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) 2013 Henry van Merode. All rights reserved.
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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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#ifndef __CC_PU_PARTICLE_3D_DYNAMIC_ATTRIBUTE_H__
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#define __CC_PU_PARTICLE_3D_DYNAMIC_ATTRIBUTE_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "CCPUSimpleSpline.h"
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#include <vector>
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NS_CC_BEGIN
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enum PUInterpolationType
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{
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IT_LINEAR,
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IT_SPLINE
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};
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/** Comparer used for sorting vector in ascending order
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*/
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struct PUControlPointSorter
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{
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bool operator() (const Vec2& a, const Vec2& b)
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{
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return a.x < b.x;
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}
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};
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/* The DynamicAttribute class or its child classes encapsulate an attribute with specific (dynamic) behaviour.
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@remarks
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This class provides a uniform interface for retrieving the value of an attribute, while the calculation of
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this value may vary. Each subclass provides its own implementation of the getValue() function and the calling
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application doesn't need to know about the underlying logic. A subclass could just return a value that has
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previously been set, but it can also return a value that is randomly generated by a pre-defined min/max interval.
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The DynamicAttribute class is used in situations where different behaviour of a certain attribute is needed,
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but where implementation of this behaviour may not be scattered or duplicated within the application that needs
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it.
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*/
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class CC_DLL PUDynamicAttribute : public Ref
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{
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public:
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enum DynamicAttributeType
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{
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DAT_FIXED,
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DAT_RANDOM,
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DAT_CURVED,
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DAT_OSCILLATE
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};
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/** Constructor
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*/
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PUDynamicAttribute (void);
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/** Destructor
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*/
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virtual ~PUDynamicAttribute (void);
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/** Virtual function that needs to be implemented by its childs.
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*/
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virtual float getValue (float x = 0) = 0;
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/** Todo
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*/
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DynamicAttributeType getType (void) const;
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/** Todo
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*/
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void setType (DynamicAttributeType type);
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/** Returns true if one of the attributes was changed by an external source.
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*/
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bool isValueChangedExternally(void) const;
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virtual void copyAttributesTo(PUDynamicAttribute* dynamicAttribute) = 0;
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virtual PUDynamicAttribute* clone() = 0;
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protected:
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DynamicAttributeType _type;
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bool _valueChangedExternally;
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};
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/* This class is an implementation of the DynamicAttribute class in its most simple form. It just returns a value
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that has previously been set.
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@remarks
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Although use of a regular attribute within the class that needs it is preferred, its benefit is that it makes
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use of the generic 'getValue' mechanism of a DynamicAttribute.
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*/
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class CC_DLL PUDynamicAttributeFixed : public PUDynamicAttribute
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{
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public:
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/** Constructor
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*/
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PUDynamicAttributeFixed (void);
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/** Copy constructor
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*/
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PUDynamicAttributeFixed (const PUDynamicAttributeFixed& dynamicAttributeFixed);
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/** Destructor
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*/
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~PUDynamicAttributeFixed (void);
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/** Todo
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*/
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virtual float getValue (float x = 0) override;
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/** Todo
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*/
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virtual void setValue (float value);
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virtual PUDynamicAttributeFixed* clone() override;
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virtual void copyAttributesTo(PUDynamicAttribute* dynamicAttribute) override;
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protected:
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float _value;
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};
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/* This class generates random values within a given minimum and maximum interval.
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*/
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class CC_DLL PUDynamicAttributeRandom : public PUDynamicAttribute
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{
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public:
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/** Constructor
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*/
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PUDynamicAttributeRandom (void);
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/** Copy constructor
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*/
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PUDynamicAttributeRandom (const PUDynamicAttributeRandom& dynamicAttributeRandom);
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/** Destructor
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*/
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~PUDynamicAttributeRandom (void);
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/** Todo
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*/
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virtual float getValue (float x = 0) override;
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/** Todo
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*/
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void setMin (float min);
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float getMin (void) const;
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void setMax (float max);
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float getMax (void) const;
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void setMinMax (float min, float max);
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virtual PUDynamicAttributeRandom* clone() override;
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virtual void copyAttributesTo(PUDynamicAttribute* dynamicAttribute) override;
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protected:
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float _min, _max;
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};
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/* This is a more complex usage of the DynamicAttribute principle. This class returns a value on an curve.
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@remarks
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After setting a number of control points, this class is able to interpolate a point on the curve that is based
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on these control points. Interpolation is done in different flavours. linear?provides linear interpolation
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of a value on the curve, while spline?generates a smooth curve and the returns a value that lies on that curve.
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*/
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class CC_DLL PUDynamicAttributeCurved : public PUDynamicAttribute
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{
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public:
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typedef std::vector<Vec2> ControlPointList;
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/** Constructor
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*/
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PUDynamicAttributeCurved (void);
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PUDynamicAttributeCurved (PUInterpolationType interpolationType);
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/** Copy constructor
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*/
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PUDynamicAttributeCurved (const PUDynamicAttributeCurved& dynamicAttributeCurved);
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/** Destructor
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*/
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~PUDynamicAttributeCurved (void);
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/** Get and set the curve type
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*/
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void setInterpolationType (PUInterpolationType interpolationType);
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PUInterpolationType getInterpolationType (void) const;
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/** Todo
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*/
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virtual float getValue (float x = 0) override;
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/** Todo
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*/
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virtual void addControlPoint (float x, float y);
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/** Todo
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*/
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const ControlPointList& getControlPoints (void) const;
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/** Todo
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*/
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void processControlPoints (void);
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/** Todo
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*/
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size_t getNumControlPoints(void) const;
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/** Todo
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*/
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void removeAllControlPoints(void);
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virtual PUDynamicAttributeCurved* clone() override;
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virtual void copyAttributesTo(PUDynamicAttribute* dynamicAttribute) override;
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2015-02-11 18:14:22 +08:00
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protected:
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/** Todo
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*/
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float _range;
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/** Todo
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*/
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PUSimpleSpline _spline;
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/** Todo
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*/
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PUInterpolationType _interpolationType;
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/** Todo
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*/
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ControlPointList _controlPoints;
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/** Find an iterator that forms the low (left) value of the interval where x lies in.
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*/
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inline ControlPointList::iterator findNearestControlPointIterator(float x);
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/** Helper functions
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*/
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inline ControlPointList::iterator getFirstValidIterator(void);
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inline ControlPointList::iterator getLastValidIterator(void);
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};
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/* This class generates values based on an oscillating function (i.e. Sine).
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*/
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class CC_DLL PUDynamicAttributeOscillate : public PUDynamicAttribute
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{
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public:
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enum OscillationType
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{
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OSCT_SINE,
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OSCT_SQUARE
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};
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/** Constructor
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*/
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PUDynamicAttributeOscillate (void);
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/** Copy constructor
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*/
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PUDynamicAttributeOscillate (const PUDynamicAttributeOscillate& dynamicAttributeOscillate);
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/** Destructor
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*/
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~PUDynamicAttributeOscillate (void);
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/** Todo
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*/
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virtual float getValue (float x = 0) override;
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/** Get and set the OscillationType
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*/
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OscillationType getOscillationType (void) const;
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void setOscillationType (OscillationType oscillationType);
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/** Get and set the Frequency
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*/
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float getFrequency (void) const;
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void setFrequency (float frequency);
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/** Get and set the Phase
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*/
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float getPhase (void) const;
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void setPhase (float phase);
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/** Get and set the Base
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*/
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float getBase (void) const;
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void setBase (float base);
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/** Get and set the Amplitude
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*/
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float getAmplitude (void) const;
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void setAmplitude (float amplitude);
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virtual PUDynamicAttributeOscillate* clone() override;
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virtual void copyAttributesTo(PUDynamicAttribute* dynamicAttribute) override;
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protected:
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OscillationType _oscillationType;
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float _frequency;
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float _phase;
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float _base;
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float _amplitude;
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};
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/* Helper class to do some generic calculation.
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*/
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class PUDynamicAttributeHelper
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{
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public:
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/* Return the value of a DynamicAttribute, given te x value.
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*/
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float calculate(PUDynamicAttribute* dyn, float x, float defaultValue = 0.0f);
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};
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NS_CC_END
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#endif
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