBatchNode : : visit ( Renderer * renderer , const Mat4 & parentTransform , uint32_t parentFlags )
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{
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// CAREFUL:
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// This visit is almost identical to Node#visit
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// with the exception that it doesn't call visit on it's children
//
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// The alternative is to have a void Sprite#visit, but
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// although this is less maintainable, is faster
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//
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if ( ! _visible )
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{
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return ;
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}
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uint32_t flags = processParentFlags ( parentTransform , parentFlags ) ;
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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Director * director = Director : : getInstance ( ) ;
director - > pushMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_MODELVIEW ) ;
director - > loadMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_MODELVIEW , _modelViewTransform ) ;
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draw ( renderer , _modelViewTransform , flags ) ;
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director - > popMatrix ( MATRIX_STACK_TYPE : : MATRIX_STACK_MODELVIEW ) ;
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}
// override addChild:
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void ParticleBatchNode : : addChild ( Node * aChild , int zOrder , int tag )
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{
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CCASSERT ( aChild ! = nullptr , " Argument must be non-nullptr " ) ;
CCASSERT ( dynamic_cast < ParticleSystem * > ( aChild ) ! = nullptr , " CCParticleBatchNode only supports QuadParticleSystems as children " ) ;
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ParticleSystem * child = static_cast < ParticleSystem * > ( aChild ) ;
CCASSERT ( child - > getTexture ( ) - > getName ( ) = = _textureAtlas - > getTexture ( ) - > getName ( ) , " CCParticleSystem is not using the same texture id " ) ;
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// If this is the 1st children, then copy blending function
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if ( _children . empty ( ) )
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{
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setBlendFunc ( child - > getBlendFunc ( ) ) ;
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}
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CCASSERT ( _blendFunc . src = = child - > getBlendFunc ( ) . src & & _blendFunc . dst = = child - > getBlendFunc ( ) . dst , " Can't add a ParticleSystem that uses a different blending function " ) ;
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//no lazy sorting, so don't call super addChild, call helper instead
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auto pos = addChildHelper ( child , zOrder , tag ) ;
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//get new atlasIndex
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int atlasIndex = 0 ;
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if ( pos ! = 0 )
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{
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ParticleSystem * p = static_cast < ParticleSystem * > ( _children . at ( pos - 1 ) ) ;
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atlasIndex = p - > getAtlasIndex ( ) + p - > getTotalParticles ( ) ;
}
else
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{
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atlasIndex = 0 ;
}
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insertChild ( child , atlasIndex ) ;
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// update quad info
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child - > setBatchNode ( this ) ;
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}
// don't use lazy sorting, reordering the particle systems quads afterwards would be too complex
// XXX research whether lazy sorting + freeing current quads and calloc a new block with size of capacity would be faster
// XXX or possibly using vertexZ for reordering, that would be fastest
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// this helper is almost equivalent to Node's addChild, but doesn't make use of the lazy sorting
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int ParticleBatchNode : : addChildHelper ( ParticleSystem * child , int z , int aTag )
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{
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CCASSERT ( child ! = nullptr , " Argument must be non-nil " ) ;
CCASSERT ( child - > getParent ( ) = = nullptr , " child already added. It can't be added again " ) ;
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_children . reserve ( 4 ) ;
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//don't use a lazy insert
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auto pos = searchNewPositionInChildrenForZ ( z ) ;
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_children . insert ( pos , child ) ;
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child - > setTag ( aTag ) ;
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child - > _setLocalZOrder ( z ) ;
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child - > setParent ( this ) ;
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if ( _running )
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{
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child - > onEnter ( ) ;
child - > onEnterTransitionDidFinish ( ) ;
}
return pos ;
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}
// Reorder will be done in this function, no "lazy" reorder to particles
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void ParticleBatchNode : : reorderChild ( Node * aChild , int zOrder )
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{
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CCASSERT ( aChild ! = nullptr , " Child must be non-nullptr " ) ;
CCASSERT ( dynamic_cast < ParticleSystem * > ( aChild ) ! = nullptr , " CCParticleBatchNode only supports QuadParticleSystems as children " ) ;
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CCASSERT ( _children . contains ( aChild ) , " Child doesn't belong to batch " ) ;
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ParticleSystem * child = static_cast < ParticleSystem * > ( aChild ) ;
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if ( zOrder = = child - > getLocalZOrder ( ) )
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{
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return ;
}
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// no reordering if only 1 child
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if ( ! _children . empty ( ) )
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{
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int newIndex = 0 , oldIndex = 0 ;
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getCurrentIndex ( & oldIndex , & newIndex , child , zOrder ) ;
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if ( oldIndex ! = newIndex )
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{
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// reorder _children->array
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child - > retain ( ) ;
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_children . erase ( oldIndex ) ;
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_children . insert ( newIndex , child ) ;
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child - > release ( ) ;
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// save old altasIndex
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int oldAtlasIndex = child - > getAtlasIndex ( ) ;
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// update atlas index
updateAllAtlasIndexes ( ) ;
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// Find new AtlasIndex
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int newAtlasIndex = 0 ;
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for ( int i = 0 ; i < _children . size ( ) ; i + + )
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{
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ParticleSystem * node = static_cast < ParticleSystem * > ( _children . at ( i ) ) ;
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if ( node = = child )
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{
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newAtlasIndex = child - > getAtlasIndex ( ) ;
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break ;
}
}
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// reorder textureAtlas quads
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_textureAtlas - > moveQuadsFromIndex ( oldAtlasIndex , child - > getTotalParticles ( ) , newAtlasIndex ) ;
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child - > updateWithNoTime ( ) ;
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}
}
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child - > _setLocalZOrder ( zOrder ) ;
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}
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void ParticleBatchNode : : getCurrentIndex ( int * oldIndex , int * newIndex , Node * child , int z )
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{
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bool foundCurrentIdx = false ;
bool foundNewIdx = false ;
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int minusOne = 0 ;
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auto count = _children . size ( ) ;
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for ( int i = 0 ; i < count ; i + + )
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{
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Node * pNode = _children . at ( i ) ;
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// new index
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if ( pNode - > getLocalZOrder ( ) > z & & ! foundNewIdx )
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{
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* newIndex = i ;
foundNewIdx = true ;
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if ( foundCurrentIdx & & foundNewIdx )
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{
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break ;
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}
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}
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// current index
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if ( child = = pNode )
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{
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* oldIndex = i ;
foundCurrentIdx = true ;
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if ( ! foundNewIdx )
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{
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minusOne = - 1 ;
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}
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if ( foundCurrentIdx & & foundNewIdx )
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{
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break ;
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}
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}
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}
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if ( ! foundNewIdx )
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{
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* newIndex = static_cast < int > ( count ) ;
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}
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* newIndex + = minusOne ;
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}
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int ParticleBatchNode : : searchNewPositionInChildrenForZ ( int z )
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{
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auto count = _children . size ( ) ;
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for ( int i = 0 ; i < count ; i + + )
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{
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Node * child = _children . at ( i ) ;
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if ( child - > getLocalZOrder ( ) > z )
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{
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return i ;
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}
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}
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return static_cast < int > ( count ) ;
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}
// override removeChild:
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void ParticleBatchNode : : removeChild ( Node * aChild , bool cleanup )
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{
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// explicit nil handling
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if ( aChild = = nullptr )
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return ;
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CCASSERT ( dynamic_cast < ParticleSystem * > ( aChild ) ! = nullptr , " CCParticleBatchNode only supports QuadParticleSystems as children " ) ;
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CCASSERT ( _children . contains ( aChild ) , " CCParticleBatchNode doesn't contain the sprite. Can't remove it " ) ;
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ParticleSystem * child = static_cast < ParticleSystem * > ( aChild ) ;
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// remove child helper
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_textureAtlas - > removeQuadsAtIndex ( child - > getAtlasIndex ( ) , child - > getTotalParticles ( ) ) ;
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// after memmove of data, empty the quads at the end of array
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_textureAtlas - > fillWithEmptyQuadsFromIndex ( _textureAtlas - > getTotalQuads ( ) , child - > getTotalParticles ( ) ) ;
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// particle could be reused for self rendering
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child - > setBatchNode ( nullptr ) ;
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Node : : removeChild ( child , cleanup ) ;
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updateAllAtlasIndexes ( ) ;
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}
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void ParticleBatchNode : : removeChildAtIndex ( int index , bool doCleanup )
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{
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removeChild ( _children . at ( index ) , doCleanup ) ;
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}
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void ParticleBatchNode : : removeAllChildrenWithCleanup ( bool doCleanup )
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{
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for ( const auto & child : _children )
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static_cast < ParticleSystem * > ( child ) - > setBatchNode ( nullptr ) ;
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Node : : removeAllChildrenWithCleanup ( doCleanup ) ;
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_textureAtlas - > removeAllQuads ( ) ;
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}
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void ParticleBatchNode : : draw ( Renderer * renderer , const Mat4 & transform , uint32_t flags )
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{
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CC_PROFILER_START ( " CCParticleBatchNode - draw " ) ;
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if ( _textureAtlas - > getTotalQuads ( ) = = 0 )
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{
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return ;
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}
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_batchCommand . init (
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_globalZOrder ,
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getGLProgram ( ) ,
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_blendFunc ,
_textureAtlas ,
_modelViewTransform ) ;
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renderer - > addCommand ( & _batchCommand ) ;
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CC_PROFILER_STOP ( " CCParticleBatchNode - draw " ) ;
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}
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void ParticleBatchNode : : increaseAtlasCapacityTo ( ssize_t quantity )
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{
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CCLOG ( " cocos2d: ParticleBatchNode: resizing TextureAtlas capacity from [%lu] to [%lu]. " ,
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( long ) _textureAtlas - > getCapacity ( ) ,
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( long ) quantity ) ;
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if ( ! _textureAtlas - > resizeCapacity ( quantity ) ) {
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// serious problems
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CCLOGWARN ( " cocos2d: WARNING: Not enough memory to resize the atlas " ) ;
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CCASSERT ( false , " XXX: ParticleBatchNode #increaseAtlasCapacity SHALL handle this assert " ) ;
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}
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}
//sets a 0'd quad into the quads array
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void ParticleBatchNode : : disableParticle ( int particleIndex )
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{
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V3F_C4B_T2F_Quad * quad = & ( ( _textureAtlas - > getQuads ( ) ) [ particleIndex ] ) ;
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quad - > br . vertices . x = quad - > br . vertices . y = quad - > tr . vertices . x = quad - > tr . vertices . y = quad - > tl . vertices . x = quad - > tl . vertices . y = quad - > bl . vertices . x = quad - > bl . vertices . y = 0.0f ;
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}
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// ParticleBatchNode - add / remove / reorder helper methods
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// add child helper
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void ParticleBatchNode : : insertChild ( ParticleSystem * system , int index )
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{
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system - > setAtlasIndex ( index ) ;
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if ( _textureAtlas - > getTotalQuads ( ) + system - > getTotalParticles ( ) > _textureAtlas - > getCapacity ( ) )
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{
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increaseAtlasCapacityTo ( _textureAtlas - > getTotalQuads ( ) + system - > getTotalParticles ( ) ) ;
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// after a realloc empty quads of textureAtlas can be filled with gibberish (realloc doesn't perform calloc), insert empty quads to prevent it
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_textureAtlas - > fillWithEmptyQuadsFromIndex ( _textureAtlas - > getCapacity ( ) - system - > getTotalParticles ( ) , system - > getTotalParticles ( ) ) ;
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}
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// make room for quads, not necessary for last child
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if ( system - > getAtlasIndex ( ) + system - > getTotalParticles ( ) ! = _textureAtlas - > getTotalQuads ( ) )
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{
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_textureAtlas - > moveQuadsFromIndex ( index , index + system - > getTotalParticles ( ) ) ;
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}
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// increase totalParticles here for new particles, update method of particle-system will fill the quads
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_textureAtlas - > increaseTotalQuadsWith ( system - > getTotalParticles ( ) ) ;
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updateAllAtlasIndexes ( ) ;
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}
//rebuild atlas indexes
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void ParticleBatchNode : : updateAllAtlasIndexes ( )
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{
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int index = 0 ;
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for ( const auto & child : _children ) {
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ParticleSystem * partiSys = static_cast < ParticleSystem * > ( child ) ;
partiSys - > setAtlasIndex ( index ) ;
index + = partiSys - > getTotalParticles ( ) ;
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}
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}
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// ParticleBatchNode - CocosNodeTexture protocol
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void ParticleBatchNode : : updateBlendFunc ( )
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{
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if ( ! _textureAtlas - > getTexture ( ) - > hasPremultipliedAlpha ( ) )
_blendFunc = BlendFunc : : ALPHA_NON_PREMULTIPLIED ;
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}
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void ParticleBatchNode : : setTexture ( Texture2D * texture )
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{
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_textureAtlas - > setTexture ( texture ) ;
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// If the new texture has No premultiplied alpha, AND the blendFunc hasn't been changed, then update it
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if ( texture & & ! texture - > hasPremultipliedAlpha ( ) & & ( _blendFunc . src = = CC_BLEND_SRC & & _blendFunc . dst = = CC_BLEND_DST ) )
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{
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_blendFunc = BlendFunc : : ALPHA_NON_PREMULTIPLIED ;
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}
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}
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Texture2D * ParticleBatchNode : : getTexture ( ) const
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{
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return _textureAtlas - > getTexture ( ) ;
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}
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void ParticleBatchNode : : setBlendFunc ( const BlendFunc & blendFunc )
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{
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_blendFunc = blendFunc ;
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}
// returns the blending function used for the texture
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const BlendFunc & ParticleBatchNode : : getBlendFunc ( ) const
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{
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return _blendFunc ;
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}
NS_CC_END