mirror of https://github.com/axmolengine/axmol.git
360 lines
11 KiB
C
360 lines
11 KiB
C
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/*
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* Copyright (c) 2013 Google, Inc.
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_PARTICLE
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#define B2_PARTICLE
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#include "b2_math.h"
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#include "b2_settings.h"
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#include "b2_intrusive_list.h"
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struct b2Color;
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class b2ParticleGroup;
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/// @file
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/// The particle type. Can be combined with the | operator.
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enum b2ParticleFlag
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{
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/// Water particle.
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b2_waterParticle = 0,
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/// Removed after next simulation step.
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b2_zombieParticle = 1 << 1,
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/// Zero velocity.
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b2_wallParticle = 1 << 2,
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/// With restitution from stretching.
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b2_springParticle = 1 << 3,
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/// With restitution from deformation.
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b2_elasticParticle = 1 << 4,
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/// With viscosity.
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b2_viscousParticle = 1 << 5,
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/// Without isotropic pressure.
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b2_powderParticle = 1 << 6,
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/// With surface tension.
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b2_tensileParticle = 1 << 7,
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/// Mix color between contacting particles.
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b2_colorMixingParticle = 1 << 8,
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/// Call b2DestructionListener on destruction.
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b2_destructionListenerParticle = 1 << 9,
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/// Prevents other particles from leaking.
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b2_barrierParticle = 1 << 10,
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/// Less compressibility.
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b2_staticPressureParticle = 1 << 11,
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/// Makes pairs or triads with other particles.
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b2_reactiveParticle = 1 << 12,
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/// With high repulsive force.
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b2_repulsiveParticle = 1 << 13,
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/// Call b2ContactListener when this particle is about to interact with
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/// a rigid body or stops interacting with a rigid body.
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/// This results in an expensive operation compared to using
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/// b2_fixtureContactFilterParticle to detect collisions between
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/// particles.
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b2_fixtureContactListenerParticle = 1 << 14,
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/// Call b2ContactListener when this particle is about to interact with
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/// another particle or stops interacting with another particle.
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/// This results in an expensive operation compared to using
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/// b2_particleContactFilterParticle to detect collisions between
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/// particles.
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b2_particleContactListenerParticle = 1 << 15,
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/// Call b2ContactFilter when this particle interacts with rigid bodies.
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b2_fixtureContactFilterParticle = 1 << 16,
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/// Call b2ContactFilter when this particle interacts with other
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/// particles.
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b2_particleContactFilterParticle = 1 << 17,
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};
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/// Small color object for each particle
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class b2ParticleColor
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{
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public:
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b2ParticleColor() {}
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/// Constructor with four elements: r (red), g (green), b (blue), and a
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/// (opacity).
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/// Each element can be specified 0 to 255.
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b2Inline b2ParticleColor(uint8 r, uint8 g, uint8 b, uint8 a)
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{
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Set(r, g, b, a);
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}
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/// Constructor that initializes the above four elements with the value of
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/// the b2Color object.
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b2ParticleColor(const b2Color& color);
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/// True when all four color elements equal 0. When true, a particle color
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/// buffer isn't allocated by CreateParticle().
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///
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bool IsZero() const
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{
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return !r && !g && !b && !a;
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}
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/// Used internally to convert the value of b2Color.
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///
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b2Color GetColor() const;
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/// Sets color for current object using the four elements described above.
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///
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b2Inline void Set(uint8 r_, uint8 g_, uint8 b_, uint8 a_)
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{
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r = r_;
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g = g_;
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b = b_;
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a = a_;
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}
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/// Initializes the object with the value of the b2Color.
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///
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void Set(const b2Color& color);
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/// Multiplies r, g, b, a members by s where s is a value between 0.0
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/// and 1.0.
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b2ParticleColor& operator *= (float32 s)
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{
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Set((uint8)(r * s), (uint8)(g * s), (uint8)(b * s), (uint8)(a * s));
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return *this;
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}
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/// Scales r, g, b, a members by s where s is a value between 0 and 255.
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b2ParticleColor& operator *= (uint8 s)
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{
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// 1..256 to maintain the complete dynamic range.
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const int32 scale = (int32)s + 1;
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Set((uint8)(((int32)r * scale) >> k_bitsPerComponent),
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(uint8)(((int32)g * scale) >> k_bitsPerComponent),
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(uint8)(((int32)b * scale) >> k_bitsPerComponent),
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(uint8)(((int32)a * scale) >> k_bitsPerComponent));
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return *this;
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}
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/// Scales r, g, b, a members by s returning the modified b2ParticleColor.
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b2ParticleColor operator * (float32 s) const
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{
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return MultiplyByScalar(s);
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}
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/// Scales r, g, b, a members by s returning the modified b2ParticleColor.
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b2ParticleColor operator * (uint8 s) const
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{
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return MultiplyByScalar(s);
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}
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/// Add two colors. This is a non-saturating addition so values
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/// overflows will wrap.
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b2Inline b2ParticleColor& operator += (const b2ParticleColor &color)
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{
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r += color.r;
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g += color.g;
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b += color.b;
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a += color.a;
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return *this;
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}
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/// Add two colors. This is a non-saturating addition so values
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/// overflows will wrap.
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b2ParticleColor operator + (const b2ParticleColor &color) const
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{
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b2ParticleColor newColor(*this);
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newColor += color;
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return newColor;
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}
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/// Subtract a color from this color. This is a subtraction without
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/// saturation so underflows will wrap.
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b2Inline b2ParticleColor& operator -= (const b2ParticleColor &color)
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{
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r -= color.r;
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g -= color.g;
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b -= color.b;
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a -= color.a;
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return *this;
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}
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/// Subtract a color from this color returning the result. This is a
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/// subtraction without saturation so underflows will wrap.
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b2ParticleColor operator - (const b2ParticleColor &color) const
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{
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b2ParticleColor newColor(*this);
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newColor -= color;
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return newColor;
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}
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/// Compare this color with the specified color.
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bool operator == (const b2ParticleColor &color) const
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{
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return r == color.r && g == color.g && b == color.b && a == color.a;
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}
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/// Mix mixColor with this color using strength to control how much of
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/// mixColor is mixed with this color and vice versa. The range of
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/// strength is 0..128 where 0 results in no color mixing and 128 results
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/// in an equal mix of both colors. strength 0..128 is analogous to an
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/// alpha channel value between 0.0f..0.5f.
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b2Inline void Mix(b2ParticleColor * const mixColor, const int32 strength)
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{
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MixColors(this, mixColor, strength);
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}
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/// Mix colorA with colorB using strength to control how much of
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/// colorA is mixed with colorB and vice versa. The range of
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/// strength is 0..128 where 0 results in no color mixing and 128 results
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/// in an equal mix of both colors. strength 0..128 is analogous to an
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/// alpha channel value between 0.0f..0.5f.
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static b2Inline void MixColors(b2ParticleColor * const colorA,
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b2ParticleColor * const colorB,
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const int32 strength)
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{
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const uint8 dr = (uint8)((strength * (colorB->r - colorA->r)) >>
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k_bitsPerComponent);
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const uint8 dg = (uint8)((strength * (colorB->g - colorA->g)) >>
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k_bitsPerComponent);
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const uint8 db = (uint8)((strength * (colorB->b - colorA->b)) >>
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k_bitsPerComponent);
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const uint8 da = (uint8)((strength * (colorB->a - colorA->a)) >>
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k_bitsPerComponent);
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colorA->r += dr;
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colorA->g += dg;
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colorA->b += db;
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colorA->a += da;
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colorB->r -= dr;
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colorB->g -= dg;
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colorB->b -= db;
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colorB->a -= da;
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}
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private:
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/// Generalization of the multiply operator using a scalar in-place
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/// multiplication.
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template <typename T>
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b2ParticleColor MultiplyByScalar(T s) const
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{
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b2ParticleColor color(*this);
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color *= s;
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return color;
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}
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public:
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uint8 r, g, b, a;
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protected:
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/// Maximum value of a b2ParticleColor component.
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static const float32 k_maxValue;
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/// 1.0 / k_maxValue.
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static const float32 k_inverseMaxValue;
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/// Number of bits used to store each b2ParticleColor component.
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static const uint8 k_bitsPerComponent;
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};
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extern b2ParticleColor b2ParticleColor_zero;
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/// A particle definition holds all the data needed to construct a particle.
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/// You can safely re-use these definitions.
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struct b2ParticleDef
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{
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b2ParticleDef()
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{
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flags = 0;
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position = b2Vec2_zero;
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velocity = b2Vec2_zero;
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color = b2ParticleColor_zero;
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lifetime = 0.0f;
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userData = NULL;
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group = NULL;
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}
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#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
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/// Set position with direct floats
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void SetPosition(float32 x, float32 y);
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/// Set color with direct ints.
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void SetColor(int32 r, int32 g, int32 b, int32 a);
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#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
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/// \brief Specifies the type of particle (see #b2ParticleFlag).
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///
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/// A particle may be more than one type.
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/// Multiple types are chained by logical sums, for example:
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/// pd.flags = b2_elasticParticle | b2_viscousParticle
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uint32 flags;
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/// The world position of the particle.
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b2Vec2 position;
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/// The linear velocity of the particle in world co-ordinates.
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b2Vec2 velocity;
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/// The color of the particle.
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b2ParticleColor color;
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/// Lifetime of the particle in seconds. A value <= 0.0f indicates a
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/// particle with infinite lifetime.
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float32 lifetime;
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/// Use this to store application-specific body data.
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void* userData;
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/// An existing particle group to which the particle will be added.
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b2ParticleGroup* group;
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};
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/// A helper function to calculate the optimal number of iterations.
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int32 b2CalculateParticleIterations(
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float32 gravity, float32 radius, float32 timeStep);
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/// Handle to a particle. Particle indices are ephemeral: the same index might
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/// refer to a different particle, from frame-to-frame. If you need to keep a
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/// reference to a particular particle across frames, you should acquire a
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/// b2ParticleHandle. Use #b2ParticleSystem::GetParticleHandleFromIndex() to
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/// retrieve the b2ParticleHandle of a particle from the particle system.
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class b2ParticleHandle : public b2TypedIntrusiveListNode<b2ParticleHandle>
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{
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// Allow b2ParticleSystem to use SetIndex() to associate particle handles
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// with particle indices.
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friend class b2ParticleSystem;
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public:
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/// Initialize the index associated with the handle to an invalid index.
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b2ParticleHandle() : m_index(b2_invalidParticleIndex) { }
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/// Empty destructor.
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~b2ParticleHandle() { }
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/// Get the index of the particle associated with this handle.
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int32 GetIndex() const { return m_index; }
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private:
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/// Set the index of the particle associated with this handle.
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void SetIndex(int32 index) { m_index = index; }
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private:
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// Index of the particle within the particle system.
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int32 m_index;
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};
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#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
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inline void b2ParticleDef::SetPosition(float32 x, float32 y)
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{
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position.Set(x, y);
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}
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inline void b2ParticleDef::SetColor(int32 r, int32 g, int32 b, int32 a)
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{
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color.Set((uint8)r, (uint8)g, (uint8)b, (uint8)a);
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}
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#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API
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#endif
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