mirror of https://github.com/axmolengine/axmol.git
Fix indentations.
This commit is contained in:
parent
4ab0fbd62d
commit
c54b142e58
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@ -126,27 +126,27 @@ bool ParticleData::init(int count)
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{
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maxCount = count;
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posx = (float*)malloc(count * sizeof(float));
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posy = (float*)malloc(count * sizeof(float));
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startPosX = (float*)malloc(count * sizeof(float));
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startPosY = (float*)malloc(count * sizeof(float));
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colorR = (float*)malloc(count * sizeof(float));
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colorG = (float*)malloc(count * sizeof(float));
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colorB = (float*)malloc(count * sizeof(float));
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colorA = (float*)malloc(count * sizeof(float));
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deltaColorR = (float*)malloc(count * sizeof(float));
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deltaColorG = (float*)malloc(count * sizeof(float));
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deltaColorB = (float*)malloc(count * sizeof(float));
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deltaColorA = (float*)malloc(count * sizeof(float));
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posx = (float*)malloc(count * sizeof(float));
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posy = (float*)malloc(count * sizeof(float));
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startPosX = (float*)malloc(count * sizeof(float));
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startPosY = (float*)malloc(count * sizeof(float));
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colorR = (float*)malloc(count * sizeof(float));
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colorG = (float*)malloc(count * sizeof(float));
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colorB = (float*)malloc(count * sizeof(float));
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colorA = (float*)malloc(count * sizeof(float));
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deltaColorR = (float*)malloc(count * sizeof(float));
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deltaColorG = (float*)malloc(count * sizeof(float));
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deltaColorB = (float*)malloc(count * sizeof(float));
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deltaColorA = (float*)malloc(count * sizeof(float));
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size = (float*)malloc(count * sizeof(float));
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deltaSize = (float*)malloc(count * sizeof(float));
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rotation = (float*)malloc(count * sizeof(float));
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staticRotation = (float*)malloc(count * sizeof(float));
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deltaRotation = (float*)malloc(count * sizeof(float));
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totalTimeToLive = (float*)malloc(count * sizeof(float));
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timeToLive = (float*)malloc(count * sizeof(float));
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atlasIndex = (unsigned int*)malloc(count * sizeof(unsigned int));
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size = (float*)malloc(count * sizeof(float));
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deltaSize = (float*)malloc(count * sizeof(float));
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rotation = (float*)malloc(count * sizeof(float));
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staticRotation = (float*)malloc(count * sizeof(float));
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deltaRotation = (float*)malloc(count * sizeof(float));
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totalTimeToLive = (float*)malloc(count * sizeof(float));
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timeToLive = (float*)malloc(count * sizeof(float));
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atlasIndex = (unsigned int*)malloc(count * sizeof(unsigned int));
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modeA.dirX = (float*)malloc(count * sizeof(float));
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modeA.dirY = (float*)malloc(count * sizeof(float));
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@ -262,7 +262,7 @@ ParticleSystem::ParticleSystem()
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, _isLoopAnimated(false)
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, _animIndexCount(0)
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, _isAnimationReversed(false)
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, _undefinedIndexRect({0,0,0,0})
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, _undefinedIndexRect({0, 0, 0, 0})
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, _animationTimescaleInd(false)
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, _yCoordFlipped(1)
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, _positionType(PositionType::FREE)
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@ -325,11 +325,11 @@ bool ParticleSystem::allocAnimationMem()
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if (!_isAnimAllocated)
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{
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_particleData.animTimeLength = (float*)malloc(_totalParticles * sizeof(float));
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_particleData.animTimeDelta = (float*)malloc(_totalParticles * sizeof(float));
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_particleData.animIndex = (unsigned short*)malloc(_totalParticles * sizeof(unsigned short));
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_particleData.animCellIndex = (unsigned short*)malloc(_totalParticles * sizeof(unsigned short));
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if (_particleData.animTimeLength && _particleData.animTimeDelta &&
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_particleData.animIndex && _particleData.animCellIndex)
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_particleData.animTimeDelta = (float*)malloc(_totalParticles * sizeof(float));
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_particleData.animIndex = (unsigned short*)malloc(_totalParticles * sizeof(unsigned short));
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_particleData.animCellIndex = (unsigned short*)malloc(_totalParticles * sizeof(unsigned short));
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if (_particleData.animTimeLength && _particleData.animTimeDelta && _particleData.animIndex &&
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_particleData.animCellIndex)
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return _isAnimAllocated = true;
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else
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// If any of the above allocations fail, then we safely deallocate the ones that succeeded.
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@ -782,7 +782,7 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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}
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auto randElem = abs(RANDOM_KISS());
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auto& shape = _emissionShapes[MIN(randElem * _emissionShapes.size(), _emissionShapes.size() - 1)];
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auto& shape = _emissionShapes[MIN(randElem * _emissionShapes.size(), _emissionShapes.size() - 1)];
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switch (shape.type)
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{
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@ -802,11 +802,11 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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}
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case EmissionShapeType::RECTTORUS:
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{
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float width = (shape.outerWidth - shape.innerWidth) * abs(RANDOM_KISS()) + shape.innerWidth;
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float height = (shape.outerHeight - shape.innerHeight) * abs(RANDOM_KISS()) + shape.innerHeight;
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width = RANDOM_KISS() < 0.0F ? width * -1 : width;
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height = RANDOM_KISS() < 0.0F ? height * -1 : height;
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float prob = RANDOM_KISS();
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float width = (shape.outerWidth - shape.innerWidth) * abs(RANDOM_KISS()) + shape.innerWidth;
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float height = (shape.outerHeight - shape.innerHeight) * abs(RANDOM_KISS()) + shape.innerHeight;
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width = RANDOM_KISS() < 0.0F ? width * -1 : width;
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height = RANDOM_KISS() < 0.0F ? height * -1 : height;
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float prob = RANDOM_KISS();
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_particleData.posx[i] = _sourcePosition.x + shape.x + width / 2 * (prob >= 0.0F ? 1.0F : RANDOM_KISS());
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_particleData.posy[i] = _sourcePosition.y + shape.y + height / 2 * (prob < 0.0F ? 1.0F : RANDOM_KISS());
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@ -827,9 +827,10 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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{
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auto val = abs(RANDOM_KISS()) * shape.outerRadius / shape.outerRadius;
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val = powf(val, 1 / shape.edgeElasticity);
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auto point = Vec2(((val * (shape.outerRadius - shape.innerRadius) + shape.outerRadius) -
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auto point = Vec2(((val * (shape.outerRadius - shape.innerRadius) + shape.outerRadius) -
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(shape.outerRadius - shape.innerRadius)) *
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(RANDOM_KISS() < 0.0F ? 1.0F : -1.0F), 0.0F);
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(RANDOM_KISS() < 0.0F ? 1.0F : -1.0F),
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0.0F);
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point = point.rotateByAngle(Vec2::ZERO, CC_DEGREES_TO_RADIANS(RANDOM_KISS() * 360));
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_particleData.posx[i] = _sourcePosition.x + shape.x + point.x / 2;
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_particleData.posy[i] = _sourcePosition.y + shape.y + point.y / 2;
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@ -907,9 +908,9 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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}
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// color
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#define SET_COLOR(c, b, v) \
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for (int i = start; i < _particleCount; ++i) \
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{ \
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#define SET_COLOR(c, b, v) \
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for (int i = start; i < _particleCount; ++i) \
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{ \
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c[i] = clampf(b + v * RANDOM_KISS(), 0, 1); \
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}
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@ -1035,8 +1036,7 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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// tangential accel
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.modeA.tangentialAccel[i] =
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modeA.tangentialAccel + modeA.tangentialAccelVar * RANDOM_KISS();
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_particleData.modeA.tangentialAccel[i] = modeA.tangentialAccel + modeA.tangentialAccelVar * RANDOM_KISS();
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}
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// rotation is dir
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@ -1105,7 +1105,7 @@ void ParticleSystem::addParticles(int count, int animationIndex, int animationCe
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void ParticleSystem::setAnimationDescriptor(unsigned short indexOfDescriptor,
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float time,
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float timeVariance,
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const std::vector<unsigned short> &indices,
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const std::vector<unsigned short>& indices,
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bool reverse)
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{
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auto iter = _animations.find(indexOfDescriptor);
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@ -1266,16 +1266,14 @@ void ParticleSystem::setAnimationIndicesAtlas()
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// VERTICAL
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if (_texture->getPixelsHigh() > _texture->getPixelsWide())
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{
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setAnimationIndicesAtlas(_texture->getPixelsWide(),
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ParticleSystem::TexAnimDir::VERTICAL);
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setAnimationIndicesAtlas(_texture->getPixelsWide(), ParticleSystem::TexAnimDir::VERTICAL);
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return;
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}
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// HORIZONTAL
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if (_texture->getPixelsWide() > _texture->getPixelsHigh())
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{
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setAnimationIndicesAtlas(_texture->getPixelsHigh(),
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ParticleSystem::TexAnimDir::HORIZONTAL);
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setAnimationIndicesAtlas(_texture->getPixelsHigh(), ParticleSystem::TexAnimDir::HORIZONTAL);
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return;
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}
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@ -1287,7 +1285,7 @@ void ParticleSystem::setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexA
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CCASSERT(unifiedCellSize > 0, "A cell cannot have a size of zero.");
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resetAnimationIndices();
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auto texWidth = _texture->getPixelsWide();
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auto texHeight = _texture->getPixelsHigh();
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@ -1319,8 +1317,8 @@ void ParticleSystem::setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexA
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frame.origin.x = unifiedCellSize * i;
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frame.origin.y = 0;
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frame.size.x = unifiedCellSize;
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frame.size.y = texHeight;
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frame.size.x = unifiedCellSize;
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frame.size.y = texHeight;
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addAnimationIndex(_animIndexCount, frame);
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}
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@ -1342,7 +1340,7 @@ bool ParticleSystem::addAnimationIndex(unsigned short index, std::string_view fr
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if (frame)
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return addAnimationIndex(index, frame);
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return false;
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}
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}
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bool ParticleSystem::addAnimationIndex(cocos2d::SpriteFrame* frame)
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{
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@ -1374,12 +1372,12 @@ bool ParticleSystem::addAnimationIndex(unsigned short index, cocos2d::Rect rect,
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void ParticleSystem::simulate(float seconds, float frameRate)
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{
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auto l_updatePaused = _updatePaused;
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_updatePaused = false;
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seconds = seconds == SIMULATION_USE_PARTICLE_LIFETIME ?
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getLife() + getLifeVar() : seconds;
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frameRate = frameRate == SIMULATION_USE_GAME_ANIMATION_INTERVAL ?
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1.0F / Director::getInstance()->getAnimationInterval() : frameRate;
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auto delta = 1.0F / frameRate;
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_updatePaused = false;
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seconds = seconds == SIMULATION_USE_PARTICLE_LIFETIME ? getLife() + getLifeVar() : seconds;
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frameRate = frameRate == SIMULATION_USE_GAME_ANIMATION_INTERVAL
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? 1.0F / Director::getInstance()->getAnimationInterval()
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: frameRate;
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auto delta = 1.0F / frameRate;
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if (seconds > delta)
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{
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while (seconds > 0.0F)
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@ -1459,8 +1457,11 @@ void ParticleSystem::update(float dt)
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{
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_fixedFPSDelta += dt;
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if (_fixedFPSDelta < 1.0F / _fixedFPS)
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{
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CC_PROFILER_STOP_CATEGORY(kProfilerCategoryParticles, "CCParticleSystem - update");
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return;
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dt = _fixedFPSDelta;
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}
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dt = _fixedFPSDelta;
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_fixedFPSDelta = 0.0F;
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}
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@ -66,6 +66,8 @@ enum class EmissionShapeType
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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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@ -95,10 +97,10 @@ 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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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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bool reverseIndices;
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};
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/** @struct ParticleFrameDescriptor
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@ -107,7 +109,7 @@ Structure that contains frame description
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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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bool isRotated;
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};
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class CC_DLL ParticleData
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@ -228,7 +230,7 @@ public:
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animCellIndex[p1] = animCellIndex[p2];
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}
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atlasIndex[p1] = atlasIndex[p2];
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atlasIndex[p1] = atlasIndex[p2];
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modeA.dirX[p1] = modeA.dirX[p2];
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modeA.dirY[p1] = modeA.dirY[p2];
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@ -318,9 +320,9 @@ 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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/** 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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@ -913,53 +915,61 @@ public:
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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 specified time.
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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 specified time.
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*
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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 specified time.
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*
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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 specified time.
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*
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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 time.
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*
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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 time.
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*
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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 time.
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*
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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 time.
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*
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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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@ -996,17 +1006,18 @@ public:
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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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/** 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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/** 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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@ -1020,96 +1031,100 @@ public:
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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) { _randomAnimations = animations; };
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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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* This function should be called after you've inserted/overwritten any animation descriptors.
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*/
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void setMultiAnimationRandom();
|
||||
|
||||
/** Add all particle animation indices based on cells size and direction spicified using a texture atlas.
|
||||
* will erase the array and add new indices from the atlas.
|
||||
* This function will automatically figure out your atlas cell size and direction for you! thank her later :) */
|
||||
* will erase the array and add new indices from the atlas.
|
||||
* This function will automatically figure out your atlas cell size and direction for you! thank her later :) */
|
||||
void setAnimationIndicesAtlas();
|
||||
|
||||
/** Add all particle animation indices based on cell size and direction spicified if the method of rendering preferred is texture atlas.
|
||||
* will erase the array and add new indices from the atlas.
|
||||
*
|
||||
* @param unifiedCellSize The size of cell unified.
|
||||
* @param direction What direction is the atlas
|
||||
*/
|
||||
/** Add all particle animation indices based on cell size and direction spicified if the method of rendering
|
||||
* preferred is texture atlas. will erase the array and add new indices from the atlas.
|
||||
*
|
||||
* @param unifiedCellSize The size of cell unified.
|
||||
* @param direction What direction is the atlas
|
||||
*/
|
||||
void setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexAnimDir direction = TexAnimDir::HORIZONTAL);
|
||||
|
||||
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
||||
* The index is automatically incremented on each addition.
|
||||
*
|
||||
* @param frameName SpriteFrame name to search for
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
* The index is automatically incremented on each addition.
|
||||
*
|
||||
* @param frameName SpriteFrame name to search for
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
bool addAnimationIndex(std::string_view frameName);
|
||||
|
||||
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
||||
*
|
||||
* @param index Index id to add the frame to or override it with the new frame
|
||||
* @param frameName SpriteFrame name to search for
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
*
|
||||
* @param index Index id to add the frame to or override it with the new frame
|
||||
* @param frameName SpriteFrame name to search for
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
bool addAnimationIndex(unsigned short index, std::string_view frameName);
|
||||
|
||||
/** 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
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
* The index is automatically incremented on each addition.
|
||||
*
|
||||
* @param frame SpriteFrame containting data about tex coords
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
bool addAnimationIndex(cocos2d::SpriteFrame* frame);
|
||||
|
||||
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
||||
* 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
|
||||
*/
|
||||
* 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
|
||||
*/
|
||||
bool addAnimationIndex(unsigned short index, cocos2d::SpriteFrame* frame);
|
||||
|
||||
/** 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
|
||||
* @param rotated Not implemented.
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
* 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
|
||||
* @param rotated Not implemented.
|
||||
*
|
||||
* @return Returns true of the index was successfully found and added. Otherwise, false
|
||||
*/
|
||||
bool addAnimationIndex(unsigned short index, cocos2d::Rect rect, bool rotated = false);
|
||||
|
||||
/** 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
|
||||
*/
|
||||
*
|
||||
* @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)
|
||||
*/
|
||||
*
|
||||
* @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,
|
||||
const std::vector<unsigned short>& indices,
|
||||
bool reverse = false);
|
||||
|
||||
/** Add a particle animation descriptor with the index 0.
|
||||
|
@ -1117,7 +1132,7 @@ public:
|
|||
* @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)
|
||||
void setAnimationDescriptor(const std::vector<unsigned short>& indices, bool reverse = false)
|
||||
{
|
||||
setAnimationDescriptor(0, 0, 0, indices, reverse);
|
||||
};
|
||||
|
@ -1146,13 +1161,19 @@ public:
|
|||
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.
|
||||
*/
|
||||
* @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.
|
||||
*/
|
||||
* @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.
|
||||
|
@ -1171,16 +1192,20 @@ public:
|
|||
/** 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)
|
||||
* @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);
|
||||
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)
|
||||
* @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);
|
||||
|
@ -1279,6 +1304,9 @@ public:
|
|||
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);
|
||||
|
|
|
@ -106,7 +106,9 @@ 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)");
|
||||
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))
|
||||
|
@ -293,7 +295,7 @@ inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad,
|
|||
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 + staticRotation);
|
||||
float cr = cosf(r);
|
||||
float sr = sinf(r);
|
||||
float ax = x1 * cr - y1 * sr + x;
|
||||
|
@ -359,19 +361,20 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
worldToNodeTM.transformPoint(&p1);
|
||||
Vec3 p2;
|
||||
Vec2 newPos;
|
||||
float* startX = _particleData.startPosX;
|
||||
float* startY = _particleData.startPosY;
|
||||
float* x = _particleData.posx;
|
||||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
float* sid = _particleData.scaleInDelta;
|
||||
float* sil = _particleData.scaleInLength;
|
||||
float* startX = _particleData.startPosX;
|
||||
float* startY = _particleData.startPosY;
|
||||
float* x = _particleData.posx;
|
||||
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, ++sr, ++sid, ++sil)
|
||||
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);
|
||||
|
@ -411,7 +414,8 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
if (_isScaleInAllocated)
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
||||
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);
|
||||
|
@ -447,7 +451,8 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
if (_isScaleInAllocated)
|
||||
{
|
||||
for (int i = 0; i < _particleCount; ++i, ++startX, ++startY, ++x, ++y, ++quadStart, ++s, ++r, ++sr, ++sid, ++sil)
|
||||
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);
|
||||
|
@ -573,8 +578,7 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
if (_opacityModifyRGB)
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
|
@ -582,8 +586,8 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float colorA = *a;
|
||||
hsv.set(colorR, colorG, colorB, colorA);
|
||||
hsv.h += *hue;
|
||||
hsv.s = abs(*sat);
|
||||
hsv.v = abs(*val);
|
||||
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);
|
||||
|
@ -598,8 +602,7 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
else
|
||||
{
|
||||
auto hsv = HSV();
|
||||
for (int i = 0; i < _particleCount;
|
||||
++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++hue, ++sat, ++val)
|
||||
{
|
||||
float colorR = *r;
|
||||
float colorG = *g;
|
||||
|
|
Loading…
Reference in New Issue