mirror of https://github.com/axmolengine/axmol.git
126 lines
4.8 KiB
C++
126 lines
4.8 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 "CCPUParticle3DVortexAffector.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 Vec3 PUParticle3DVortexAffector::DEFAULT_ROTATION_VECTOR(0, 0, 0);
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const float PUParticle3DVortexAffector::DEFAULT_ROTATION_SPEED = 1.0f;
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//-----------------------------------------------------------------------
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PUParticle3DVortexAffector::PUParticle3DVortexAffector(void) :
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PUParticle3DAffector(),
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_rotationVector(DEFAULT_ROTATION_VECTOR)
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{
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_dynRotationSpeed = new (std::nothrow) PUDynamicAttributeFixed();
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(static_cast<PUDynamicAttributeFixed*>(_dynRotationSpeed))->setValue(DEFAULT_ROTATION_SPEED);
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}
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//-----------------------------------------------------------------------
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PUParticle3DVortexAffector::~PUParticle3DVortexAffector(void)
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{
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if (_dynRotationSpeed)
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{
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CC_SAFE_DELETE(_dynRotationSpeed);
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}
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}
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//-----------------------------------------------------------------------
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const Vec3& PUParticle3DVortexAffector::getRotationVector(void) const
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{
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return _rotationVector;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DVortexAffector::setRotationVector(const Vec3& rotationVector)
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{
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_rotationVector = rotationVector;
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}
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//-----------------------------------------------------------------------
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PUDynamicAttribute* PUParticle3DVortexAffector::getRotationSpeed(void) const
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{
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return _dynRotationSpeed;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DVortexAffector::setRotationSpeed(PUDynamicAttribute* dynRotationSpeed)
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{
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if (_dynRotationSpeed)
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CC_SAFE_DELETE(_dynRotationSpeed);
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_dynRotationSpeed = dynRotationSpeed;
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}
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//-----------------------------------------------------------------------
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float PUParticle3DVortexAffector::calculateRotationSpeed(void)
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{
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return float(_dynamicAttributeHelper.calculate(_dynRotationSpeed, (static_cast<PUParticleSystem3D *>(_particleSystem))->getTimeElapsedSinceStart()));
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}
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//-----------------------------------------------------------------------
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void PUParticle3DVortexAffector::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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// Explicitly check on 'freezed', because it passes the techniques' validation.
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if (particle->isFreezed())
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return;
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// Rotate position, direction and orientation (visible particle only) and compensate for the affector position
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// Also take the affect specialisation into account
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Mat4 rotMat;
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Mat4::createRotation(_rotation, &rotMat);
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Vec3 local = particle->position - _derivedPosition;
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particle->position = _derivedPosition + rotMat * local;
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particle->direction = rotMat * particle->direction;
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particle->orientation = _rotation * particle->orientation;
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}
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}
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void PUParticle3DVortexAffector::preUpdateAffector( float deltaTime )
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{
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PUParticleSystem3D* sys = static_cast<PUParticleSystem3D *>(_particleSystem);
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if (sys)
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{
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Mat4 rotMat;
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Mat4::createRotation(sys->getDerivedOrientation(), &rotMat);
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_rotation.set(rotMat * _rotationVector, float(calculateRotationSpeed() * deltaTime));
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}
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else
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{
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_rotation.set(_rotationVector, float(calculateRotationSpeed() * deltaTime));
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}
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getDerivedPosition();
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}
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PUParticle3DVortexAffector* PUParticle3DVortexAffector::create()
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{
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auto pvf = new (std::nothrow) PUParticle3DVortexAffector();
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pvf->autorelease();
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return pvf;
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}
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NS_CC_END |