mirror of https://github.com/axmolengine/axmol.git
324 lines
11 KiB
C++
324 lines
11 KiB
C++
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies 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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#include "CCPUParticle3DForceFieldAffector.h"
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#include "3dparticle/ParticleUniverse/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
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//-----------------------------------------------------------------------
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// Constants
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const PUForceField::ForceFieldType PUParticle3DForceFieldAffector::DEFAULT_FORCEFIELD_TYPE = PUForceField::FF_REALTIME_CALC;
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const float PUParticle3DForceFieldAffector::DEFAULT_DELTA = 1.0f;
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const float PUParticle3DForceFieldAffector::DEFAULT_FORCE = 400.0f;
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const unsigned short PUParticle3DForceFieldAffector::DEFAULT_OCTAVES = 2;
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const double PUParticle3DForceFieldAffector::DEFAULT_FREQUENCY = 1.0f;
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const double PUParticle3DForceFieldAffector::DEFAULT_AMPLITUDE = 1.0f;
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const double PUParticle3DForceFieldAffector::DEFAULT_PERSISTENCE = 3.0f;
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const unsigned int PUParticle3DForceFieldAffector::DEFAULT_FORCEFIELDSIZE = 64;
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const Vec3 PUParticle3DForceFieldAffector::DEFAULT_WORLDSIZE = Vec3(500.0f, 500.0f, 500.0f);
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const Vec3 PUParticle3DForceFieldAffector::DEFAULT_MOVEMENT = Vec3(500.0f, 0.0f, 0.0f);
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const float PUParticle3DForceFieldAffector::DEFAULT_MOVEMENT_FREQUENCY = 5.0f;
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//-----------------------------------------------------------------------
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PUParticle3DForceFieldAffector::PUParticle3DForceFieldAffector() :
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_forceFieldType(PUForceField::FF_REALTIME_CALC),
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_delta(DEFAULT_DELTA),
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_force(Vec3::ZERO),
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_scaleForce(DEFAULT_FORCE),
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_octaves(DEFAULT_OCTAVES),
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_frequency(DEFAULT_FREQUENCY),
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_amplitude(DEFAULT_AMPLITUDE),
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_persistence(DEFAULT_PERSISTENCE),
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_forceFieldSize(DEFAULT_FORCEFIELDSIZE),
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_worldSize(DEFAULT_WORLDSIZE),
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_prepared(true),
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_ignoreNegativeX(false),
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_ignoreNegativeY(false),
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_ignoreNegativeZ(false),
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_movement(DEFAULT_MOVEMENT),
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_movementSet(false),
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_movementFrequency(DEFAULT_MOVEMENT_FREQUENCY),
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_movementFrequencyCount(0.0f),
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_displacement(Vec3::ZERO),
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_basePosition(Vec3::ZERO),
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_suppressGeneration(false)
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{
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};
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//-----------------------------------------------------------------------
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PUParticle3DForceFieldAffector::~PUParticle3DForceFieldAffector()
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{
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};
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//-----------------------------------------------------------------------
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const PUForceField::ForceFieldType PUParticle3DForceFieldAffector::getForceFieldType(void) const
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{
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return _forceFieldType;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setForceFieldType(const PUForceField::ForceFieldType forceFieldType)
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{
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_forceFieldType = forceFieldType;
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if (_suppressGeneration)
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return;
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_forceField.setForceFieldType(forceFieldType);
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}
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//-----------------------------------------------------------------------
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float PUParticle3DForceFieldAffector::getDelta(void) const
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{
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return _delta;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setDelta(float delta)
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{
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_delta = delta;
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}
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//-----------------------------------------------------------------------
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float PUParticle3DForceFieldAffector::getScaleForce(void) const
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{
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return _scaleForce;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setScaleForce(float scaleForce)
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{
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_scaleForce = scaleForce;
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}
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//-----------------------------------------------------------------------
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unsigned short PUParticle3DForceFieldAffector::getOctaves(void) const
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{
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return _octaves;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setOctaves(unsigned short octaves)
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{
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_octaves = octaves;
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if (_suppressGeneration)
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return;
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_forceField.setOctaves(octaves);
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}
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//-----------------------------------------------------------------------
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double PUParticle3DForceFieldAffector::getFrequency(void) const
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{
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return _frequency;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setFrequency(double frequency)
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{
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_frequency = frequency;
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if (_suppressGeneration)
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return;
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_forceField.setFrequency(frequency);
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}
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//-----------------------------------------------------------------------
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double PUParticle3DForceFieldAffector::getAmplitude(void) const
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{
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return _amplitude;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setAmplitude(double amplitude)
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{
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_amplitude = amplitude;
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if (_suppressGeneration)
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return;
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_forceField.setAmplitude(amplitude);
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}
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//-----------------------------------------------------------------------
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double PUParticle3DForceFieldAffector::getPersistence(void) const
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{
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return _persistence;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setPersistence(double persistence)
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{
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_persistence = persistence;
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if (_suppressGeneration)
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return;
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_forceField.setPersistence(persistence);
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}
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//-----------------------------------------------------------------------
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unsigned int PUParticle3DForceFieldAffector::getForceFieldSize(void) const
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{
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return _forceFieldSize;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setForceFieldSize(unsigned int forceFieldSize)
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{
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_forceFieldSize = forceFieldSize;
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if (_suppressGeneration)
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return;
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_forceField.setForceFieldSize(forceFieldSize);
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}
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//-----------------------------------------------------------------------
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Vec3 PUParticle3DForceFieldAffector::getWorldSize(void) const
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{
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return _worldSize;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setWorldSize(const Vec3& worldSize)
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{
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_worldSize = worldSize;
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if (_suppressGeneration)
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return;
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_forceField.setWorldSize(worldSize);
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DForceFieldAffector::getIgnoreNegativeX(void) const
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{
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return _ignoreNegativeX;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setIgnoreNegativeX(bool ignoreNegativeX)
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{
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_ignoreNegativeX = ignoreNegativeX;
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DForceFieldAffector::getIgnoreNegativeY(void) const
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{
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return _ignoreNegativeY;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setIgnoreNegativeY(bool ignoreNegativeY)
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{
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_ignoreNegativeY = ignoreNegativeY;
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DForceFieldAffector::getIgnoreNegativeZ(void) const
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{
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return _ignoreNegativeZ;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setIgnoreNegativeZ(bool ignoreNegativeZ)
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{
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_ignoreNegativeZ = ignoreNegativeZ;
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}
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//-----------------------------------------------------------------------
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float PUParticle3DForceFieldAffector::getMovementFrequency(void) const
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{
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return _movementFrequency;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setMovementFrequency(float movementFrequency)
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{
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_movementFrequency = movementFrequency;
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_movementSet = (movementFrequency > 0.0f);
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}
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//-----------------------------------------------------------------------
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const Vec3& PUParticle3DForceFieldAffector::getMovement(void) const
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{
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return _movement;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::setMovement(const Vec3& movement)
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{
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_movement = movement;
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_movementSet = (movement != Vec3::ZERO);
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}
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//-----------------------------------------------------------------------
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void PUParticle3DForceFieldAffector::suppressGeneration(bool suppress)
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{
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_suppressGeneration = suppress;
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}
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void PUParticle3DForceFieldAffector::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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_forceField.determineForce(particle->position, _force, _delta);
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// If negative values are ignored, set the force to 0.
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if (_ignoreNegativeX)
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{
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_force.x = 0.0f;
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}
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if (_ignoreNegativeY)
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{
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_force.y = 0.0f;
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}
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if (_ignoreNegativeZ)
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{
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_force.z = 0.0f;
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}
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particle->direction += deltaTime * _scaleForce * _force;
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}
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}
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void PUParticle3DForceFieldAffector::notifyStart()
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{
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_movementFrequencyCount = 0.0f;
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}
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void PUParticle3DForceFieldAffector::preUpdateAffector( float deltaTime )
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{
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if (_movementSet)
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{
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if (deltaTime > _movementFrequency)
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{
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// Ignore too large times, because it just blows things up
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return;
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}
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_movementFrequencyCount += deltaTime;
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if (_movementFrequencyCount > _movementFrequency)
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{
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_movementFrequencyCount -= _movementFrequency;
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}
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_displacement = sin(2.0f * M_PI * _movementFrequencyCount/_movementFrequency) * _movement;
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_forceField.setForceFieldPositionBase(_basePosition + _displacement);
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}
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}
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void PUParticle3DForceFieldAffector::prepare()
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{
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//if (particleTechnique->getParentSystem())
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{
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// Forcefield position is same position as particle system position
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_forceField.initialise(_forceFieldType,
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// _particleSystem->getDerivedPosition()
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getDerivedPosition(),
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_forceFieldSize,
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_octaves,
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_frequency,
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_amplitude,
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_persistence,
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_worldSize);
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_basePosition = _forceField.getForceFieldPositionBase();
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_prepared = true;
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}
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}
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PUParticle3DForceFieldAffector* PUParticle3DForceFieldAffector::create()
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{
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auto pffa = new PUParticle3DForceFieldAffector();
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pffa->autorelease();
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return pffa;
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}
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NS_CC_END
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