/**************************************************************************** Copyright (C) 2013 Henry van Merode. All rights reserved. Copyright (c) 2015 Chukong Technologies Inc. http://www.cocos2d-x.org 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 "CCPUParticle3DCollisionAvoidanceAffector.h" #include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h" NS_CC_BEGIN // Constants const float PUParticle3DCollisionAvoidanceAffector::DEFAULT_RADIUS = 100.0f; //----------------------------------------------------------------------- PUParticle3DCollisionAvoidanceAffector::PUParticle3DCollisionAvoidanceAffector(void) : PUParticle3DAffector(), _radius(DEFAULT_RADIUS) { } PUParticle3DCollisionAvoidanceAffector::~PUParticle3DCollisionAvoidanceAffector() { } //----------------------------------------------------------------------- float PUParticle3DCollisionAvoidanceAffector::getRadius(void) const { return _radius; } //----------------------------------------------------------------------- void PUParticle3DCollisionAvoidanceAffector::setRadius(float radius) { _radius = radius; } //----------------------------------------------------------------------- void PUParticle3DCollisionAvoidanceAffector::updatePUAffector( PUParticle3D *particle, float deltaTime ) { CCASSERT(0, "nonsupport yet"); //for (auto iter : _particleSystem->getParticles()) //{ // PUParticle3D *particle = iter; // // Activate spatial hashing // particleTechnique->setSpatialHashingUsed(true); // // Determine neighbouring particles. // SpatialHashTable* hashtable = particleTechnique->getSpatialHashTable(); // if (hashtable) // { // SpatialHashTable::HashTableCell cell = hashtable->getCell(particle->position); // if (cell.empty()) // return; // unsigned int size = static_cast(cell.size()); // Vector3 displacement = Vector3::ZERO; // Vector3 diff = Vector3::ZERO; // for (unsigned int i = 0; i < size; ++i) // { // Particle* p = cell[i]; // // Don't check if it is the same particle // if (particle != p) // { // // Validate whether the neighbouring particle is within range // diff = p->position - particle->position; // if (diff.length() < _radius) // { // displacement -= diff; // } // } // } // particle->direction += displacement * deltaTime; // } // // Deactivate spatial hashing // particleTechnique->setSpatialHashingUsed(false); //} } PUParticle3DCollisionAvoidanceAffector* PUParticle3DCollisionAvoidanceAffector::create() { auto pcaa = new (std::nothrow) PUParticle3DCollisionAvoidanceAffector(); pcaa->autorelease(); return pcaa; } void PUParticle3DCollisionAvoidanceAffector::copyAttributesTo( PUParticle3DAffector* affector ) { PUParticle3DAffector::copyAttributesTo(affector); PUParticle3DCollisionAvoidanceAffector* collisionAvoidanceAffector = static_cast(affector); collisionAvoidanceAffector->_radius = _radius; } NS_CC_END