mirror of https://github.com/axmolengine/axmol.git
Add sprite frame and animation descriptors support
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@ -1,3 +1,4 @@
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#include "CCParticleSystem.h"
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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@ -98,7 +99,7 @@ inline void normalize_point(float x, float y, particle_point* out)
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}
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/**
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A more effect random number getter function, get from ejoy2d.
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A more effective random number generator function, made by ejoy2d.
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*/
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inline static float RANDOM_M11(unsigned int* seed)
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{
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@ -136,10 +137,14 @@ bool ParticleData::init(int count)
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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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animCellIndex = (unsigned int*)malloc(count * sizeof(unsigned int));
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animTimeDelta = (float*)malloc(count * sizeof(float));
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animTimeLength = (float*)malloc(count * sizeof(float));
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animIndex = (unsigned short*)malloc(count * sizeof(unsigned short));
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animCellIndex = (unsigned short*)malloc(count * sizeof(unsigned short));
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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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@ -175,9 +180,13 @@ void ParticleData::release()
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CC_SAFE_FREE(size);
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CC_SAFE_FREE(deltaSize);
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CC_SAFE_FREE(rotation);
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CC_SAFE_FREE(staticRotation);
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CC_SAFE_FREE(deltaRotation);
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CC_SAFE_FREE(totalTimeToLive);
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CC_SAFE_FREE(timeToLive);
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CC_SAFE_FREE(animTimeDelta);
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CC_SAFE_FREE(animTimeLength);
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CC_SAFE_FREE(animIndex);
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CC_SAFE_FREE(animCellIndex);
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CC_SAFE_FREE(atlasIndex);
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@ -229,9 +238,13 @@ ParticleSystem::ParticleSystem()
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, _opacityModifyRGB(false)
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, _isLifeAnimated(false)
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, _isEmitterAnimated(false)
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, _isLoopAnimated(false)
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, _isAnimationAtlas(false)
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, _animDir(TexAnimDir::VERTICAL)
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, _animUnifiedSize(0)
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, _animUnifiedSize(1)
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, _animIndexCount(0)
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, _isLifeAnimationReversed(false)
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, _isAnimationMulti(false)
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, _yCoordFlipped(1)
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, _positionType(PositionType::FREE)
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, _paused(false)
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@ -613,16 +626,21 @@ ParticleSystem::~ParticleSystem()
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// it is not needed to call "unscheduleUpdate" here. In fact, it will be called in "cleanup"
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// unscheduleUpdate();
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_particleData.release();
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_animations.clear();
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CC_SAFE_RELEASE(_texture);
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}
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void ParticleSystem::addParticles(int count, int animationCellIndex)
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void ParticleSystem::addParticles(int count, int animationCellIndex, int animationIndex)
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{
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if (_paused)
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return;
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uint32_t RANDSEED = rand();
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animationCellIndex = MIN(animationCellIndex, getTotalAnimationCells() - 1);
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if (_isAnimationAtlas)
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{
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animationCellIndex = MIN(animationCellIndex, getTotalAnimationCells() - 1);
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animationIndex = MIN(animationIndex, _animIndexCount - 1);
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}
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int start = _particleCount;
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_particleCount += count;
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@ -662,6 +680,47 @@ void ParticleSystem::addParticles(int count, int animationCellIndex)
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}
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}
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if (animationIndex == -1 && !_isAnimationMulti && _isLoopAnimated)
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{
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.animIndex[i] = 0;
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auto descriptor = _animations.at(_particleData.animIndex[i]);
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_particleData.animTimeLength[i] =
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descriptor.animationSpeed + descriptor.animationSpeedVariance * RANDOM_M11(&RANDSEED);
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}
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}
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if (animationIndex == -1 && _isAnimationMulti && _isLoopAnimated)
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{
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.animIndex[i] = _randomAnimations[abs(RANDOM_M11(&RANDSEED) * _randomAnimations.size())];
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auto descriptor = _animations.at(_particleData.animIndex[i]);
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_particleData.animTimeLength[i] =
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descriptor.animationSpeed + descriptor.animationSpeedVariance * RANDOM_M11(&RANDSEED);
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}
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}
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if (_isLoopAnimated)
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{
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.animTimeDelta[i] = 0;
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}
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}
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if (animationIndex != -1)
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{
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.animIndex[i] = animationIndex;
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auto descriptor = _animations.at(_particleData.animIndex[i]);
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_particleData.animTimeLength[i] =
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descriptor.animationSpeed + descriptor.animationSpeedVariance * RANDOM_M11(&RANDSEED);
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}
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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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@ -725,6 +784,12 @@ void ParticleSystem::addParticles(int count, int animationCellIndex)
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_particleData.deltaRotation[i] = (endA - _particleData.rotation[i]) / _particleData.timeToLive[i];
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}
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// static rotation
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for (int i = start; i < _particleCount; ++i)
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{
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_particleData.staticRotation[i] = _staticRotation + _staticRotationVar * RANDOM_M11(&RANDSEED);
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}
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// position
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Vec2 pos;
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if (_positionType == PositionType::FREE)
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@ -829,6 +894,84 @@ void ParticleSystem::addParticles(int count, int animationCellIndex)
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}
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}
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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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std::vector<unsigned short> indices,
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bool reverse)
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{
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ParticleAnimationDescriptor desc{};
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desc.animationSpeed = time;
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desc.animationSpeedVariance = timeVariance;
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desc.animationIndices = indices;
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desc.reverseIndices = reverse;
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if (_animations.find(indexOfDescriptor) == _animations.end())
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_animations.insert({indexOfDescriptor, desc});
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else
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{
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_animations.erase(indexOfDescriptor);
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_animations.insert({indexOfDescriptor, desc});
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}
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}
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void ParticleSystem::resetAnimationIndices()
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{
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_animIndexCount = 0;
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_animationIndices.clear();
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}
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void ParticleSystem::resetAnimationDescriptors()
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{
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_animations.clear();
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_randomAnimations.clear();
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}
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void ParticleSystem::setMultiAnimationRandom()
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{
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_randomAnimations.clear();
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for (auto& a : _animations)
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_randomAnimations.push_back(a.first);
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}
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void ParticleSystem::addAnimationIndex(std::string_view frameName)
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{
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addAnimationIndex(_animIndexCount++, frameName);
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}
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void ParticleSystem::addAnimationIndex(unsigned short index, std::string_view frameName)
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{
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auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName);
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if (frame)
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addAnimationIndex(index, frame);
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}
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void ParticleSystem::addAnimationIndex(cocos2d::SpriteFrame* frame)
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{
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addAnimationIndex(_animIndexCount++, frame);
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}
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void ParticleSystem::addAnimationIndex(unsigned short index, cocos2d::SpriteFrame* frame)
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{
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//Not sure how to check texture equality truly but it won't hurt to skip it
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//CCASSERT(frame->getTexture() == _texture, "Sprite frame texture and particle system texture should match!");
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ParticleFrameDescriptor desc{};
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desc.rect = frame->getRect();
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desc.isRotated = frame->isRotated();
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if (_animationIndices.find(index) == _animationIndices.end())
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_animationIndices.insert({index, desc});
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else
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{
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_animationIndices.erase(index);
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_animationIndices.insert({index, desc});
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}
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}
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void ParticleSystem::onEnter()
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{
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Node::onEnter();
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@ -908,12 +1051,37 @@ void ParticleSystem::update(float dt)
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for (int i = 0; i < _particleCount; ++i)
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{
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_particleData.timeToLive[i] -= dt;
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if (_isLifeAnimated)
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if (_isLifeAnimated && _animations.empty())
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{
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float percent = (_particleData.totalTimeToLive[i] - _particleData.timeToLive[i]) / _particleData.totalTimeToLive[i];
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percent = _isLifeAnimationReversed ? 1 - percent : percent;
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percent = _isLifeAnimationReversed ? 1.0F - percent : percent;
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_particleData.animCellIndex[i] = (unsigned int)MIN((percent * getTotalAnimationCells()), getTotalAnimationCells() - 1);
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}
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if (_isLifeAnimated && !_animations.empty())
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{
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auto& anim = _animations.begin()->second;
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float percent =
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(_particleData.totalTimeToLive[i] - _particleData.timeToLive[i]) / _particleData.totalTimeToLive[i];
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percent = (!!_isLifeAnimationReversed != !!anim.reverseIndices) ? 1.0F - percent : percent;
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_particleData.animCellIndex[i] = anim.animationIndices[MIN(abs(percent * anim.animationIndices.size()),
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anim.animationIndices.size() - 1)];
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}
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if (_isLoopAnimated)
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{
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auto& anim = _animations.at(_particleData.animIndex[i]);
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_particleData.animTimeDelta[i] += dt;
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if (_particleData.animTimeDelta[i] >= _particleData.animTimeLength[i])
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_particleData.animTimeDelta[i] = 0;
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float percent = _particleData.animTimeDelta[i] / _particleData.animTimeLength[i];
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percent = anim.reverseIndices ? 1.0F - percent : percent;
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_particleData.animCellIndex[i] = anim.animationIndices[MIN(abs(percent * anim.animationIndices.size()),
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anim.animationIndices.size() - 1)];
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}
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}
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for (int i = 0; i < _particleCount; ++i)
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@ -52,6 +52,20 @@ struct particle_point
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float y;
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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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{
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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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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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unsigned int* animCellIndex;
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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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@ -267,7 +285,7 @@ public:
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static Vector<ParticleSystem*>& getAllParticleSystems();
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public:
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void addParticles(int count, int animationCellIndex = -1);
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void addParticles(int count, int animationCellIndex = -1, int animationIndex = -1);
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void stopSystem();
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/** Kill all living particles.
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@ -717,6 +735,17 @@ public:
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*/
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void setEndSpinVar(float endSpinVar) { _endSpinVar = endSpinVar; }
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/** Sets the static rotation of each particle
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*
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* @param angle The angle in degrees that the particle will exist with
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*/
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virtual void setStaticRotation(float angle) { _staticRotation = angle; };
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/** Sets the static rotation variance of each particle.
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*
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* @param angle The angle in degrees variance
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*/
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virtual void setStaticRotationVar(float angle) { _staticRotationVar = angle; };
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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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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) { _isLifeAnimated = enabled; }
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void setLifeAnimation(bool enabled)
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{
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_isLifeAnimated = enabled;
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_isEmitterAnimated = false;
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_isLoopAnimated = false;
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}
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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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* WARNING: this won't matter if particle life animation is enabled ie. setLifeAnimation(true) */
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void setEmitterAnimation(bool enabled) { _isEmitterAnimated = enabled; }
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void setEmitterAnimation(bool enabled)
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{
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_isEmitterAnimated = enabled;
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_isLifeAnimated = false;
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_isLoopAnimated = false;
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}
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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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* This interduces a new concept of animation where you specify the indices and then specify animations descriptors that tell how these indices are used and what speed they're played at.
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* Functions that effect this are: setMultiAnimationParticles(), resetAnimationDescriptors(), resetAnimationIndices(), addAnimationIndex(), setAnimationDescriptor(), setMultiAnimationRandom(), setMultiAnimationRandomSpecific(),
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*/
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void setLoopAnimation(bool enabled)
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{
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_isLoopAnimated = enabled;
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_isEmitterAnimated = false;
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_isLifeAnimated = false;
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}
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bool isLifeAnimated() { return _isLifeAnimated; }
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bool isEmitterAnimated() { return _isEmitterAnimated; }
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@ -781,14 +831,82 @@ public:
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}
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/** Gets the total cells viewable in a texture by dividing texture height or width into animation cell size
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* animation cell size can be changed using setAnimationCellUnifiedSize(int) */
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int getTotalAnimationCells() { return getAnimationPixels() / _animUnifiedSize; }
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* animation cell size can be changed using setAnimationCellUnifiedSize(int)
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* incase atlas animation is set off it will return the indices added through addAnimationIndex() */
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int getTotalAnimationCells() { return _isAnimationAtlas ? getAnimationPixels() / _animUnifiedSize : _animIndexCount; }
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/** Sets wether to start from first cell and go forward (normal)
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* or last cell and go backward (reversed) when using life animation */
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void setLifeAnimationReverse(bool reverse) { _isLifeAnimationReversed = reverse; }
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bool isAnimationLifeReversed() { return _isLifeAnimationReversed; }
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/** Sets wether to use atlas rendering or sprite frame rendering */
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void setAnimationAtlas(bool atlas) { _isAnimationAtlas = atlas; }
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bool isAnimationAtlas() { return _isAnimationAtlas; }
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/** Sets wether to use multiable different index animations that can be randomly choosen for particles */
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void setMultiAnimationParticles(bool multi) { _isAnimationMulti = multi; }
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bool isMultiAnimationParticles() { return _isAnimationMulti; }
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/** Resets the count of indices to 0 and empties the index array */
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void resetAnimationIndices();
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/** Resets the container of animation descriptors empties the random array */
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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 animations to play at random
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*/
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void setMultiAnimationRandomSpecific(std::vector<unsigned short> animations) { _randomAnimations = animations; };
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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 a particle animation index based on tex coords spicified using a sprite frame if atlas mode is off.
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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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*/
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void addAnimationIndex(std::string_view frameName);
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/** Add a particle animation index based on tex coords spicified using a sprite frame if atlas mode is off.
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*
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* @param frameName SpriteFrame name to search for
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*/
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void addAnimationIndex(unsigned short index, std::string_view frameName);
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/** Add a particle animation index based on tex coords spicified using a sprite frame if atlas mode is off.
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* The index is automatically incremented on each addition.
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*
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* @param frame SpriteFrame containting data about tex coords
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*/
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void addAnimationIndex(cocos2d::SpriteFrame* frame);
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/** Add a particle animation index based on tex coords spicified using a sprite frame if atlas mode is off.
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* you can specify which index you want to override in this function
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* @param index Index id to override the index with
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* @param frame SpriteFrame containting data about tex coords
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*/
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void addAnimationIndex(unsigned short index, cocos2d::SpriteFrame* frame);
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/** Add a particle animation descriptor with an index.
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*
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* @param indexOfDescriptor Index of the animation to be added, adding to the same index will just override the pervious animation descriptor
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* @param time length of the animation in seconds
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* @param timeVariance Time randomly selected for each different particle added on the animation length
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* @param indices An array of the indicies
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* @param reverse Should the animation indicies be played backwards? (default: false)
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*/
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void setAnimationDescriptor(unsigned short indexOfDescriptor,
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float time,
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float timeVariance,
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std::vector<unsigned short> indices,
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bool reverse = false);
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/** Gets the particles movement type: Free or Grouped.
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@since v0.8
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*
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@ -1026,6 +1144,10 @@ protected:
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float _endSpin;
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//* initial angle of each particle
|
||||
float _endSpinVar;
|
||||
//* initial rotation of each particle
|
||||
float _staticRotation;
|
||||
//* initial rotation of each particle
|
||||
float _staticRotationVar;
|
||||
/** emission rate of the particles */
|
||||
float _emissionRate;
|
||||
/** maximum particles of the system */
|
||||
|
@ -1040,12 +1162,27 @@ protected:
|
|||
bool _isLifeAnimated;
|
||||
/** is the emitter particle system animated */
|
||||
bool _isEmitterAnimated;
|
||||
/** is the emitter particle system animated */
|
||||
bool _isLoopAnimated;
|
||||
/** True if you want to use an atlas with a fixed cell size
|
||||
* False if you want to use SpriteFrames as your indexes using the function addAnimationIndex() */
|
||||
bool _isAnimationAtlas;
|
||||
/** tex coord animation direction for the system */
|
||||
TexAnimDir _animDir;
|
||||
/** the width and height of an animated cell unified */
|
||||
int _animUnifiedSize;
|
||||
/** variable keeping count of sprite frames added for atlas mode off */
|
||||
int _animIndexCount;
|
||||
/** wether to start from first or last when using life animation */
|
||||
int _isLifeAnimationReversed;
|
||||
bool _isLifeAnimationReversed;
|
||||
/** A map that stores particle animation index coords */
|
||||
std::unordered_map<unsigned short, ParticleFrameDescriptor> _animationIndices;
|
||||
/** wether to start from first or last when using life animation */
|
||||
int _isAnimationMulti;
|
||||
/** 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;
|
||||
/** does FlippedY variance of each particle */
|
||||
int _yCoordFlipped;
|
||||
|
||||
|
|
|
@ -273,7 +273,11 @@ void ParticleSystemQuad::initIndices()
|
|||
}
|
||||
}
|
||||
|
||||
inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad, const Vec2& newPosition, float size, float rotation)
|
||||
inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad,
|
||||
const Vec2& newPosition,
|
||||
float size,
|
||||
float rotation,
|
||||
float staticRotation)
|
||||
{
|
||||
// vertices
|
||||
float size_2 = size / 2;
|
||||
|
@ -285,7 +289,7 @@ inline void updatePosWithParticle(V3F_C4B_T2F_Quad* quad, const Vec2& newPositio
|
|||
float x = newPosition.x;
|
||||
float y = newPosition.y;
|
||||
|
||||
float r = (float)-CC_DEGREES_TO_RADIANS(rotation);
|
||||
float r = (float)-CC_DEGREES_TO_RADIANS(rotation + staticRotation);
|
||||
float cr = cosf(r);
|
||||
float sr = sinf(r);
|
||||
float ax = x1 * cr - y1 * sr + x;
|
||||
|
@ -351,14 +355,15 @@ 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* 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;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
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)
|
||||
{
|
||||
p2.set(*startX, *startY, 0);
|
||||
worldToNodeTM.transformPoint(&p2);
|
||||
|
@ -366,7 +371,7 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
p2 = p1 - p2;
|
||||
newPos.x -= p2.x - pos.x;
|
||||
newPos.y -= p2.y - pos.y;
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r, *sr);
|
||||
}
|
||||
}
|
||||
else if (_positionType == PositionType::RELATIVE)
|
||||
|
@ -378,14 +383,15 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
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)
|
||||
{
|
||||
newPos.set(*x, *y);
|
||||
newPos.x = *x - (currentPosition.x - *startX);
|
||||
newPos.y = *y - (currentPosition.y - *startY);
|
||||
newPos += pos;
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r, *sr);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -397,28 +403,48 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
float* y = _particleData.posy;
|
||||
float* s = _particleData.size;
|
||||
float* r = _particleData.rotation;
|
||||
float* sr = _particleData.staticRotation;
|
||||
V3F_C4B_T2F_Quad* quadStart = startQuad;
|
||||
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)
|
||||
{
|
||||
newPos.set(*x + pos.x, *y + pos.y);
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r);
|
||||
updatePosWithParticle(quadStart, newPos, *s, *r, *sr);
|
||||
}
|
||||
}
|
||||
|
||||
float texPixels = getAnimationPixels();
|
||||
float cellPixels = getAnimationCellUnifiedSize();
|
||||
auto setTexCoords = [this](V3F_C4B_T2F_Quad* quad, unsigned short* cellIndex) {
|
||||
|
||||
auto setTexCoords = [this, texPixels, cellPixels](V3F_C4B_T2F_Quad* quad, unsigned int* cellIndex) {
|
||||
float left = 0.0F, bottom = 0.0F, top = 1.0F, right = 1.0F;
|
||||
|
||||
float left = 0;
|
||||
float right = 1;
|
||||
float top = *cellIndex * cellPixels / texPixels;
|
||||
float bottom = (*cellIndex * cellPixels + cellPixels) / texPixels;
|
||||
|
||||
if (_animDir == TexAnimDir::HORIZONTAL)
|
||||
if (_isAnimationAtlas)
|
||||
{
|
||||
std::swap(top, right);
|
||||
std::swap(left, bottom);
|
||||
float texPixels = getAnimationPixels();
|
||||
float cellPixels = getAnimationCellUnifiedSize();
|
||||
|
||||
left = 0.0F;
|
||||
right = 1.0F;
|
||||
top = *cellIndex * cellPixels / texPixels;
|
||||
bottom = (*cellIndex * cellPixels + cellPixels) / texPixels;
|
||||
|
||||
// Flip texture coords if direction of texture is horizontal
|
||||
if (_animDir == TexAnimDir::HORIZONTAL)
|
||||
{
|
||||
std::swap(top, right);
|
||||
std::swap(left, bottom);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto& index = _animationIndices.at(*cellIndex);
|
||||
|
||||
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;
|
||||
|
@ -438,12 +464,12 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
// set color
|
||||
if (_opacityModifyRGB)
|
||||
{
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
unsigned int* cellIndex = _particleData.animCellIndex;
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
unsigned short* cellIndex = _particleData.animCellIndex;
|
||||
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++cellIndex)
|
||||
{
|
||||
|
@ -456,18 +482,18 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
|
||||
if (_isLifeAnimated || _isEmitterAnimated)
|
||||
if (_isLifeAnimated || _isEmitterAnimated || _isLoopAnimated)
|
||||
setTexCoords(quad, cellIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
unsigned int* cellIndex = _particleData.animCellIndex;
|
||||
V3F_C4B_T2F_Quad* quad = startQuad;
|
||||
float* r = _particleData.colorR;
|
||||
float* g = _particleData.colorG;
|
||||
float* b = _particleData.colorB;
|
||||
float* a = _particleData.colorA;
|
||||
unsigned short* cellIndex = _particleData.animCellIndex;
|
||||
|
||||
for (int i = 0; i < _particleCount; ++i, ++quad, ++r, ++g, ++b, ++a, ++cellIndex)
|
||||
{
|
||||
|
@ -480,7 +506,7 @@ void ParticleSystemQuad::updateParticleQuads()
|
|||
quad->tl.colors.set(colorR, colorG, colorB, colorA);
|
||||
quad->tr.colors.set(colorR, colorG, colorB, colorA);
|
||||
|
||||
if (_isLifeAnimated || _isEmitterAnimated)
|
||||
if (_isLifeAnimated || _isEmitterAnimated || _isLoopAnimated)
|
||||
setTexCoords(quad, cellIndex);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue