axmol/extensions/Particle3D/PU/CCPUBaseCollider.cpp

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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "CCPUBaseCollider.h"
#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
// Constants
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const float PUBaseCollider::DEFAULT_BOUNCYNESS = 1.0f;
const float PUBaseCollider::DEFAULT_FRICTION = 0.0f;
const PUBaseCollider::IntersectionType PUBaseCollider::DEFAULT_INTERSECTION_TYPE = PUBaseCollider::IT_POINT;
const PUBaseCollider::CollisionType PUBaseCollider::DEFAULT_COLLISION_TYPE = PUBaseCollider::CT_BOUNCE;
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//-----------------------------------------------------------------------
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PUBaseCollider::PUBaseCollider()
: PUAffector()
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, _friction(DEFAULT_FRICTION)
, _bouncyness(DEFAULT_BOUNCYNESS)
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, _intersectionType(DEFAULT_INTERSECTION_TYPE)
, _collisionType(DEFAULT_COLLISION_TYPE)
, _velocityScale(1.0f)
{
}
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PUBaseCollider::~PUBaseCollider()
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{
}
PUBaseCollider::IntersectionType PUBaseCollider::getIntersectionType() const
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{
return _intersectionType;
}
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void PUBaseCollider::setIntersectionType( const IntersectionType& intersectionType )
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{
_intersectionType = intersectionType;
}
PUBaseCollider::CollisionType PUBaseCollider::getCollisionType() const
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{
return _collisionType;
}
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void PUBaseCollider::setCollisionType( const CollisionType& collisionType )
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{
_collisionType = collisionType;
}
float PUBaseCollider::getFriction() const
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{
return _friction;
}
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void PUBaseCollider::setFriction( const float friction )
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{
_friction = friction;
}
float PUBaseCollider::getBouncyness() const
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{
return _bouncyness;
}
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void PUBaseCollider::setBouncyness( const float bouncyness )
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{
_bouncyness = bouncyness;
}
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void PUBaseCollider::populateAlignedBox( AABB& box, const Vec3& position, const float width, const float height, const float depth )
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{
float halfWidth = 0.5f * width;
float halfHeight = 0.5f * height;
float halfDepth = 0.5f * depth;
box.set(Vec3(position.x - halfWidth,
position.y - halfHeight,
position.z - halfDepth),
Vec3(position.x + halfWidth,
position.y + halfHeight,
position.z + halfDepth));
}
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void PUBaseCollider::calculateRotationSpeedAfterCollision( PUParticle3D* particle )
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{
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if (particle->particleType != PUParticle3D::PT_VISUAL)
return;
float signedFriction = CCRANDOM_0_1() > 0.5f ? -(_friction - 1) : (_friction - 1);
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particle->rotationSpeed *= signedFriction;
particle->zRotationSpeed *= signedFriction;
}
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void PUBaseCollider::preUpdateAffector( float deltaTime )
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{
// Take scaled velocity into account
_velocityScale = deltaTime * (static_cast<PUParticleSystem3D *>(_particleSystem))->getParticleSystemScaleVelocity();
}
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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;
baseCollider->_friction = _friction;
baseCollider->_intersectionType = _intersectionType;
baseCollider->_collisionType = _collisionType;
}
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NS_CC_END