2019-11-23 20:27:39 +08:00
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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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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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#ifndef __CC_PU_PARTICLE_3D_BEHAVIOUR_H__
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#define __CC_PU_PARTICLE_3D_BEHAVIOUR_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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#include <vector>
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#include <string>
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NS_CC_BEGIN
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struct PUParticle3D;
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class PUParticleSystem3D;
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2020-10-07 00:15:11 +08:00
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class CC_EX_DLL PUBehaviour : public Ref
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{
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friend class PUParticleSystem3D;
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public:
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/** Todo
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*/
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const std::string& getBehaviourType() const {return _behaviourType;};
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void setBehaviourType(const std::string& behaviourType) {_behaviourType = behaviourType;};
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/** Notify that the Behaviour is rescaled.
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*/
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virtual void notifyRescaled(const Vec3& scale){_behaviourScale = scale;};
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virtual void prepare() {};
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virtual void unPrepare() {};
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virtual void updateBehaviour(PUParticle3D *particle, float deltaTime);
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/** Perform initialising activities as soon as the particle with which the ParticleBehaviour is
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associated, is emitted.
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*/
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virtual void initParticleForEmission(PUParticle3D* particle);
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/** Perform some action if a particle expires.
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*/
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virtual void initParticleForExpiration(PUParticle3D* particle, float timeElapsed);
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virtual PUBehaviour* clone();
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virtual void copyAttributesTo (PUBehaviour* behaviour);
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CC_CONSTRUCTOR_ACCESS:
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PUBehaviour();
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virtual ~PUBehaviour();
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protected:
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PUParticleSystem3D* _particleSystem;
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// Type of behaviour
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std::string _behaviourType;
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/** Although the scale is on a Particle System level, the behaviour can also be scaled.
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*/
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Vec3 _behaviourScale;
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};
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NS_CC_END
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#endif
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