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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#include "CCPUForceField.h"
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NS_CC_BEGIN
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const Vec3 PUForceFieldCalculationFactory::DEFAULT_WORLDSIZE(500.0f, 500.0f, 500.0f);
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//-----------------------------------------------------------------------
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unsigned short PUForceFieldCalculationFactory::getOctaves() const
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{
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return _octaves;
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setOctaves(unsigned short octaves)
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{
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_octaves = octaves;
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generate(getForceFieldSize(), _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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double PUForceFieldCalculationFactory::getFrequency() const
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{
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return _frequency;
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setFrequency(double frequency)
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{
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_frequency = frequency;
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generate(getForceFieldSize(), _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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double PUForceFieldCalculationFactory::getAmplitude() const
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{
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return _amplitude;
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setAmplitude(double amplitude)
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{
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_amplitude = amplitude;
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generate(getForceFieldSize(), _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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double PUForceFieldCalculationFactory::getPersistence() const
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{
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return _persistence;
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setPersistence(double persistence)
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{
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_persistence = persistence;
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generate(getForceFieldSize(), _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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unsigned int PUForceFieldCalculationFactory::getForceFieldSize() const
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{
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return 1; // Return default cubic size
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setForceFieldSize(unsigned int forceFieldSize)
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{
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// The forcefield cannot be zero
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if (forceFieldSize == 0)
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return;
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generate(forceFieldSize, _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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Vec3 PUForceFieldCalculationFactory::getWorldSize() const
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{
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return _worldSize;
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}
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//-----------------------------------------------------------------------
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void PUForceFieldCalculationFactory::setWorldSize(const Vec3& worldSize)
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{
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// The worldsize cannot be zero
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if (worldSize == Vec3::ZERO)
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return;
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_worldSize = worldSize;
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generate(getForceFieldSize(), _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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void PURealTimeForceFieldCalculationFactory::generate(unsigned int /*forceFieldSize*/,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize)
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{
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_octaves = octaves;
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_frequency = frequency;
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_amplitude = amplitude;
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_persistence = persistence;
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_worldSize = worldSize;
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_noise3D.initialise(octaves, frequency, amplitude, persistence);
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if (worldSize != Vec3::ZERO)
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{
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_mapScale.x = 1.0f / worldSize.x; // Remark: forceFieldSize is not used, because it is a unit cube
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_mapScale.y = 1.0f / worldSize.y;
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_mapScale.z = 1.0f / worldSize.z;
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}
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}
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//-----------------------------------------------------------------------
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void PURealTimeForceFieldCalculationFactory::determineForce(const Vec3& position, Vec3& force, float delta)
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{
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_mappedPosition.x = _mapScale.x * position.x;
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_mappedPosition.y = _mapScale.y * position.y;
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_mappedPosition.z = _mapScale.z * position.z;
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if (_mappedPosition.x < 0.0f || _mappedPosition.x > 1.0f ||
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_mappedPosition.y < 0.0f || _mappedPosition.y > 1.0f ||
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_mappedPosition.z < 0.0f || _mappedPosition.z > 1.0f)
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{
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// Position is outside the forcefield (outside the unit cube)
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return;
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}
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force.x = (float)(_noise3D.noise(_mappedPosition.x + delta, _mappedPosition.y, _mappedPosition.z) -
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_noise3D.noise(_mappedPosition.x - delta, _mappedPosition.y, _mappedPosition.z));
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force.y = (float)(_noise3D.noise(_mappedPosition.x, _mappedPosition.y + delta, _mappedPosition.z) -
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_noise3D.noise(_mappedPosition.x, _mappedPosition.y - delta, _mappedPosition.z));
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force.z = (float)(_noise3D.noise(_mappedPosition.x, _mappedPosition.y, _mappedPosition.z + delta) -
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_noise3D.noise(_mappedPosition.x, _mappedPosition.y, _mappedPosition.z - delta));
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}
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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PUForceField::PUForceField() :
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_octaves(2),
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_frequency(1.0f),
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_amplitude(1.0f),
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_persistence(1.0f),
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_worldSize(PUForceFieldCalculationFactory::DEFAULT_WORLDSIZE),
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_forceFieldSize(64),
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_forceFieldCalculationFactory(0),
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_forceFieldType(FF_REALTIME_CALC)
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{
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}
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//-----------------------------------------------------------------------
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PUForceField::~PUForceField()
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{
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if (_forceFieldCalculationFactory)
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{
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delete _forceFieldCalculationFactory;
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}
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}
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//-----------------------------------------------------------------------
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void PUForceField::initialise(ForceFieldType type,
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const Vec3& position,
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unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize)
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{
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// Initialise first
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initialise(type, forceFieldSize, octaves, frequency, amplitude, persistence, worldSize);
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// Store the base and max position of the forcefield.
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_forceFieldPositionBase = position;
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_forceFieldPositionBase.x -= 0.5f * worldSize.x;
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_forceFieldPositionBase.y -= 0.5f * worldSize.y;
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_forceFieldPositionBase.z -= 0.5f * worldSize.z;
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}
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//-----------------------------------------------------------------------
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void PUForceField::initialise(ForceFieldType type,
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unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize)
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{
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// Create a factory
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_forceFieldCalculationFactory = createForceFieldCalculationFactory(type);
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// Create all necessary data for the force field
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_forceFieldCalculationFactory->generate(forceFieldSize, octaves, frequency, amplitude, persistence, worldSize);
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}
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//-----------------------------------------------------------------------
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const Vec3& PUForceField::getForceFieldPositionBase() const
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{
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return _forceFieldPositionBase;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setForceFieldPositionBase(const Vec3& position)
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{
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_forceFieldPositionBase = position;
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}
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//-----------------------------------------------------------------------
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void PUForceField::determineForce(const Vec3& position, Vec3& force, float delta)
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{
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force.x = 0.0f;
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force.y = 0.0f;
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force.z = 0.0f;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->determineForce(position - _forceFieldPositionBase, force, delta);
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}
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}
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//-----------------------------------------------------------------------
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PUForceFieldCalculationFactory* PUForceField::getForceFieldCalculationFactory() const
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{
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return _forceFieldCalculationFactory;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setForceFieldCalculationFactory(PUForceFieldCalculationFactory* forceFieldCalculationFactory)
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{
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if (_forceFieldCalculationFactory)
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{
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delete _forceFieldCalculationFactory;
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}
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_forceFieldCalculationFactory = forceFieldCalculationFactory;
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}
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//-----------------------------------------------------------------------
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PUForceFieldCalculationFactory* PUForceField::createForceFieldCalculationFactory(ForceFieldType type)
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{
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_forceFieldType = type;
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if (type == FF_MATRIX_CALC)
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{
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// Use precreated matrix
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//setForceFieldCalculationFactory(new MatrixForceFieldCalculationFactory());
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return getForceFieldCalculationFactory();
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}
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else
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{
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// Use realtime calculation
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2021-12-08 00:11:53 +08:00
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setForceFieldCalculationFactory(new PURealTimeForceFieldCalculationFactory());
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2019-11-23 20:27:39 +08:00
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return getForceFieldCalculationFactory();
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}
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}
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//-----------------------------------------------------------------------
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PUForceField::ForceFieldType PUForceField::getForceFieldType() const
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{
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return _forceFieldType;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setForceFieldType(const PUForceField::ForceFieldType forceFieldType)
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{
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_forceFieldType = forceFieldType;
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if (_forceFieldCalculationFactory)
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{
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initialise(_forceFieldType, _forceFieldSize, _octaves, _frequency, _amplitude, _persistence, _worldSize);
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}
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}
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//-----------------------------------------------------------------------
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unsigned short PUForceField::getOctaves() const
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{
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return _octaves;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setOctaves(unsigned short octaves)
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{
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_octaves = octaves;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setOctaves(octaves);
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}
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}
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//-----------------------------------------------------------------------
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double PUForceField::getFrequency() const
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{
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return _frequency;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setFrequency(double frequency)
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{
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_frequency = frequency;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setFrequency(frequency);
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}
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}
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//-----------------------------------------------------------------------
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double PUForceField::getAmplitude() const
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{
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return _amplitude;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setAmplitude(double amplitude)
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{
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_amplitude = amplitude;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setAmplitude(amplitude);
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}
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}
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//-----------------------------------------------------------------------
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double PUForceField::getPersistence() const
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{
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return _persistence;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setPersistence(double persistence)
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{
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_persistence = persistence;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setPersistence(persistence);
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}
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}
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//-----------------------------------------------------------------------
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unsigned int PUForceField::getForceFieldSize() const
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{
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return _forceFieldSize;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setForceFieldSize(unsigned int forceFieldSize)
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{
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_forceFieldSize = forceFieldSize;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setForceFieldSize(forceFieldSize);
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}
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}
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//-----------------------------------------------------------------------
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Vec3 PUForceField::getWorldSize() const
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{
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return _worldSize;
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}
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//-----------------------------------------------------------------------
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void PUForceField::setWorldSize(const Vec3& worldSize)
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{
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_worldSize = worldSize;
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if (_forceFieldCalculationFactory)
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{
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_forceFieldCalculationFactory->setWorldSize(worldSize);
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}
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}
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NS_CC_END
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