/**************************************************************************** Copyright (C) 2013 Henry van Merode. All rights reserved. Copyright (c) 2015-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. https://axis-project.github.io/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "CCPUTextureAnimator.h" #include "extensions/Particle3D/PU/CCPUParticleSystem3D.h" NS_AX_BEGIN // Constants const float PUTextureAnimator::DEFAULT_TIME_STEP = 0.0f; const unsigned short PUTextureAnimator::DEFAULT_TEXCOORDS_START = 0; const unsigned short PUTextureAnimator::DEFAULT_TEXCOORDS_END = 0; const PUTextureAnimator::TextureAnimationType PUTextureAnimator::DEFAULT_ANIMATION_TYPE = PUTextureAnimator::TAT_LOOP; const bool PUTextureAnimator::DEFAULT_START_RANDOM = true; //----------------------------------------------------------------------- PUTextureAnimator::PUTextureAnimator() : PUAffector() , _animationTimeStep(DEFAULT_TIME_STEP) , _animationTimeStepCount(0.0f) , _startRandom(DEFAULT_START_RANDOM) , _animationTimeStepSet(false) , _nextIndex(false) , _textureAnimationType(DEFAULT_ANIMATION_TYPE) , _textureCoordsStart(DEFAULT_TEXCOORDS_START) , _textureCoordsEnd(DEFAULT_TEXCOORDS_END) {} //----------------------------------------------------------------------- PUTextureAnimator::~PUTextureAnimator() {} //----------------------------------------------------------------------- float PUTextureAnimator::getAnimationTimeStep() const { return _animationTimeStep; } //----------------------------------------------------------------------- void PUTextureAnimator::setAnimationTimeStep(float animationTimeStep) { _animationTimeStep = animationTimeStep; _animationTimeStepSet = true; } //----------------------------------------------------------------------- PUTextureAnimator::TextureAnimationType PUTextureAnimator::getTextureAnimationType() const { return _textureAnimationType; } //----------------------------------------------------------------------- void PUTextureAnimator::setTextureAnimationType(PUTextureAnimator::TextureAnimationType textureAnimationType) { _textureAnimationType = textureAnimationType; } //----------------------------------------------------------------------- unsigned short PUTextureAnimator::getTextureCoordsStart() const { return _textureCoordsStart; } //----------------------------------------------------------------------- void PUTextureAnimator::setTextureCoordsStart(unsigned short textureCoordsStart) { _textureCoordsStart = textureCoordsStart; } //----------------------------------------------------------------------- unsigned short PUTextureAnimator::getTextureCoordsEnd() const { return _textureCoordsEnd; } //----------------------------------------------------------------------- void PUTextureAnimator::setTextureCoordsEnd(unsigned short textureCoordsEnd) { _textureCoordsEnd = textureCoordsEnd; } //----------------------------------------------------------------------- bool PUTextureAnimator::isStartRandom() const { return _startRandom; } //----------------------------------------------------------------------- void PUTextureAnimator::setStartRandom(bool startRandom) { _startRandom = startRandom; } //----------------------------------------------------------------------- void PUTextureAnimator::initParticleForEmission(PUParticle3D* particle) { //// Only continue if the particle is a visual particle // if (particle->particleType != Particle::PT_VISUAL) // return; // Set first image if (_startRandom) { particle->textureCoordsCurrent = (unsigned short)axis::random((float)_textureCoordsStart, (float)_textureCoordsEnd + 0.999f); } else { particle->textureCoordsCurrent = _textureCoordsStart; } // Calculate the animationTimeStep if (!_animationTimeStepSet) { // Set the animation time step for each particle switch (_textureAnimationType) { case TAT_LOOP: { particle->textureAnimationTimeStep = particle->timeToLive / (_textureCoordsEnd - _textureCoordsStart + 1); } break; case TAT_UP_DOWN: { particle->textureAnimationTimeStep = particle->timeToLive / (2 * (_textureCoordsEnd - _textureCoordsStart) + 1); } break; case TAT_RANDOM: { particle->textureAnimationTimeStep = particle->timeToLive; } break; } } } //----------------------------------------------------------------------- void PUTextureAnimator::preUpdateAffector(float deltaTime) { // Determine the next texture coords index (global) if (_animationTimeStepSet) { _nextIndex = false; _animationTimeStepCount += deltaTime; if (_animationTimeStepCount > _animationTimeStep) { _animationTimeStepCount -= _animationTimeStep; _nextIndex = true; } } } //----------------------------------------------------------------------- void PUTextureAnimator::determineNextTextureCoords(PUParticle3D* visualParticle) { switch (_textureAnimationType) { case TAT_LOOP: { if (visualParticle->textureCoordsCurrent >= _textureCoordsEnd) { visualParticle->textureCoordsCurrent = _textureCoordsStart; } else { (visualParticle->textureCoordsCurrent)++; } } break; case TAT_UP_DOWN: { if (visualParticle->textureAnimationDirectionUp == true) { // Going up if (visualParticle->textureCoordsCurrent >= _textureCoordsEnd) { (visualParticle->textureCoordsCurrent)--; visualParticle->textureAnimationDirectionUp = false; } else { (visualParticle->textureCoordsCurrent)++; } } else { // Going down if (visualParticle->textureCoordsCurrent <= _textureCoordsStart) { (visualParticle->textureCoordsCurrent)++; visualParticle->textureAnimationDirectionUp = true; } else { (visualParticle->textureCoordsCurrent)--; } } } break; case TAT_RANDOM: { // Generate a random texcoord index visualParticle->textureCoordsCurrent = (unsigned short)axis::random((float)_textureCoordsStart, (float)_textureCoordsEnd + 0.999f); } break; } } void PUTextureAnimator::updatePUAffector(PUParticle3D* particle, float deltaTime) { //// Only continue if the particle is a visual particle // if (particle->particleType != Particle::PT_VISUAL) // return; // for (auto&& iter : _particleSystem->getParticles()) { // PUParticle3D *particle = iter; // Determine the next texture coords index if (_animationTimeStepSet) { if (_nextIndex) { // Use the global one for all particles determineNextTextureCoords(particle); } } else { particle->textureAnimationTimeStepCount += deltaTime; if (particle->textureAnimationTimeStepCount > particle->textureAnimationTimeStep) { particle->textureAnimationTimeStepCount -= particle->textureAnimationTimeStep; determineNextTextureCoords(particle); } } } } PUTextureAnimator* PUTextureAnimator::create() { auto pta = new PUTextureAnimator(); pta->autorelease(); return pta; } void PUTextureAnimator::copyAttributesTo(PUAffector* affector) { PUAffector::copyAttributesTo(affector); PUTextureAnimator* textureAnimator = static_cast(affector); textureAnimator->_animationTimeStep = _animationTimeStep; textureAnimator->_animationTimeStepSet = _animationTimeStepSet; textureAnimator->_textureAnimationType = _textureAnimationType; textureAnimator->_textureCoordsStart = _textureCoordsStart; textureAnimator->_textureCoordsEnd = _textureCoordsEnd; textureAnimator->_startRandom = _startRandom; } NS_AX_END