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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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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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2019-11-23 20:27:39 +08:00
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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 "CCPUBaseCollider.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_AX_BEGIN
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// Constants
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const float PUBaseCollider::DEFAULT_BOUNCYNESS = 1.0f;
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const float PUBaseCollider::DEFAULT_FRICTION = 0.0f;
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const PUBaseCollider::IntersectionType PUBaseCollider::DEFAULT_INTERSECTION_TYPE = PUBaseCollider::IT_POINT;
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const PUBaseCollider::CollisionType PUBaseCollider::DEFAULT_COLLISION_TYPE = PUBaseCollider::CT_BOUNCE;
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//-----------------------------------------------------------------------
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PUBaseCollider::PUBaseCollider()
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: PUAffector()
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, _friction(DEFAULT_FRICTION)
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, _bouncyness(DEFAULT_BOUNCYNESS)
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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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PUBaseCollider::~PUBaseCollider() {}
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PUBaseCollider::IntersectionType PUBaseCollider::getIntersectionType() const
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{
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return _intersectionType;
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}
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void PUBaseCollider::setIntersectionType(const IntersectionType& intersectionType)
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{
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_intersectionType = intersectionType;
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}
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PUBaseCollider::CollisionType PUBaseCollider::getCollisionType() const
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{
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return _collisionType;
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}
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void PUBaseCollider::setCollisionType(const CollisionType& collisionType)
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{
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_collisionType = collisionType;
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}
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float PUBaseCollider::getFriction() const
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{
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return _friction;
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}
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void PUBaseCollider::setFriction(const float friction)
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{
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_friction = friction;
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}
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float PUBaseCollider::getBouncyness() const
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{
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return _bouncyness;
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}
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void PUBaseCollider::setBouncyness(const float bouncyness)
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{
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_bouncyness = bouncyness;
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}
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void PUBaseCollider::populateAlignedBox(AABB& box,
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const Vec3& position,
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const float width,
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const float height,
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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, position.y - halfHeight, position.z - halfDepth),
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Vec3(position.x + halfWidth, position.y + halfHeight, position.z + halfDepth));
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}
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void PUBaseCollider::calculateRotationSpeedAfterCollision(PUParticle3D* particle)
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{
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if (particle->particleType != PUParticle3D::PT_VISUAL)
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return;
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float signedFriction = AXRANDOM_0_1() > 0.5f ? -(_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 PUBaseCollider::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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void PUBaseCollider::copyAttributesTo(PUAffector* affector)
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{
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PUAffector::copyAttributesTo(affector);
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PUBaseCollider* baseCollider = static_cast<PUBaseCollider*>(affector);
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baseCollider->_bouncyness = _bouncyness;
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baseCollider->_friction = _friction;
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baseCollider->_intersectionType = _intersectionType;
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baseCollider->_collisionType = _collisionType;
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}
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NS_AX_END
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