mirror of https://github.com/axmolengine/axmol.git
104 lines
3.7 KiB
C++
104 lines
3.7 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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#include "CCPUParticle3DCollisionAvoidanceAffector.h"
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
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// Constants
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const float PUParticle3DCollisionAvoidanceAffector::DEFAULT_RADIUS = 100.0f;
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//-----------------------------------------------------------------------
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PUParticle3DCollisionAvoidanceAffector::PUParticle3DCollisionAvoidanceAffector(void) :
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PUParticle3DAffector(),
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_radius(DEFAULT_RADIUS)
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{
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}
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PUParticle3DCollisionAvoidanceAffector::~PUParticle3DCollisionAvoidanceAffector()
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{
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}
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//-----------------------------------------------------------------------
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float PUParticle3DCollisionAvoidanceAffector::getRadius(void) const
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{
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return _radius;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DCollisionAvoidanceAffector::setRadius(float radius)
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{
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_radius = radius;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DCollisionAvoidanceAffector::updatePUAffector( PUParticle3D *particle, float deltaTime )
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{
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CCASSERT(0, "nonsupport yet");
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//for (auto iter : _particleSystem->getParticles())
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//{
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// PUParticle3D *particle = iter;
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// // Activate spatial hashing
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// particleTechnique->setSpatialHashingUsed(true);
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// // Determine neighbouring particles.
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// SpatialHashTable<Particle*>* hashtable = particleTechnique->getSpatialHashTable();
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// if (hashtable)
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// {
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// SpatialHashTable<Particle*>::HashTableCell cell = hashtable->getCell(particle->position);
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// if (cell.empty())
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// return;
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// unsigned int size = static_cast<unsigned int>(cell.size());
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// Vector3 displacement = Vector3::ZERO;
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// Vector3 diff = Vector3::ZERO;
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// for (unsigned int i = 0; i < size; ++i)
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// {
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// Particle* p = cell[i];
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// // Don't check if it is the same particle
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// if (particle != p)
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// {
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// // Validate whether the neighbouring particle is within range
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// diff = p->position - particle->position;
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// if (diff.length() < _radius)
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// {
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// displacement -= diff;
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// }
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// }
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// }
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// particle->direction += displacement * deltaTime;
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// }
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// // Deactivate spatial hashing
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// particleTechnique->setSpatialHashingUsed(false);
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//}
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}
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PUParticle3DCollisionAvoidanceAffector* PUParticle3DCollisionAvoidanceAffector::create()
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{
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auto pcaa = new (std::nothrow) PUParticle3DCollisionAvoidanceAffector();
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pcaa->autorelease();
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return pcaa;
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}
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NS_CC_END |