mirror of https://github.com/axmolengine/axmol.git
91 lines
3.4 KiB
C++
91 lines
3.4 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 "CCPUParticle3DGravityAffector.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 PUParticle3DGravityAffector::DEFAULT_GRAVITY = 1.0f;
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//-----------------------------------------------------------------------
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PUParticle3DGravityAffector::PUParticle3DGravityAffector(void) :
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PUParticle3DAffector(),
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_gravity(DEFAULT_GRAVITY)
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{
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}
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//-----------------------------------------------------------------------
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PUParticle3DGravityAffector::~PUParticle3DGravityAffector( void )
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{
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}
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//-----------------------------------------------------------------------
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float PUParticle3DGravityAffector::getGravity(void) const
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{
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return _gravity;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DGravityAffector::setGravity(float gravity)
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{
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_gravity = gravity;
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}
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void PUParticle3DGravityAffector::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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// Applied scaling in V1.3.1
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/** Applying Newton's law of universal gravitation. */
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Vec3 distance = _derivedPosition - particle->position;
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float length = distance.lengthSquared();
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float scaleVelocity = 1.0f;
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//if (mParentTechnique)
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{
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scaleVelocity = (static_cast<PUParticleSystem3D *>(_particleSystem))->getParticleSystemScaleVelocity();
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}
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if (length > 0/* && mParentTechnique*/)
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{
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//Real force = (mGravity * particle->mass * mass) / length;
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float force = (scaleVelocity * _gravity * particle->mass * _mass) / length;
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particle->direction += force * distance * deltaTime * calculateAffectSpecialisationFactor(particle);
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}
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}
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}
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void PUParticle3DGravityAffector::preUpdateAffector( float deltaTime )
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{
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getDerivedPosition();
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}
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PUParticle3DGravityAffector* PUParticle3DGravityAffector::create()
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{
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auto pga = new (std::nothrow) PUParticle3DGravityAffector();
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pga->autorelease();
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return pga;
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}
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NS_CC_END |