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) 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 "CCParticleSystem3D.h"
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#include "CCParticle3DEmitter.h"
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#include "CCParticle3DAffector.h"
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#include "CCParticle3DRender.h"
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NS_CC_BEGIN
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Particle3D::Particle3D()
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: position(Vec3::ZERO)
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, color(Vec4::ONE)
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, lb_uv(Vec2::ZERO)
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, rt_uv(Vec2::ONE)
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, width(1.0f)
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, height(1.0f)
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, depth(1.0f)
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{
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}
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Particle3D::~Particle3D()
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{
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}
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ParticleSystem3D::ParticleSystem3D()
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: _emitter(nullptr)
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, _render(nullptr)
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, _aliveParticlesCnt(0)
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, _particleQuota(0)
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, _state(State::STOP)
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, _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED)
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, _keepLocal(false)
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, _isEnabled(true)
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{
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}
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ParticleSystem3D::~ParticleSystem3D()
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{
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//stopParticle();
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removeAllAffector();
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CC_SAFE_RELEASE(_emitter);
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CC_SAFE_RELEASE(_render);
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}
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void ParticleSystem3D::startParticleSystem()
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{
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if (_state != State::RUNNING)
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{
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if (_render)
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_render->notifyStart();
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scheduleUpdate();
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_state = State::RUNNING;
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}
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}
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void ParticleSystem3D::stopParticleSystem()
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{
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if (_state != State::STOP)
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{
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if (_render)
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_render->notifyStop();
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unscheduleUpdate();
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_state = State::STOP;
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}
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}
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void ParticleSystem3D::pauseParticleSystem()
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{
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if (_state == State::RUNNING)
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{
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_state = State::PAUSE;
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}
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}
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void ParticleSystem3D::resumeParticleSystem()
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{
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if (_state == State::PAUSE)
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{
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_state = State::RUNNING;
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}
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}
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void ParticleSystem3D::setEmitter(Particle3DEmitter* emitter)
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{
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if (_emitter != emitter)
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{
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CC_SAFE_RELEASE(_emitter);
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emitter->_particleSystem = this;
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_emitter = emitter;
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CC_SAFE_RETAIN(_emitter);
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}
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}
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void ParticleSystem3D::setRender(Particle3DRender* render)
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{
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if (_render != render)
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{
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CC_SAFE_RELEASE(_render);
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_render = render;
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_render->_particleSystem = this;
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CC_SAFE_RETAIN(_render);
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}
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}
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void ParticleSystem3D::addAffector(Particle3DAffector* affector)
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{
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if (affector && std::find(_affectors.begin(), _affectors.end(), affector) == _affectors.end()){
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affector->_particleSystem = this;
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affector->retain();
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_affectors.push_back(affector);
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}
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}
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void ParticleSystem3D::removeAffector(int index)
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{
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CCASSERT((unsigned int)index < _affectors.size(), "wrong index");
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_affectors.erase(_affectors.begin() + index);
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}
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void ParticleSystem3D::removeAllAffector()
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{
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//release all affectors
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for (auto it : _affectors) {
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it->release();
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}
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_affectors.clear();
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}
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Particle3DAffector* ParticleSystem3D::getAffector(int index)
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{
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CCASSERT(index < _affectors.size(), "wrong index");
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return _affectors[index];
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}
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void ParticleSystem3D::update(float delta)
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{
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if (_state != State::RUNNING)
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return;
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Particle3D *particle = _particlePool.getFirst();
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while (particle)
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{
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if (_emitter)
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{
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_emitter->updateEmitter(particle, delta);
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}
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for (auto& it : _affectors) {
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it->updateAffector(particle, delta);
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}
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particle = _particlePool.getNext();
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}
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}
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void ParticleSystem3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if (getAliveParticleCount() && _render)
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{
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_render->render(renderer, transform, this);
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}
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}
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void ParticleSystem3D::setBlendFunc(const BlendFunc &blendFunc)
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{
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_blend = blendFunc;
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}
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const BlendFunc &ParticleSystem3D::getBlendFunc() const
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{
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return _blend;
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}
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void ParticleSystem3D::setParticleQuota( unsigned int quota )
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{
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_particleQuota = quota;
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}
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unsigned int ParticleSystem3D::getParticleQuota() const
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{
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return _particleQuota;
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}
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void ParticleSystem3D::setKeepLocal( bool keepLocal )
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{
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_keepLocal = keepLocal;
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}
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void ParticleSystem3D::setEnabled( bool enabled )
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{
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_isEnabled = enabled;
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}
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NS_CC_END
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