mirror of https://github.com/axmolengine/axmol.git
204 lines
5.0 KiB
C++
204 lines
5.0 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PARTICLE_SYSTEM_3D_H__
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#define __CC_PARTICLE_SYSTEM_3D_H__
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#include "2d/CCNode.h"
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#include "math/CCMath.h"
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#include <vector>
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#include <map>
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#include <list>
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NS_CC_BEGIN
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/**
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* 3d particle system
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*/
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class Particle3DEmitter;
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class Particle3DAffector;
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class Particle3DRender;
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struct CC_DLL Particle3D
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{
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Particle3D();
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virtual ~Particle3D();
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// property of particles
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Vec3 position; // position
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Quaternion orientation;// Orientation of the particle.
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Vec4 color; // particle color
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Vec2 lb_uv; // left bottom uv
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Vec2 rt_uv; // right top uv
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float width;//Own width
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float height;//Own height
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float depth;//Own depth
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//user defined property
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std::map<std::string, void*> userDefs;
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};
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class CC_DLL ParticlePool
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{
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public:
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typedef std::vector<Particle3D *> PoolList;
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typedef std::vector<Particle3D *>::iterator PoolIterator;
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ParticlePool();
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~ParticlePool();
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Particle3D* createParticle();
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void lockLatestParticle();
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void lockAllParticles();
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Particle3D* getFirst();
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Particle3D* getNext();
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const PoolList& getActiveParticleList() const;
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void addParticle(Particle3D *particle);
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bool empty() const;
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void removeAllParticles(bool needDelete = false);
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private:
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PoolIterator _releasedIter;
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PoolList _released;
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PoolList _locked;
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};
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class CC_DLL ParticleSystem3D : public Node, public BlendProtocol
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{
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public:
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enum class State
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{
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STOP,
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RUNNING,
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PAUSE,
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};
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virtual void update(float delta) override;
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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virtual void setBlendFunc(const BlendFunc &blendFunc) override;
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virtual const BlendFunc &getBlendFunc() const override;
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/**
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* particle system play control
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*/
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virtual void startParticleSystem();
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/**
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* stop particle
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*/
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virtual void stopParticleSystem();
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/**
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* pause particle
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*/
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virtual void pauseParticleSystem();
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/**
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* resume particle
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*/
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virtual void resumeParticleSystem();
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/**
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* set emitter for particle system, can set your own particle emitter
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*/
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void setEmitter(Particle3DEmitter* emitter);
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/**
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* set particle render, can set your own particle render
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*/
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void setRender(Particle3DRender* render);
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/**
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* add particle affector
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*/
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void addAffector(Particle3DAffector* affector);
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/**
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* remove affector by index
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*/
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void removeAffector(int index);
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/**
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* remove all particle affector
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*/
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void removeAllAffector();
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/**
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*/
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unsigned int getParticleQuota() const;
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void setParticleQuota(unsigned int quota);
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/**
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* get particle affector by index
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*/
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Particle3DAffector* getAffector(int index);
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const ParticlePool& getParticlePool()
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{
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return _particlePool;
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}
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virtual int getAliveParticleCount() const
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{
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return 0;
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}
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State getState() const { return _state; }
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bool isKeepLocal(void) const { return _keepLocal; }
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void setKeepLocal(bool keepLocal);
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/** Enables or disables the system.
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*/
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void setEnabled (bool enabled);
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bool isEnabled(void) const { return _isEnabled; }
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CC_CONSTRUCTOR_ACCESS:
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ParticleSystem3D();
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virtual ~ParticleSystem3D();
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protected:
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State _state;
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Particle3DEmitter* _emitter;
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std::vector<Particle3DAffector*> _affectors;
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Particle3DRender* _render;
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//particles
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ParticlePool _particlePool;
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unsigned int _particleQuota;
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BlendFunc _blend;
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bool _keepLocal;
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bool _isEnabled;
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};
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NS_CC_END
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#endif
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