mirror of https://github.com/axmolengine/axmol.git
288 lines
10 KiB
C++
288 lines
10 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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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 "CCPUParticle3DBoxCollider.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 PUParticle3DBoxCollider::DEFAULT_WIDTH = 100.0f;
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const float PUParticle3DBoxCollider::DEFAULT_HEIGHT = 100.0f;
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const float PUParticle3DBoxCollider::DEFAULT_DEPTH = 100.0f;
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//-----------------------------------------------------------------------
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PUParticle3DBoxCollider::PUParticle3DBoxCollider() :
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PUParticle3DBaseCollider(),
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_width(DEFAULT_WIDTH),
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_height(DEFAULT_HEIGHT),
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_depth(DEFAULT_DEPTH),
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_xmin(0.0f),
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_xmax(0.0f),
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_ymin(0.0f),
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_ymax(0.0f),
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_zmin(0.0f),
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_zmax(0.0f),
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_predictedPosition(Vec3::ZERO),
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_innerCollision(false)
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{
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}
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PUParticle3DBoxCollider::~PUParticle3DBoxCollider()
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{
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}
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//-----------------------------------------------------------------------
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const float PUParticle3DBoxCollider::getWidth() const
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{
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return _width;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::setWidth(const float width)
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{
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_width = width;
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}
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//-----------------------------------------------------------------------
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const float PUParticle3DBoxCollider::getHeight() const
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{
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return _height;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::setHeight(const float height)
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{
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_height = height;
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}
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//-----------------------------------------------------------------------
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const float PUParticle3DBoxCollider::getDepth() const
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{
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return _depth;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::setDepth(const float depth)
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{
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_depth = depth;
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DBoxCollider::isInnerCollision(void) const
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{
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return _innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::setInnerCollision(bool innerCollision)
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{
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_innerCollision = innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::calculateDirectionAfterCollision(PUParticle3D* particle)
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{
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switch (_collisionType)
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{
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case PUParticle3DBaseCollider::CT_BOUNCE:
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{
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// Determine the nearest side and reverse the direction
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if (isSmallestValue (particle->position.x - _xmin, particle->position))
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{
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particle->direction.x *= -1;
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}
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else if (isSmallestValue (_xmax - particle->position.x, particle->position))
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{
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particle->direction.x *= -1;
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}
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else if (isSmallestValue (particle->position.y - _ymin, particle->position))
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{
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particle->direction.y *= -1;
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}
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else if (isSmallestValue (_ymax - particle->position.y, particle->position))
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{
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particle->direction.y *= -1;
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}
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else if (isSmallestValue (particle->position.z - _zmin, particle->position))
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{
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particle->direction.z *= -1;
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}
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else if (isSmallestValue (_zmax - particle->position.z, particle->position))
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{
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particle->direction.z *= -1;
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}
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particle->direction *= _bouncyness;
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}
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break;
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case PUParticle3DBaseCollider::CT_FLOW:
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{
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if (isSmallestValue (particle->position.x - _xmin, particle->position))
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{
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particle->direction.x = 0;
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}
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else if (isSmallestValue (_xmax - particle->position.x, particle->position))
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{
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particle->direction.x = 0;
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}
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else if (isSmallestValue (particle->position.y - _ymin, particle->position))
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{
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particle->direction.y = 0;
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}
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else if (isSmallestValue (_ymax - particle->position.y, particle->position))
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{
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particle->direction.y = 0;
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}
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else if (isSmallestValue (particle->position.z - _zmin, particle->position))
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{
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particle->direction.z = 0;
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}
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else if (isSmallestValue (_zmax - particle->position.z, particle->position))
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{
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particle->direction.z = 0;
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}
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particle->direction *= -_friction;
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}
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break;
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default:
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break;
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}
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}
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//-----------------------------------------------------------------------
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void PUParticle3DBoxCollider::calculateBounds ()
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{
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float scaledWidth = _affectorScale.x * _width;
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float scaledHeight = _affectorScale.y * _height;
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float scaledDepth = _affectorScale.z * _depth;
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_xmin = _derivedPosition.x - 0.5f * scaledWidth;
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_xmax = _derivedPosition.x + 0.5f * scaledWidth;
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_ymin = _derivedPosition.y - 0.5f * scaledHeight;
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_ymax = _derivedPosition.y + 0.5f * scaledHeight;
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_zmin = _derivedPosition.z - 0.5f * scaledDepth;
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_zmax = _derivedPosition.z + 0.5f * scaledDepth;
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DBoxCollider::isSmallestValue(float value, const Vec3& particlePosition)
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{
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float value1 = particlePosition.x - _xmin;
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float value2 = _xmax - particlePosition.x;
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float value3 = particlePosition.y - _ymin;
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float value4 = _ymax - particlePosition.y;
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float value5 = particlePosition.z - _zmin;
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float value6 = _zmax - particlePosition.z;
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return (
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value <= value1 &&
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value <= value2 &&
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value <= value3 &&
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value <= value4 &&
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value <= value5 &&
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value <= value6);
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}
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void PUParticle3DBoxCollider::updatePUAffector( PUParticle3D *particle, float deltaTime )
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{
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//for (auto iter : _particleSystem->getParticles())
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{
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//PUParticle3D *particle = iter;
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_predictedPosition = particle->position + _velocityScale * particle->direction;
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bool collision = false;
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/** Collision detection is a two-step. First, we determine whether the particle is now colliding.
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If it is, the particle is re-positioned. However, a timeElapsed value is used, which is not the same
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as the one that was used at the moment before the particle was colliding. Therefore, we rather
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want to predict particle collision in front. This probably isn't the fastest solution.
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The same approach was used for the other colliders.
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*/
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switch(_intersectionType)
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{
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case PUParticle3DBaseCollider::IT_POINT:
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{
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// Validate for a point-box intersection
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if (_innerCollision != _box.containPoint(particle->position))
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{
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// Collision detected (re-position the particle)
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particle->position -= _velocityScale * particle->direction;
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collision = true;
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}
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else if (_innerCollision != _box.containPoint(_predictedPosition))
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{
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// Collision detected
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collision = true;
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}
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}
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break;
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case PUParticle3DBaseCollider::IT_BOX:
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{
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AABB box;
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populateAlignedBox(box,
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particle->position,
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particle->width,
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particle->height,
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particle->depth);
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if (_innerCollision != box.intersects(_box))
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{
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// Collision detected (re-position the particle)
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particle->position -= _velocityScale * particle->direction;
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collision = true;
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}
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else
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{
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populateAlignedBox(box,
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_predictedPosition,
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particle->width,
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particle->height,
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particle->depth);
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if (_innerCollision != box.intersects(_box))
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{
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// Collision detected
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collision = true;
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}
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}
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}
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break;
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}
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if (collision)
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{
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calculateDirectionAfterCollision(particle);
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calculateRotationSpeedAfterCollision(particle);
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particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
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}
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}
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}
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void PUParticle3DBoxCollider::preUpdateAffector( float deltaTime )
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{
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// Calculate the affectors' center position in worldspace, set the box and calculate the bounds
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// Applied scaling in V 1.3.1.
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populateAlignedBox(_box, getDerivedPosition(), _affectorScale.x * _width, _affectorScale.y * _height, _affectorScale.z * _depth);
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calculateBounds();
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}
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PUParticle3DBoxCollider* PUParticle3DBoxCollider::create()
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{
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auto pbc = new (std::nothrow) PUParticle3DBoxCollider();
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pbc->autorelease();
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return pbc;
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}
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NS_CC_END |