mirror of https://github.com/axmolengine/axmol.git
257 lines
9.1 KiB
C++
257 lines
9.1 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 "CCPUParticle3DTextureAnimator.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 PUParticle3DTextureAnimator::DEFAULT_TIME_STEP = 0.0f;
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const unsigned short PUParticle3DTextureAnimator::DEFAULT_TEXCOORDS_START = 0;
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const unsigned short PUParticle3DTextureAnimator::DEFAULT_TEXCOORDS_END = 0;
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const PUParticle3DTextureAnimator::TextureAnimationType PUParticle3DTextureAnimator::DEFAULT_ANIMATION_TYPE = PUParticle3DTextureAnimator::TAT_LOOP;
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const bool PUParticle3DTextureAnimator::DEFAULT_START_RANDOM = true;
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//-----------------------------------------------------------------------
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PUParticle3DTextureAnimator::PUParticle3DTextureAnimator(void) :
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PUParticle3DAffector(),
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_animationTimeStep(DEFAULT_TIME_STEP),
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_animationTimeStepSet(false),
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_nextIndex(false),
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_textureAnimationType(DEFAULT_ANIMATION_TYPE),
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_textureCoordsStart(DEFAULT_TEXCOORDS_START),
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_textureCoordsEnd(DEFAULT_TEXCOORDS_END),
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_startRandom(DEFAULT_START_RANDOM),
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_animationTimeStepCount(0.0f)
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{
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}
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//-----------------------------------------------------------------------
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PUParticle3DTextureAnimator::~PUParticle3DTextureAnimator(void)
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{
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}
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//-----------------------------------------------------------------------
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float PUParticle3DTextureAnimator::getAnimationTimeStep(void) const
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{
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return _animationTimeStep;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::setAnimationTimeStep(float animationTimeStep)
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{
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_animationTimeStep = animationTimeStep;
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_animationTimeStepSet = true;
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}
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//-----------------------------------------------------------------------
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PUParticle3DTextureAnimator::TextureAnimationType PUParticle3DTextureAnimator::getTextureAnimationType(void) const
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{
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return _textureAnimationType;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::setTextureAnimationType(PUParticle3DTextureAnimator::TextureAnimationType textureAnimationType)
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{
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_textureAnimationType = textureAnimationType;
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}
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//-----------------------------------------------------------------------
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unsigned short PUParticle3DTextureAnimator::getTextureCoordsStart(void) const
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{
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return _textureCoordsStart;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::setTextureCoordsStart(unsigned short textureCoordsStart)
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{
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_textureCoordsStart = textureCoordsStart;
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}
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//-----------------------------------------------------------------------
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unsigned short PUParticle3DTextureAnimator::getTextureCoordsEnd(void) const
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{
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return _textureCoordsEnd;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::setTextureCoordsEnd(unsigned short textureCoordsEnd)
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{
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_textureCoordsEnd = textureCoordsEnd;
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DTextureAnimator::isStartRandom(void) const
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{
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return _startRandom;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::setStartRandom(bool startRandom)
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{
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_startRandom = startRandom;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::initParticleForEmission(PUParticle3D* particle)
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{
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//// Only continue if the particle is a visual particle
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//if (particle->particleType != Particle::PT_VISUAL)
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// return;
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// Set first image
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if (_startRandom)
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{
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particle->textureCoordsCurrent = (unsigned short)cocos2d::random((float)_textureCoordsStart, (float)_textureCoordsEnd + 0.999f);
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}
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else
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{
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particle->textureCoordsCurrent = _textureCoordsStart;
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}
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// Calculate the animationTimeStep
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if (!_animationTimeStepSet)
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{
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// Set the animation time step for each particle
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switch(_textureAnimationType)
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{
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case TAT_LOOP:
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{
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particle->textureAnimationTimeStep = particle->timeToLive / (_textureCoordsEnd - _textureCoordsStart + 1);
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}
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break;
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case TAT_UP_DOWN:
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{
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particle->textureAnimationTimeStep = particle->timeToLive / (2 * (_textureCoordsEnd - _textureCoordsStart) + 1);
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}
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break;
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case TAT_RANDOM:
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{
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particle->textureAnimationTimeStep = particle->timeToLive;
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::preUpdateAffector(float deltaTime)
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{
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// Determine the next texture coords index (global)
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if (_animationTimeStepSet)
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{
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_nextIndex = false;
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_animationTimeStepCount += deltaTime;
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if (_animationTimeStepCount > _animationTimeStep)
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{
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_animationTimeStepCount -= _animationTimeStep;
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_nextIndex = true;
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}
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}
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}
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//-----------------------------------------------------------------------
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void PUParticle3DTextureAnimator::determineNextTextureCoords(PUParticle3D* visualParticle)
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{
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switch(_textureAnimationType)
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{
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case TAT_LOOP:
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{
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if (visualParticle->textureCoordsCurrent >= _textureCoordsEnd)
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{
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visualParticle->textureCoordsCurrent = _textureCoordsStart;
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}
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else
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{
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(visualParticle->textureCoordsCurrent)++;
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}
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}
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break;
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case TAT_UP_DOWN:
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{
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if (visualParticle->textureAnimationDirectionUp == true)
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{
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// Going up
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if (visualParticle->textureCoordsCurrent >= _textureCoordsEnd)
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{
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(visualParticle->textureCoordsCurrent)--;
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visualParticle->textureAnimationDirectionUp = false;
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}
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else
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{
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(visualParticle->textureCoordsCurrent)++;
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}
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}
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else
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{
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// Going down
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if (visualParticle->textureCoordsCurrent <= _textureCoordsStart)
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{
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(visualParticle->textureCoordsCurrent)++;
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visualParticle->textureAnimationDirectionUp = true;
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}
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else
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{
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(visualParticle->textureCoordsCurrent)--;
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}
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}
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}
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break;
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case TAT_RANDOM:
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{
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// Generate a random texcoord index
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visualParticle->textureCoordsCurrent = (unsigned short)cocos2d::random((float)_textureCoordsStart, (float)_textureCoordsEnd + 0.999f);
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}
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break;
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}
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}
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void PUParticle3DTextureAnimator::updatePUAffector( PUParticle3D *particle, float deltaTime )
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{
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//// Only continue if the particle is a visual particle
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//if (particle->particleType != Particle::PT_VISUAL)
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// return;
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//for (auto iter : _particleSystem->getParticles())
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{
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//PUParticle3D *particle = iter;
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// Determine the next texture coords index
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if (_animationTimeStepSet)
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{
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if (_nextIndex)
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{
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// Use the global one for all particles
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determineNextTextureCoords(particle);
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}
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}
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else
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{
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particle->textureAnimationTimeStepCount += deltaTime;
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if (particle->textureAnimationTimeStepCount > particle->textureAnimationTimeStep)
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{
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particle->textureAnimationTimeStepCount -= particle->textureAnimationTimeStep;
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determineNextTextureCoords(particle);
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}
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}
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}
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}
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PUParticle3DTextureAnimator* PUParticle3DTextureAnimator::create()
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{
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auto pta = new (std::nothrow) PUParticle3DTextureAnimator();
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pta->autorelease();
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return pta;
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}
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NS_CC_END |