axmol/thirdparty/box2d-optimized/include/box2d/b2_particle.h

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