mirror of https://github.com/axmolengine/axmol.git
Merge: 6943fb9dce
3a3b899636
Merge pull request #637 from rh101/fix-screen-blank Fix Android screen blank issue after unlocking device
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@ -32,8 +32,6 @@ THE SOFTWARE.
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#include "base/CCProtocols.h"
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#include "2d/CCNode.h"
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#include "base/CCValue.h"
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#include "2d/CCSpriteFrame.h"
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#include "2d/CCSpriteFrameCache.h"
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NS_CC_BEGIN
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@ -54,64 +52,6 @@ struct particle_point
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float y;
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};
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/**
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* Particle emission shapes.
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* Current supported shapes are Point, Rectangle, RectangularTorus, Circle, Torus
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* @since adxe-1.0.0b7
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*/
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enum class EmissionShapeType
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{
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POINT,
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RECT,
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RECTTORUS,
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CIRCLE,
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TORUS,
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CONE,
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CONETORUS,
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};
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/**
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* Particle emission shapes.
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* Current supported shapes are Point, Rectangle, RectangularTorus, Circle, Torus
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* @since adxe-1.0.0b7
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*/
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struct EmissionShape
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{
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EmissionShapeType type;
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float x;
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float y;
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float innerWidth;
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float innerHeight;
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float outerWidth;
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float outerHeight;
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float innerRadius;
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float outerRadius;
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float edgeElasticity;
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};
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/** @struct ParticleAnimationDescriptor
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Structure that contains animation description
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*/
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struct ParticleAnimationDescriptor
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{
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float animationSpeed;
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float animationSpeedVariance;
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std::vector<unsigned short> animationIndices;
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bool reverseIndices;
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};
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/** @struct ParticleFrameDescriptor
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Structure that contains frame description
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*/
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struct ParticleFrameDescriptor
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{
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cocos2d::Rect rect;
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bool isRotated;
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};
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class CC_DLL ParticleData
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{
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public:
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@ -130,27 +70,11 @@ public:
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float* deltaColorB;
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float* deltaColorA;
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float* hue;
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float* sat;
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float* val;
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float* opacityFadeInDelta;
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float* opacityFadeInLength;
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float* scaleInDelta;
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float* scaleInLength;
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float* size;
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float* deltaSize;
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float* rotation;
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float* staticRotation;
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float* deltaRotation;
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float* totalTimeToLive;
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float* timeToLive;
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float* animTimeDelta;
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float* animTimeLength;
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unsigned short* animIndex;
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unsigned short* animCellIndex;
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unsigned int* atlasIndex;
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//! Mode A: gravity, direction, radial accel, tangential accel
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@ -194,41 +118,13 @@ public:
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deltaColorB[p1] = deltaColorB[p2];
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deltaColorA[p1] = deltaColorA[p2];
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if (hue && sat && val)
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{
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hue[p1] = hue[p2];
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sat[p1] = sat[p2];
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val[p1] = val[p2];
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}
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size[p1] = size[p2];
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deltaSize[p1] = deltaSize[p2];
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if (opacityFadeInDelta && opacityFadeInLength)
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{
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opacityFadeInDelta[p1] = opacityFadeInDelta[p2];
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opacityFadeInLength[p1] = opacityFadeInLength[p2];
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}
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rotation[p1] = rotation[p2];
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deltaRotation[p1] = deltaRotation[p2];
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if (scaleInDelta && scaleInLength)
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{
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scaleInDelta[p1] = scaleInDelta[p2];
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scaleInLength[p1] = scaleInLength[p2];
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}
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size[p1] = size[p2];
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deltaSize[p1] = deltaSize[p2];
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rotation[p1] = rotation[p2];
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staticRotation[p1] = staticRotation[p2];
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deltaRotation[p1] = deltaRotation[p2];
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totalTimeToLive[p1] = totalTimeToLive[p2];
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timeToLive[p1] = timeToLive[p2];
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if (animTimeDelta && animTimeLength && animIndex && animCellIndex)
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{
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animTimeDelta[p1] = animTimeDelta[p2];
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animTimeLength[p1] = animTimeLength[p2];
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animIndex[p1] = animIndex[p2];
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animCellIndex[p1] = animCellIndex[p2];
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}
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timeToLive[p1] = timeToLive[p2];
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atlasIndex[p1] = atlasIndex[p2];
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@ -306,7 +202,7 @@ public:
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};
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/** PositionType
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Types of particle positioning.
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Possible types of particle positions.
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* @js cc.ParticleSystem.TYPE_FREE
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*/
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enum class PositionType
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@ -320,17 +216,6 @@ public:
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};
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/** TexAnimDir
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Texture animation direction for the particles.
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*/
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enum class TexAnimDir
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{
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VERTICAL, /** texture coordinates are read top to bottom within the texture */
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HORIZONTAL, /** texture coordinates are read left to right within the texture */
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};
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//* @enum
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enum
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{
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@ -342,12 +227,6 @@ public:
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/** The starting radius of the particle is equal to the ending radius. */
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START_RADIUS_EQUAL_TO_END_RADIUS = -1,
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/** The simulation's seconds are set to the particles' lifetime specified inclusive of variant. */
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SIMULATION_USE_PARTICLE_LIFETIME = -1,
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/** The simulation's framerate is set to the animation interval specified in director. */
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SIMULATION_USE_GAME_ANIMATION_INTERVAL = -1,
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};
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/** Creates an initializes a ParticleSystem from a plist file.
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@ -372,25 +251,8 @@ public:
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*/
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static Vector<ParticleSystem*>& getAllParticleSystems();
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protected:
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bool allocAnimationMem();
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void deallocAnimationMem();
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bool _isAnimAllocated;
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bool allocHSVMem();
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void deallocHSVMem();
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bool _isHSVAllocated;
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bool allocOpacityFadeInMem();
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void deallocOpacityFadeInMem();
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bool _isOpacityFadeInAllocated;
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bool allocScaleInMem();
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void deallocScaleInMem();
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bool _isScaleInAllocated;
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public:
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void addParticles(int count, int animationIndex = -1, int animationCellIndex = -1);
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void addParticles(int count);
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void stopSystem();
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/** Kill all living particles.
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@ -796,58 +658,6 @@ public:
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*/
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void setEndColorVar(const Color4F& color) { _endColorVar = color; }
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/** Sets wether to use HSV color system.
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* WARNING: becareful when using HSV with too many particles because it's expensive.
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*
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* @param hsv Use HSV color system.
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*/
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void useHSV(bool hsv);
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bool isHSV() { return _isHSVAllocated; };
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/** Gets the hue of each particle.
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*
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* @return The hue of each particle.
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*/
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float getHue() const { return _hsv.h; }
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/** Sets the hue of each particle.
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*
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* @param hsv The hue color of each particle.
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*/
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void setHue(float hue) { _hsv.h = hue; }
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/** Gets the hue variance of each particle.
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*
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* @return The hue variance of each particle.
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*/
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float getHueVar() const { return _hsvVar.h; }
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/** Sets the hue variance of each particle.
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*
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* @param hsv The hue variance color of each particle.
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*/
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void setHueVar(float hue) { _hsvVar.h = hue; }
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/** Gets the HSV color of each particle.
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*
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* @return The HSV color of each particle.
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*/
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const HSV& getHSV() const { return _hsv; }
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/** Sets the HSV color of each particle.
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*
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* @param hsv The HSV color of each particle.
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*/
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void setHSV(const HSV& hsv) { _hsv = hsv; }
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/** Gets the HSV color variance of each particle.
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*
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* @return The HSV color variance of each particle.
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*/
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const HSV& getHSVVar() const { return _hsvVar; }
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/** Sets the HSV color variance of each particle.
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*
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* @param hsv The HSV color variance of each particle.
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*/
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void setHSVVar(const HSV& hsv) { _hsvVar = hsv; }
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/** Gets the start spin of each particle.
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*
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* @return The start spin of each particle.
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*/
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void setEndSpinVar(float endSpinVar) { _endSpinVar = endSpinVar; }
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/** Gets the spawn angle of each particle
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*
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* @return The angle in degrees of each particle.
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*/
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float getSpawnAngle() { return _spawnAngle; }
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/** Sets the spawn angle of each particle
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*
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* @param angle The angle in degrees of each particle.
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*/
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void setSpawnAngle(float angle) { _spawnAngle = angle; }
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/** Sets the spawn angle variance of each particle.
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*
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* @return The angle variance in degrees of each particle.
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*/
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float getSpawnAngleVar() { return _spawnAngleVar; }
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/** Sets the spawn angle variance of each particle.
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*
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* @param angle The angle variance in degrees of each particle.
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*/
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void setSpawnAngleVar(float angle) { _spawnAngleVar = angle; }
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/** Gets the spawn opacity fade in time of each particle.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
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specified time.
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* @return The spawn opacity fade in time in seconds.
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*/
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float getSpawnFadeIn() { return _spawnFadeIn; }
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/** Sets the spawn opacity fade in time of each particle when it's created.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
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* specified time.
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*
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* @param time The spawn opacity fade in time in seconds.
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*/
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void setSpawnFadeIn(float time);
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/** Gets the spawn opacity fade in time variance of each particle.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
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* specified time.
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*
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* @return The spawn opacity fade in time variance in seconds.
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*/
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float getSpawnFadeInVar() { return _spawnFadeInVar; }
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/** Sets the spawn opacity fade in time variance of each particle when it's created.
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* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
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* specified time.
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*
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* @param time The spawn opacity fade in time variance in seconds.
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*/
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void setSpawnFadeInVar(float time);
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/** Gets the spawn opacity fade in time of each particle.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
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* time.
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*
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* @return The spawn opacity fade in time in seconds.
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*/
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float getSpawnScaleIn() { return _spawnScaleIn; }
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/** Sets the spawn opacity fade in time of each particle when it's created.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
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* time.
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*
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* @param time The spawn opacity fade in time in seconds.
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*/
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void setSpawnScaleIn(float time);
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/** Gets the spawn opacity fade in time variance of each particle.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
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* time.
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*
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* @return The spawn opacity fade in time variance in seconds.
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*/
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float getSpawnScaleInVar() { return _spawnScaleInVar; }
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/** Sets the spawn opacity fade in time variance of each particle when it's created.
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* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
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* time.
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*
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* @param time The spawn opacity fade in time variance in seconds.
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*/
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void setSpawnScaleInVar(float time);
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/** Gets the emission rate of the particles.
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*
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* @return The emission rate of the particles.
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@ -1000,182 +728,6 @@ public:
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void setOpacityModifyRGB(bool opacityModifyRGB) override { _opacityModifyRGB = opacityModifyRGB; }
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bool isOpacityModifyRGB() const override { return _opacityModifyRGB; }
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/** Enables or disables tex coord animations that are set based on particle life. */
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void setLifeAnimation(bool enabled);
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/** Enables or disables tex coord animations that are set by the emitter randomly when a particle is emitted. */
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void setEmitterAnimation(bool enabled);
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/** Enables or disables tex coord animations that are used to make particles play a sequence forever until they die
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*/
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void setLoopAnimation(bool enabled);
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bool isLifeAnimated() { return _isLifeAnimated; }
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bool isEmitterAnimated() { return _isEmitterAnimated; }
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bool isLoopAnimated() { return _isLoopAnimated; }
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/** Gets the total number of indices.
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*
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* @return The size of the list holding animation indices.
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*/
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int getTotalAnimationIndices() { return _animIndexCount; }
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/** Sets wether to start from first cell and go forwards (normal) or last cell and go backwards (reversed) */
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void setAnimationReverse(bool reverse) { _isAnimationReversed = reverse; }
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bool isAnimationReversed() { return _isAnimationReversed; }
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/** Resets the count of indices to 0 and empties the animation index array */
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void resetAnimationIndices();
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/** Empties the container of animation descriptors */
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void resetAnimationDescriptors();
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/** Choose what animation descriptors are to be selected at random for particles.
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* This function should be called after you've inserted/overwritten any animation descriptors.
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*
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* @param animations Array of specific indices of animations to play at random
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*/
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void setMultiAnimationRandomSpecific(const std::vector<unsigned short>& animations)
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{
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_randomAnimations = animations;
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};
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/** Choose ALL animation descriptors to be selected at random for particles.
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* This function should be called after you've inserted/overwritten any animation descriptors.
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*/
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void setMultiAnimationRandom();
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/** Add all particle animation indices based on cells size and direction spicified using a texture atlas.
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* will erase the array and add new indices from the atlas.
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* This function will automatically figure out your atlas cell size and direction for you! thank her later :) */
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void setAnimationIndicesAtlas();
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/** Add all particle animation indices based on cell size and direction spicified if the method of rendering
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* preferred is texture atlas. will erase the array and add new indices from the atlas.
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*
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* @param unifiedCellSize The size of cell unified.
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* @param direction What direction is the atlas
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*/
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void setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexAnimDir direction = TexAnimDir::HORIZONTAL);
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/** Add a particle animation index based on tex coords spicified using a sprite frame.
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* The index is automatically incremented on each addition.
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||||
*
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||||
* @param frameName SpriteFrame name to search for
|
||||
*
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||||
* @return Returns true of the index was successfully found and added. Otherwise, false
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||||
*/
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bool addAnimationIndex(std::string_view frameName);
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/** Add a particle animation index based on tex coords spicified using a sprite frame.
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*
|
||||
* @param index Index id to add the frame to or override it with the new frame
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||||
* @param frameName SpriteFrame name to search for
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||||
*
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||||
* @return Returns true of the index was successfully found and added. Otherwise, false
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||||
*/
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bool addAnimationIndex(unsigned short index, std::string_view frameName);
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||||
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||||
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
||||
* The index is automatically incremented on each addition.
|
||||
*
|
||||
* @param frame SpriteFrame containting data about tex coords
|
||||
*
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||||
* @return Returns true of the index was successfully found and added. Otherwise, false
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||||
*/
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||||
bool addAnimationIndex(cocos2d::SpriteFrame* frame);
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||||
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||||
/** Add a particle animation index based on tex coords spicified using a sprite frame.
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||||
* you can specify which index you want to override in this function
|
||||
*
|
||||
* @param index Index id to add the frame to or override it with the new frame
|
||||
* @param frame SpriteFrame containting data about tex coords
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
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||||
bool addAnimationIndex(unsigned short index, cocos2d::SpriteFrame* frame);
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||||
|
||||
/** Add a particle animation index based on tex coords spicified.
|
||||
* you can specify which index you want to override in this function
|
||||
*
|
||||
* @param index Index id to add the frame to or override it with the new rect
|
||||
* @param rect Rect containting data about tex coords in pixels
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||||
* @param rotated Not implemented.
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
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||||
bool addAnimationIndex(unsigned short index, cocos2d::Rect rect, bool rotated = false);
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||||
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||||
/** You can specify what rect is used if an index in an animation descriptor wasn't found.
|
||||
*
|
||||
* @param rect Rect containting data about tex coords in pixels
|
||||
*/
|
||||
void setRectForUndefinedIndices(cocos2d::Rect rect) { _undefinedIndexRect = rect; };
|
||||
|
||||
/** Add a particle animation descriptor with an index.
|
||||
*
|
||||
* @param indexOfDescriptor Index of the animation to be added, adding to the same index will just override the
|
||||
* pervious animation descriptor
|
||||
* @param time length of the animation in seconds
|
||||
* @param timeVariance Time randomly selected for each different particle added on the animation length
|
||||
* @param indices An array of the indicies
|
||||
* @param reverse Should the animation indicies be played backwards? (default: false)
|
||||
*/
|
||||
void setAnimationDescriptor(unsigned short indexOfDescriptor,
|
||||
float time,
|
||||
float timeVariance,
|
||||
const std::vector<unsigned short>& indices,
|
||||
bool reverse = false);
|
||||
|
||||
/** Add a particle animation descriptor with the index 0.
|
||||
*
|
||||
* @param indices An array of the indicies
|
||||
* @param reverse Should the animation indicies be played backwards? (default: false)
|
||||
*/
|
||||
void setAnimationDescriptor(const std::vector<unsigned short>& indices, bool reverse = false)
|
||||
{
|
||||
setAnimationDescriptor(0, 0, 0, indices, reverse);
|
||||
};
|
||||
|
||||
/** Sets wether the animation descriptors should follow the time scale of the system or not.
|
||||
*
|
||||
* @param independent Should the animation descriptor speeds be played independently? (default: false)
|
||||
*/
|
||||
void setAnimationSpeedTimescaleIndependent(bool independent) { _animationTimescaleInd = independent; };
|
||||
bool isAnimationSpeedTimescaleIndependent() { return _animationTimescaleInd; };
|
||||
|
||||
/** Sets wether to use emission shapes for this particle system or not */
|
||||
void setEmissionShapes(bool enabled) { _isEmissionShapes = enabled; }
|
||||
bool isEmissionShapes() { return _isEmissionShapes; }
|
||||
|
||||
/** Resets the count of emission shapes to 0 and empties the emission shapes array */
|
||||
void resetEmissionShapes();
|
||||
|
||||
/** Adds an emission shape of type point to the system. */
|
||||
void addEmissionShapePoint(Vec2 pos);
|
||||
|
||||
/** Adds an emission shape of type Rectangle to the system. */
|
||||
void addEmissionShapeRect(Vec2 pos, Size size);
|
||||
|
||||
/** Adds an emission shape of type Rectangular Torus to the system. */
|
||||
void addEmissionShapeRectTorus(Vec2 pos, Size innerSize, Size outerSize);
|
||||
|
||||
/** Adds an emission shape of type Circle to the system.
|
||||
* @param edgeElasticity If the value is greater than 1.0 then particles will bias towards the edge of the circle
|
||||
* more often the greater the value is; If the value is lower than 1.0 then particles will bias towards the center
|
||||
* of the circle more often the closer the value is to 0.0; If the value is exactly 1.0 then there will be no bias
|
||||
* behaviour.
|
||||
*/
|
||||
void addEmissionShapeCircle(Vec2 pos, float radius, float edgeElasticity = 1.0F);
|
||||
|
||||
/** Adds an emission shape of type Torus to the system.
|
||||
* @param edgeElasticity If the value is greater than 1.0 then particles will bias towards the edge of the torus
|
||||
* more often the greater the value is; If the value is lower than 1.0 then particles will bias towards the inner
|
||||
* radius of the torus more often the closer the value is to 0.0; If the value is exactly 1.0 then there will be no
|
||||
* bias behaviour.
|
||||
*/
|
||||
void addEmissionShapeTorus(Vec2 pos, float innerRadius, float outerRadius, float edgeElasticity = 1.0F);
|
||||
|
||||
/** Gets the particles movement type: Free or Grouped.
|
||||
@since v0.8
|
||||
*
|
||||
|
@ -1189,27 +741,6 @@ public:
|
|||
*/
|
||||
void setPositionType(PositionType type) { _positionType = type; }
|
||||
|
||||
/** Advance the particle system and make it seem like it ran for this many seconds.
|
||||
*
|
||||
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
|
||||
* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
|
||||
* accurate the simulation will be at the cost of performance. value of -1 means
|
||||
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
|
||||
*/
|
||||
void simulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
|
||||
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
|
||||
|
||||
/** Resets the particle system and then advances the particle system and make it seem like it ran for this many
|
||||
* seconds. The frame rate used for simulation accuracy is the screens refresh rate.
|
||||
*
|
||||
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
|
||||
* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
|
||||
* accurate the simulation will be at the cost of performance. value of -1 means
|
||||
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
|
||||
*/
|
||||
void resimulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
|
||||
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
|
||||
|
||||
// Overrides
|
||||
virtual void onEnter() override;
|
||||
virtual void onExit() override;
|
||||
|
@ -1281,46 +812,12 @@ public:
|
|||
*/
|
||||
virtual bool isPaused() const;
|
||||
|
||||
/* Pause the emissions */
|
||||
/* Pause the emissions*/
|
||||
virtual void pauseEmissions();
|
||||
|
||||
/* Unpause the emissions */
|
||||
/* UnPause the emissions*/
|
||||
virtual void resumeEmissions();
|
||||
|
||||
/** Is system update paused
|
||||
@return True if the emissions are paused, else false
|
||||
*/
|
||||
virtual bool isUpdatePaused() const;
|
||||
|
||||
/* Pause the particles from being updated */
|
||||
virtual void pauseUpdate();
|
||||
|
||||
/* Unpause the particles from being updated */
|
||||
virtual void resumeUpdate();
|
||||
|
||||
/** Gets the fixed frame rate count of the particle system.
|
||||
@return Fixed frame rate count of the particle system.
|
||||
*/
|
||||
virtual float getFixedFPS();
|
||||
|
||||
/** Sets the fixed frame rate count of the particle system.
|
||||
* i.e. if the framerate is set to 30.0 while the refresh rate is greater than 30.0 then the particle system will
|
||||
wait until it hits the 30.0 FPS mark.
|
||||
* This is usefull for increasing performance or for creating old-school effects with it.
|
||||
@param Fixed frame rate count of the particle system. (default: 0.0)
|
||||
*/
|
||||
virtual void setFixedFPS(float frameRate = 0.0F);
|
||||
|
||||
/** Gets the time scale of the particle system.
|
||||
@return Time scale of the particle system.
|
||||
*/
|
||||
virtual float getTimeScale();
|
||||
|
||||
/** Sets the time scale of the particle system.
|
||||
@param Time scale of the particle system. (default: 1.0)
|
||||
*/
|
||||
virtual void setTimeScale(float scale = 1.0F);
|
||||
|
||||
protected:
|
||||
virtual void updateBlendFunc();
|
||||
|
||||
|
@ -1460,10 +957,6 @@ protected:
|
|||
Color4F _endColor;
|
||||
/** end color variance of each particle */
|
||||
Color4F _endColorVar;
|
||||
/** hsv color of each particle */
|
||||
HSV _hsv;
|
||||
/** hsv color variance of each particle */
|
||||
HSV _hsvVar;
|
||||
//* initial angle of each particle
|
||||
float _startSpin;
|
||||
//* initial angle of each particle
|
||||
|
@ -1472,18 +965,6 @@ protected:
|
|||
float _endSpin;
|
||||
//* initial angle of each particle
|
||||
float _endSpinVar;
|
||||
//* initial rotation of each particle
|
||||
float _spawnAngle;
|
||||
//* initial rotation of each particle
|
||||
float _spawnAngleVar;
|
||||
//* initial fade in time of each particle
|
||||
float _spawnFadeIn;
|
||||
//* initial fade in time variance of each particle
|
||||
float _spawnFadeInVar;
|
||||
//* initial scale in time of each particle
|
||||
float _spawnScaleIn;
|
||||
//* initial scale in time variance of each particle
|
||||
float _spawnScaleInVar;
|
||||
/** emission rate of the particles */
|
||||
float _emissionRate;
|
||||
/** maximum particles of the system */
|
||||
|
@ -1494,35 +975,9 @@ protected:
|
|||
BlendFunc _blendFunc;
|
||||
/** does the alpha value modify color */
|
||||
bool _opacityModifyRGB;
|
||||
/** is the particle system animated */
|
||||
bool _isLifeAnimated;
|
||||
/** is the emitter particle system animated */
|
||||
bool _isEmitterAnimated;
|
||||
/** is the emitter particle system animated */
|
||||
bool _isLoopAnimated;
|
||||
/** variable keeping count of sprite frames or atlas indices added */
|
||||
int _animIndexCount;
|
||||
/** wether to start from first or last when using life animation */
|
||||
bool _isAnimationReversed;
|
||||
/** A map that stores particle animation index coords */
|
||||
std::unordered_map<unsigned short, ParticleFrameDescriptor> _animationIndices;
|
||||
/** A map that stores particle animation descriptors */
|
||||
std::unordered_map<unsigned short, ParticleAnimationDescriptor> _animations;
|
||||
/** A vector that stores ids of animation descriptors that are choosen at random */
|
||||
std::vector<unsigned short> _randomAnimations;
|
||||
/** Wether the animation goes with the time scale of the system or is independent. */
|
||||
bool _animationTimescaleInd;
|
||||
/** A rect that is used instead when an index is not found */
|
||||
cocos2d::Rect _undefinedIndexRect;
|
||||
/** does FlippedY variance of each particle */
|
||||
int _yCoordFlipped;
|
||||
|
||||
/** Wether to use emission shapes for this particle system or not */
|
||||
bool _isEmissionShapes;
|
||||
|
||||
/** A vector that contains emission shapes. */
|
||||
std::vector<EmissionShape> _emissionShapes;
|
||||
|
||||
/** particles movement type: Free or Grouped
|
||||
@since v0.8
|
||||
*/
|
||||
|
@ -1531,18 +986,6 @@ protected:
|
|||
/** is the emitter paused */
|
||||
bool _paused;
|
||||
|
||||
/** is particle system update paused */
|
||||
bool _updatePaused;
|
||||
|
||||
/** time scale of the particle system */
|
||||
float _timeScale;
|
||||
|
||||
/** Fixed frame rate of the particle system */
|
||||
float _fixedFPS;
|
||||
|
||||
/** Fixed frame rate delta (internal) */
|
||||
float _fixedFPSDelta;
|
||||
|
||||
/** is sourcePosition compatible */
|
||||
bool _sourcePositionCompatible;
|
||||
|
||||
|
|
|
@ -42,7 +42,6 @@ THE SOFTWARE.
|
|||
#include "base/ccUTF8.h"
|
||||
#include "renderer/ccShaders.h"
|
||||
#include "renderer/backend/ProgramState.h"
|
||||
#include "2d/CCTweenFunction.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
|
@ -106,10 +105,6 @@ ParticleSystemQuad* ParticleSystemQuad::create(std::string_view filename)
|
|||
|
||||
ParticleSystemQuad* ParticleSystemQuad::createWithTotalParticles(int numberOfParticles)
|
||||
{
|
||||
CCASSERT(numberOfParticles <= 10000,
|
||||
"Adding more than 10000 particles will crash the renderer, the mesh generated has an index format of "
|
||||
"U_SHORT (uint16_t)");
|
||||
|
||||
ParticleSystemQuad* ret = new ParticleSystemQuad();
|
||||
if (ret->initWithTotalParticles(numberOfParticles))
|
||||
{
|
||||
|
@ -278,24 +273,19 @@ void ParticleSystemQuad::initIndices()
|
|||
}
|
||||
}
|
||||
|
||||
inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad,
|
||||
const Vec2& newPosition,
|
||||
float size,
|
||||
float scaleInSize,
|
||||
float rotation,
|
||||
float staticRotation)
|
||||
inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad, const Vec2& newPosition, float size, float rotation)
|
||||
{
|
||||
// vertices
|
||||
float size_2 = size / 2;
|
||||
float x1 = -size_2 * scaleInSize;
|
||||
float y1 = -size_2 * scaleInSize;
|
||||
float x1 = -size_2;
|
||||
float y1 = -size_2;
|
||||
|
||||
float x2 = size_2 * scaleInSize;
|
||||
float y2 = size_2 * scaleInSize;
|
||||
float x2 = size_2;
|
||||
float y2 = size_2;
|
||||
float x = newPosition.x;
|
||||
float y = newPosition.y;
|
||||
|
||||
float r = (float)-CC_DEGREES_TO_RADIANS(rotation + staticRotation);
|
||||
float r = (float)-CC_DEGREES_TO_RADIANS(rotation);
|
||||
float cr = cosf(r);
|
||||
float sr = sinf(r);
|
||||
float ax = x1 * cr - y1 * sr + x;
|
||||
|
@ -367,36 +357,16 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
float* sid = _particleData.scaleInDelta;
|
||||
float* sil = _particleData.scaleInLength;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
if (_isScaleInAllocated)
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
|
||||
{
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
||||
{
|
||||
p2.set(*startX, *startY, 0);
|
||||
worldToNodeTM.transformPoint(&p2);
|
||||
newPos.set(*x, *y);
|
||||
p2 = p1 - p2;
|
||||
newPos.x -= p2.x - pos.x;
|
||||
newPos.y -= p2.y - pos.y;
|
||||
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
||||
{
|
||||
p2.set(*startX, *startY, 0);
|
||||
worldToNodeTM.transformPoint(&p2);
|
||||
newPos.set(*x, *y);
|
||||
p2 = p1 - p2;
|
||||
newPos.x -= p2.x - pos.x;
|
||||
newPos.y -= p2.y - pos.y;
|
||||
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
||||
}
|
||||
p2.set(*startX, *startY, 0);
|
||||
worldToNodeTM.transformPoint(&p2);
|
||||
newPos.set(*x, *y);
|
||||
p2 = p1 - p2;
|
||||
newPos.x -= p2.x - pos.x;
|
||||
newPos.y -= p2.y - pos.y;
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
}
|
||||
}
|
||||
else if (_positionType == PositionType::RELATIVE)
|
||||
|
@ -408,32 +378,14 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
float* sid = _particleData.scaleInDelta;
|
||||
float* sil = _particleData.scaleInLength;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
if (_isScaleInAllocated)
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
|
||||
{
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
||||
{
|
||||
newPos.set(*x, *y);
|
||||
newPos.x = *x - (currentPosition.x - *startX);
|
||||
newPos.y = *y - (currentPosition.y - *startY);
|
||||
newPos += pos;
|
||||
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
||||
{
|
||||
newPos.set(*x, *y);
|
||||
newPos.x = *x - (currentPosition.x - *startX);
|
||||
newPos.y = *y - (currentPosition.y - *startY);
|
||||
newPos += pos;
|
||||
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
||||
}
|
||||
newPos.set(*x, *y);
|
||||
newPos.x = *x - (currentPosition.x - *startX);
|
||||
newPos.y = *y - (currentPosition.y - *startY);
|
||||
newPos += pos;
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -445,259 +397,53 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
float* sid = _particleData.scaleInDelta;
|
||||
float* sil = _particleData.scaleInLength;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
if (_isScaleInAllocated)
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r)
|
||||
{
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
||||
{
|
||||
newPos.set(*x + pos.x, *y + pos.y);
|
||||
updatePosWithParticle(quadStart, newPos, *s, tweenfunc::expoEaseOut(*sid / *sil), *r, *sr);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr)
|
||||
{
|
||||
newPos.set(*x + pos.x, *y + pos.y);
|
||||
updatePosWithParticle(quadStart, newPos, *s, 1.0F, *r, *sr);
|
||||
}
|
||||
newPos.set(*x + pos.x, *y + pos.y);
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
}
|
||||
}
|
||||
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
|
||||
if (_isOpacityFadeInAllocated)
|
||||
// set color
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
float* fadeDt = _particleData.opacityFadeInDelta;
|
||||
float* fadeLn = _particleData.opacityFadeInLength;
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
|
||||
// HSV calculation is expensive, so we should skip it if it's not enabled.
|
||||
if (_isHSVAllocated)
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
||||
{
|
||||
float* hue = _particleData.hue;
|
||||
float* sat = _particleData.sat;
|
||||
float* val = _particleData.val;
|
||||
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
float colorB = *b;
|
||||
float colorA = *a * (*fadeDt / *fadeLn);
|
||||
hsv.set(colorR, colorG, colorB, colorA);
|
||||
hsv.h += *hue;
|
||||
hsv.s = abs(*sat);
|
||||
hsv.v = abs(*val);
|
||||
auto colF = hsv.toColor4F();
|
||||
quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val, ++fadeDt, ++fadeLn)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
float colorB = *b;
|
||||
float colorA = *a * (*fadeDt / *fadeLn);
|
||||
hsv.set(colorR, colorG, colorB, colorA);
|
||||
hsv.h += *hue;
|
||||
hsv.s = abs(*sat);
|
||||
hsv.v = abs(*val);
|
||||
auto col = hsv.toColor4B();
|
||||
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// set color
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
||||
{
|
||||
uint8_t colorR = *r * *a * 255;
|
||||
uint8_t colorG = *g * *a * 255;
|
||||
uint8_t colorB = *b * *a * 255;
|
||||
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++fadeDt, ++fadeLn)
|
||||
{
|
||||
uint8_t colorR = *r * 255;
|
||||
uint8_t colorG = *g * 255;
|
||||
uint8_t colorB = *b * 255;
|
||||
uint8_t colorA = *a * (*fadeDt / *fadeLn) * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
uint8_t colorR = *r * *a * 255;
|
||||
uint8_t colorG = *g * *a * 255;
|
||||
uint8_t colorB = *b * *a * 255;
|
||||
uint8_t colorA = *a * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// HSV calculation is expensive, so we should skip it if it's not enabled.
|
||||
if (_isHSVAllocated)
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
||||
{
|
||||
float* hue = _particleData.hue;
|
||||
float* sat = _particleData.sat;
|
||||
float* val = _particleData.val;
|
||||
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
float colorB = *b;
|
||||
float colorA = *a;
|
||||
hsv.set(colorR, colorG, colorB, colorA);
|
||||
hsv.h += *hue;
|
||||
hsv.s = abs(*sat);
|
||||
hsv.v = abs(*val);
|
||||
auto colF = hsv.toColor4F();
|
||||
quad->bl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->br.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->tl.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
quad->tr.colors.set(colF.r * colF.a * 255.0F, colF.g * colF.a * 255.0F, colF.b * colF.a * 255.0F,
|
||||
colF.a * 255.0F);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
float colorB = *b;
|
||||
float colorA = *a;
|
||||
hsv.set(colorR, colorG, colorB, colorA);
|
||||
hsv.h += *hue;
|
||||
hsv.s = abs(*sat);
|
||||
hsv.v = abs(*val);
|
||||
auto col = hsv.toColor4B();
|
||||
quad->bl.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->br.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->tl.colors.set(col.r, col.g, col.b, col.a);
|
||||
quad->tr.colors.set(col.r, col.g, col.b, col.a);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// set color
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
||||
{
|
||||
uint8_t colorR = *r * *a * 255;
|
||||
uint8_t colorG = *g * *a * 255;
|
||||
uint8_t colorB = *b * *a * 255;
|
||||
uint8_t colorA = *a * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a)
|
||||
{
|
||||
uint8_t colorR = *r * 255;
|
||||
uint8_t colorG = *g * 255;
|
||||
uint8_t colorB = *b * 255;
|
||||
uint8_t colorA = *a * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The reason for using for-loops separately for every property is because
|
||||
// When the processor needs to read from or write to a location in memory,
|
||||
// it first checks whether a copy of that data is in the cpu's cache.
|
||||
// And wether if every property's memory of the particle system is continuous,
|
||||
// for the purpose of improving cache hit rate, we should process only one property in one for-loop.
|
||||
// It was proved to be effective especially for low-end devices.
|
||||
if (_isLifeAnimated || _isEmitterAnimated || _isLoopAnimated || _isAnimAllocated)
|
||||
{
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
unsigned short* cellIndex = _particleData.animCellIndex;
|
||||
|
||||
ParticleFrameDescriptor index;
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++cellIndex)
|
||||
{
|
||||
float left = 0.0F, bottom = 0.0F, top = 1.0F, right = 1.0F;
|
||||
|
||||
// TODO: index.isRotated should be treated accordingly
|
||||
|
||||
auto iter = _animationIndices.find(*cellIndex);
|
||||
if (iter == _animationIndices.end())
|
||||
index.rect = {0, 0, float(_texture->getPixelsWide()), float(_texture->getPixelsHigh())};
|
||||
else
|
||||
index = iter->second;
|
||||
|
||||
auto texWidth = _texture->getPixelsWide();
|
||||
auto texHeight = _texture->getPixelsHigh();
|
||||
|
||||
left = index.rect.origin.x / texWidth;
|
||||
right = (index.rect.origin.x + index.rect.size.x) / texWidth;
|
||||
|
||||
top = index.rect.origin.y / texHeight;
|
||||
bottom = (index.rect.origin.y + index.rect.size.y) / texHeight;
|
||||
|
||||
quad->bl.texCoords.u = left;
|
||||
quad->bl.texCoords.v = bottom;
|
||||
|
||||
quad->br.texCoords.u = right;
|
||||
quad->br.texCoords.v = bottom;
|
||||
|
||||
quad->tl.texCoords.u = left;
|
||||
quad->tl.texCoords.v = top;
|
||||
|
||||
quad->tr.texCoords.u = right;
|
||||
quad->tr.texCoords.v = top;
|
||||
uint8_t colorR = *r * 255;
|
||||
uint8_t colorG = *g * 255;
|
||||
uint8_t colorB = *b * 255;
|
||||
uint8_t colorA = *a * 255;
|
||||
quad->bl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->br.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -171,8 +171,9 @@ public abstract class Cocos2dxActivity extends Activity implements Cocos2dxHelpe
|
|||
Log.d(TAG, "onResume()");
|
||||
paused = false;
|
||||
super.onResume();
|
||||
this.hideVirtualButton();
|
||||
resumeIfHasFocus();
|
||||
if (this.hasFocus) {
|
||||
resume();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -181,7 +182,15 @@ public abstract class Cocos2dxActivity extends Activity implements Cocos2dxHelpe
|
|||
super.onWindowFocusChanged(hasFocus);
|
||||
|
||||
this.hasFocus = hasFocus;
|
||||
resumeIfHasFocus();
|
||||
if (this.hasFocus && !paused) {
|
||||
resume();
|
||||
}
|
||||
}
|
||||
|
||||
private void resume() {
|
||||
this.hideVirtualButton();
|
||||
Cocos2dxHelper.onResume();
|
||||
mGLSurfaceView.onResume();
|
||||
}
|
||||
|
||||
private void resumeIfHasFocus() {
|
||||
|
@ -190,9 +199,7 @@ public abstract class Cocos2dxActivity extends Activity implements Cocos2dxHelpe
|
|||
boolean readyToPlay = !isDeviceLocked() && !isDeviceAsleep();
|
||||
|
||||
if(hasFocus && readyToPlay) {
|
||||
this.hideVirtualButton();
|
||||
Cocos2dxHelper.onResume();
|
||||
mGLSurfaceView.onResume();
|
||||
resume();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue