axmol/cocos/2d/CCParticleSystem.cpp

1178 lines
36 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
// ideas taken from:
// . The ocean spray in your face [Jeff Lander]
// http://www.double.co.nz/dust/col0798.pdf
// . Building an Advanced Particle System [John van der Burg]
// http://www.gamasutra.com/features/20000623/vanderburg_01.htm
// . LOVE game engine
// http://love2d.org/
//
//
// Radius mode support, from 71 squared
// http://particledesigner.71squared.com/
//
// IMPORTANT: Particle Designer is supported by cocos2d, but
// 'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guaranteed in cocos2d,
// cocos2d uses a another approach, but the results are almost identical.
//
#include "CCParticleSystem.h"
#include <string>
#include "CCParticleBatchNode.h"
#include "base/ccTypes.h"
#include "2d/CCTextureCache.h"
#include "2d/CCTextureAtlas.h"
#include "base/base64.h"
#include "2d/platform/CCFileUtils.h"
#include "2d/platform/CCImage.h"
#include "base/ZipUtils.h"
#include "base/CCDirector.h"
#include "base/CCProfiling.h"
// opengl
#include "CCGL.h"
using namespace std;
NS_CC_BEGIN
// ideas taken from:
// . The ocean spray in your face [Jeff Lander]
// http://www.double.co.nz/dust/col0798.pdf
// . Building an Advanced Particle System [John van der Burg]
// http://www.gamasutra.com/features/20000623/vanderburg_01.htm
// . LOVE game engine
// http://love2d.org/
//
//
// Radius mode support, from 71 squared
// http://particledesigner.71squared.com/
//
// IMPORTANT: Particle Designer is supported by cocos2d, but
// 'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guaranteed in cocos2d,
// cocos2d uses a another approach, but the results are almost identical.
//
ParticleSystem::ParticleSystem()
: _isBlendAdditive(false)
, _isAutoRemoveOnFinish(false)
, _plistFile("")
, _elapsed(0)
, _particles(nullptr)
, _configName("")
, _emitCounter(0)
, _particleIdx(0)
, _batchNode(nullptr)
, _atlasIndex(0)
, _transformSystemDirty(false)
, _allocatedParticles(0)
, _isActive(true)
, _particleCount(0)
, _duration(0)
, _sourcePosition(Vector2::ZERO)
, _posVar(Vector2::ZERO)
, _life(0)
, _lifeVar(0)
, _angle(0)
, _angleVar(0)
, _emitterMode(Mode::GRAVITY)
, _startSize(0)
, _startSizeVar(0)
, _endSize(0)
, _endSizeVar(0)
, _startSpin(0)
, _startSpinVar(0)
, _endSpin(0)
, _endSpinVar(0)
, _emissionRate(0)
, _totalParticles(0)
, _texture(nullptr)
, _blendFunc(BlendFunc::ALPHA_PREMULTIPLIED)
, _opacityModifyRGB(false)
, _yCoordFlipped(0)
, _positionType(PositionType::FREE)
{
modeA.gravity = Vector2::ZERO;
modeA.speed = 0;
modeA.speedVar = 0;
modeA.tangentialAccel = 0;
modeA.tangentialAccelVar = 0;
modeA.radialAccel = 0;
modeA.radialAccelVar = 0;
modeA.rotationIsDir = false;
modeB.startRadius = 0;
modeB.startRadiusVar = 0;
modeB.endRadius = 0;
modeB.endRadiusVar = 0;
modeB.rotatePerSecond = 0;
modeB.rotatePerSecondVar = 0;
}
// implementation ParticleSystem
ParticleSystem * ParticleSystem::create(const std::string& plistFile)
{
ParticleSystem *ret = new ParticleSystem();
if (ret && ret->initWithFile(plistFile))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return ret;
}
ParticleSystem* ParticleSystem::createWithTotalParticles(int numberOfParticles)
{
ParticleSystem *ret = new ParticleSystem();
if (ret && ret->initWithTotalParticles(numberOfParticles))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return ret;
}
bool ParticleSystem::init()
{
return initWithTotalParticles(150);
}
bool ParticleSystem::initWithFile(const std::string& plistFile)
{
bool ret = false;
_plistFile = FileUtils::getInstance()->fullPathForFilename(plistFile);
ValueMap dict = FileUtils::getInstance()->getValueMapFromFile(_plistFile.c_str());
CCASSERT( !dict.empty(), "Particles: file not found");
// XXX compute path from a path, should define a function somewhere to do it
string listFilePath = plistFile;
if (listFilePath.find('/') != string::npos)
{
listFilePath = listFilePath.substr(0, listFilePath.rfind('/') + 1);
ret = this->initWithDictionary(dict, listFilePath.c_str());
}
else
{
ret = this->initWithDictionary(dict, "");
}
return ret;
}
bool ParticleSystem::initWithDictionary(ValueMap& dictionary)
{
return initWithDictionary(dictionary, "");
}
bool ParticleSystem::initWithDictionary(ValueMap& dictionary, const std::string& dirname)
{
bool ret = false;
unsigned char *buffer = nullptr;
unsigned char *deflated = nullptr;
Image *image = nullptr;
do
{
int maxParticles = dictionary["maxParticles"].asInt();
// self, not super
if(this->initWithTotalParticles(maxParticles))
{
// Emitter name in particle designer 2.0
_configName = dictionary["configName"].asString();
// angle
_angle = dictionary["angle"].asFloat();
_angleVar = dictionary["angleVariance"].asFloat();
// duration
_duration = dictionary["duration"].asFloat();
// blend function
if (_configName.length()>0)
{
_blendFunc.src = dictionary["blendFuncSource"].asFloat();
}
else
{
_blendFunc.src = dictionary["blendFuncSource"].asInt();
}
_blendFunc.dst = dictionary["blendFuncDestination"].asInt();
// color
_startColor.r = dictionary["startColorRed"].asFloat();
_startColor.g = dictionary["startColorGreen"].asFloat();
_startColor.b = dictionary["startColorBlue"].asFloat();
_startColor.a = dictionary["startColorAlpha"].asFloat();
_startColorVar.r = dictionary["startColorVarianceRed"].asFloat();
_startColorVar.g = dictionary["startColorVarianceGreen"].asFloat();
_startColorVar.b = dictionary["startColorVarianceBlue"].asFloat();
_startColorVar.a = dictionary["startColorVarianceAlpha"].asFloat();
_endColor.r = dictionary["finishColorRed"].asFloat();
_endColor.g = dictionary["finishColorGreen"].asFloat();
_endColor.b = dictionary["finishColorBlue"].asFloat();
_endColor.a = dictionary["finishColorAlpha"].asFloat();
_endColorVar.r = dictionary["finishColorVarianceRed"].asFloat();
_endColorVar.g = dictionary["finishColorVarianceGreen"].asFloat();
_endColorVar.b = dictionary["finishColorVarianceBlue"].asFloat();
_endColorVar.a = dictionary["finishColorVarianceAlpha"].asFloat();
// particle size
_startSize = dictionary["startParticleSize"].asFloat();
_startSizeVar = dictionary["startParticleSizeVariance"].asFloat();
_endSize = dictionary["finishParticleSize"].asFloat();
_endSizeVar = dictionary["finishParticleSizeVariance"].asFloat();
// position
float x = dictionary["sourcePositionx"].asFloat();
float y = dictionary["sourcePositiony"].asFloat();
this->setPosition( Vector2(x,y) );
_posVar.x = dictionary["sourcePositionVariancex"].asFloat();
_posVar.y = dictionary["sourcePositionVariancey"].asFloat();
// Spinning
_startSpin = dictionary["rotationStart"].asFloat();
_startSpinVar = dictionary["rotationStartVariance"].asFloat();
_endSpin= dictionary["rotationEnd"].asFloat();
_endSpinVar= dictionary["rotationEndVariance"].asFloat();
_emitterMode = (Mode) dictionary["emitterType"].asInt();
// Mode A: Gravity + tangential accel + radial accel
if (_emitterMode == Mode::GRAVITY)
{
// gravity
modeA.gravity.x = dictionary["gravityx"].asFloat();
modeA.gravity.y = dictionary["gravityy"].asFloat();
// speed
modeA.speed = dictionary["speed"].asFloat();
modeA.speedVar = dictionary["speedVariance"].asFloat();
// radial acceleration
modeA.radialAccel = dictionary["radialAcceleration"].asFloat();
modeA.radialAccelVar = dictionary["radialAccelVariance"].asFloat();
// tangential acceleration
modeA.tangentialAccel = dictionary["tangentialAcceleration"].asFloat();
modeA.tangentialAccelVar = dictionary["tangentialAccelVariance"].asFloat();
// rotation is dir
modeA.rotationIsDir = dictionary["rotationIsDir"].asBool();
}
// or Mode B: radius movement
else if (_emitterMode == Mode::RADIUS)
{
if (_configName.length()>0)
{
modeB.startRadius = dictionary["maxRadius"].asInt();
}
else
{
modeB.startRadius = dictionary["maxRadius"].asFloat();
}
modeB.startRadiusVar = dictionary["maxRadiusVariance"].asFloat();
if (_configName.length()>0)
{
modeB.endRadius = dictionary["minRadius"].asInt();
}
else
{
modeB.endRadius = dictionary["minRadius"].asFloat();
}
if (dictionary.find("minRadiusVariance") != dictionary.end())
{
modeB.endRadiusVar = dictionary["minRadiusVariance"].asFloat();
}
else
{
modeB.endRadiusVar = 0.0f;
}
if (_configName.length()>0)
{
modeB.rotatePerSecond = dictionary["rotatePerSecond"].asInt();
}
else
{
modeB.rotatePerSecond = dictionary["rotatePerSecond"].asFloat();
}
modeB.rotatePerSecondVar = dictionary["rotatePerSecondVariance"].asFloat();
} else {
CCASSERT( false, "Invalid emitterType in config file");
CC_BREAK_IF(true);
}
// life span
_life = dictionary["particleLifespan"].asFloat();
_lifeVar = dictionary["particleLifespanVariance"].asFloat();
// emission Rate
_emissionRate = _totalParticles / _life;
//don't get the internal texture if a batchNode is used
if (!_batchNode)
{
// Set a compatible default for the alpha transfer
_opacityModifyRGB = false;
// texture
// Try to get the texture from the cache
std::string textureName = dictionary["textureFileName"].asString();
size_t rPos = textureName.rfind('/');
if (rPos != string::npos)
{
string textureDir = textureName.substr(0, rPos + 1);
if (!dirname.empty() && textureDir != dirname)
{
textureName = textureName.substr(rPos+1);
textureName = dirname + textureName;
}
}
else if (!dirname.empty() && !textureName.empty())
{
textureName = dirname + textureName;
}
Texture2D *tex = nullptr;
if (textureName.length() > 0)
{
// set not pop-up message box when load image failed
bool notify = FileUtils::getInstance()->isPopupNotify();
FileUtils::getInstance()->setPopupNotify(false);
tex = Director::getInstance()->getTextureCache()->addImage(textureName);
// reset the value of UIImage notify
FileUtils::getInstance()->setPopupNotify(notify);
}
if (tex)
{
setTexture(tex);
}
else if( dictionary.find("textureImageData") != dictionary.end() )
{
std::string textureData = dictionary.at("textureImageData").asString();
CCASSERT(!textureData.empty(), "");
auto dataLen = textureData.size();
if (dataLen != 0)
{
// if it fails, try to get it from the base64-gzipped data
int decodeLen = base64Decode((unsigned char*)textureData.c_str(), (unsigned int)dataLen, &buffer);
CCASSERT( buffer != nullptr, "CCParticleSystem: error decoding textureImageData");
CC_BREAK_IF(!buffer);
ssize_t deflatedLen = ZipUtils::inflateMemory(buffer, decodeLen, &deflated);
CCASSERT( deflated != nullptr, "CCParticleSystem: error ungzipping textureImageData");
CC_BREAK_IF(!deflated);
// For android, we should retain it in VolatileTexture::addImage which invoked in Director::getInstance()->getTextureCache()->addUIImage()
image = new Image();
bool isOK = image->initWithImageData(deflated, deflatedLen);
CCASSERT(isOK, "CCParticleSystem: error init image with Data");
CC_BREAK_IF(!isOK);
setTexture(Director::getInstance()->getTextureCache()->addImage(image, textureName.c_str()));
image->release();
}
}
if (!_configName.empty())
{
_yCoordFlipped = dictionary["yCoordFlipped"].asInt();
}
if( !this->_texture)
CCLOGWARN("cocos2d: Warning: ParticleSystemQuad system without a texture");
}
ret = true;
}
} while (0);
free(buffer);
free(deflated);
return ret;
}
bool ParticleSystem::initWithTotalParticles(int numberOfParticles)
{
_totalParticles = numberOfParticles;
CC_SAFE_FREE(_particles);
_particles = (tParticle*)calloc(_totalParticles, sizeof(tParticle));
if( ! _particles )
{
CCLOG("Particle system: not enough memory");
this->release();
return false;
}
_allocatedParticles = numberOfParticles;
if (_batchNode)
{
for (int i = 0; i < _totalParticles; i++)
{
_particles[i].atlasIndex=i;
}
}
// default, active
_isActive = true;
// default blend function
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
// default movement type;
_positionType = PositionType::FREE;
// by default be in mode A:
_emitterMode = Mode::GRAVITY;
// default: modulate
// XXX: not used
// colorModulate = YES;
_isAutoRemoveOnFinish = false;
// Optimization: compile updateParticle method
//updateParticleSel = @selector(updateQuadWithParticle:newPosition:);
//updateParticleImp = (CC_UPDATE_PARTICLE_IMP) [self methodForSelector:updateParticleSel];
//for batchNode
_transformSystemDirty = false;
return true;
}
ParticleSystem::~ParticleSystem()
{
// Since the scheduler retains the "target (in this case the ParticleSystem)
// it is not needed to call "unscheduleUpdate" here. In fact, it will be called in "cleanup"
//unscheduleUpdate();
CC_SAFE_FREE(_particles);
CC_SAFE_RELEASE(_texture);
}
bool ParticleSystem::addParticle()
{
if (this->isFull())
{
return false;
}
tParticle * particle = &_particles[ _particleCount ];
this->initParticle(particle);
++_particleCount;
return true;
}
void ParticleSystem::initParticle(tParticle* particle)
{
// timeToLive
// no negative life. prevent division by 0
particle->timeToLive = _life + _lifeVar * CCRANDOM_MINUS1_1();
particle->timeToLive = MAX(0, particle->timeToLive);
// position
particle->pos.x = _sourcePosition.x + _posVar.x * CCRANDOM_MINUS1_1();
particle->pos.y = _sourcePosition.y + _posVar.y * CCRANDOM_MINUS1_1();
// Color
Color4F start;
start.r = clampf(_startColor.r + _startColorVar.r * CCRANDOM_MINUS1_1(), 0, 1);
start.g = clampf(_startColor.g + _startColorVar.g * CCRANDOM_MINUS1_1(), 0, 1);
start.b = clampf(_startColor.b + _startColorVar.b * CCRANDOM_MINUS1_1(), 0, 1);
start.a = clampf(_startColor.a + _startColorVar.a * CCRANDOM_MINUS1_1(), 0, 1);
Color4F end;
end.r = clampf(_endColor.r + _endColorVar.r * CCRANDOM_MINUS1_1(), 0, 1);
end.g = clampf(_endColor.g + _endColorVar.g * CCRANDOM_MINUS1_1(), 0, 1);
end.b = clampf(_endColor.b + _endColorVar.b * CCRANDOM_MINUS1_1(), 0, 1);
end.a = clampf(_endColor.a + _endColorVar.a * CCRANDOM_MINUS1_1(), 0, 1);
particle->color = start;
particle->deltaColor.r = (end.r - start.r) / particle->timeToLive;
particle->deltaColor.g = (end.g - start.g) / particle->timeToLive;
particle->deltaColor.b = (end.b - start.b) / particle->timeToLive;
particle->deltaColor.a = (end.a - start.a) / particle->timeToLive;
// size
float startS = _startSize + _startSizeVar * CCRANDOM_MINUS1_1();
startS = MAX(0, startS); // No negative value
particle->size = startS;
if (_endSize == START_SIZE_EQUAL_TO_END_SIZE)
{
particle->deltaSize = 0;
}
else
{
float endS = _endSize + _endSizeVar * CCRANDOM_MINUS1_1();
endS = MAX(0, endS); // No negative values
particle->deltaSize = (endS - startS) / particle->timeToLive;
}
// rotation
float startA = _startSpin + _startSpinVar * CCRANDOM_MINUS1_1();
float endA = _endSpin + _endSpinVar * CCRANDOM_MINUS1_1();
particle->rotation = startA;
particle->deltaRotation = (endA - startA) / particle->timeToLive;
// position
if (_positionType == PositionType::FREE)
{
particle->startPos = this->convertToWorldSpace(Vector2::ZERO);
}
else if (_positionType == PositionType::RELATIVE)
{
particle->startPos = _position;
}
// direction
float a = CC_DEGREES_TO_RADIANS( _angle + _angleVar * CCRANDOM_MINUS1_1() );
// Mode Gravity: A
if (_emitterMode == Mode::GRAVITY)
{
Vector2 v(cosf( a ), sinf( a ));
float s = modeA.speed + modeA.speedVar * CCRANDOM_MINUS1_1();
// direction
particle->modeA.dir = v * s ;
// radial accel
particle->modeA.radialAccel = modeA.radialAccel + modeA.radialAccelVar * CCRANDOM_MINUS1_1();
// tangential accel
particle->modeA.tangentialAccel = modeA.tangentialAccel + modeA.tangentialAccelVar * CCRANDOM_MINUS1_1();
// rotation is dir
if(modeA.rotationIsDir)
particle->rotation = -CC_RADIANS_TO_DEGREES(particle->modeA.dir.getAngle());
}
// Mode Radius: B
else
{
// Set the default diameter of the particle from the source position
float startRadius = modeB.startRadius + modeB.startRadiusVar * CCRANDOM_MINUS1_1();
float endRadius = modeB.endRadius + modeB.endRadiusVar * CCRANDOM_MINUS1_1();
particle->modeB.radius = startRadius;
if (modeB.endRadius == START_RADIUS_EQUAL_TO_END_RADIUS)
{
particle->modeB.deltaRadius = 0;
}
else
{
particle->modeB.deltaRadius = (endRadius - startRadius) / particle->timeToLive;
}
particle->modeB.angle = a;
particle->modeB.degreesPerSecond = CC_DEGREES_TO_RADIANS(modeB.rotatePerSecond + modeB.rotatePerSecondVar * CCRANDOM_MINUS1_1());
}
}
void ParticleSystem::onEnter()
{
Node::onEnter();
// update after action in run!
this->scheduleUpdateWithPriority(1);
}
void ParticleSystem::onExit()
{
this->unscheduleUpdate();
Node::onExit();
}
void ParticleSystem::stopSystem()
{
_isActive = false;
_elapsed = _duration;
_emitCounter = 0;
}
void ParticleSystem::resetSystem()
{
_isActive = true;
_elapsed = 0;
for (_particleIdx = 0; _particleIdx < _particleCount; ++_particleIdx)
{
tParticle *p = &_particles[_particleIdx];
p->timeToLive = 0;
}
}
bool ParticleSystem::isFull()
{
return (_particleCount == _totalParticles);
}
// ParticleSystem - MainLoop
void ParticleSystem::update(float dt)
{
CC_PROFILER_START_CATEGORY(kProfilerCategoryParticles , "CCParticleSystem - update");
if (_isActive && _emissionRate)
{
float rate = 1.0f / _emissionRate;
//issue #1201, prevent bursts of particles, due to too high emitCounter
if (_particleCount < _totalParticles)
{
_emitCounter += dt;
}
while (_particleCount < _totalParticles && _emitCounter > rate)
{
this->addParticle();
_emitCounter -= rate;
}
_elapsed += dt;
if (_duration != -1 && _duration < _elapsed)
{
this->stopSystem();
}
}
_particleIdx = 0;
Vector2 currentPosition = Vector2::ZERO;
if (_positionType == PositionType::FREE)
{
currentPosition = this->convertToWorldSpace(Vector2::ZERO);
}
else if (_positionType == PositionType::RELATIVE)
{
currentPosition = _position;
}
{
while (_particleIdx < _particleCount)
{
tParticle *p = &_particles[_particleIdx];
// life
p->timeToLive -= dt;
if (p->timeToLive > 0)
{
// Mode A: gravity, direction, tangential accel & radial accel
if (_emitterMode == Mode::GRAVITY)
{
Vector2 tmp, radial, tangential;
radial = Vector2::ZERO;
// radial acceleration
if (p->pos.x || p->pos.y)
{
radial = p->pos.getNormalized();
}
tangential = radial;
radial = radial * p->modeA.radialAccel;
// tangential acceleration
float newy = tangential.x;
tangential.x = -tangential.y;
tangential.y = newy;
tangential = tangential * p->modeA.tangentialAccel;
// (gravity + radial + tangential) * dt
tmp = radial + tangential + modeA.gravity;
tmp = tmp * dt;
p->modeA.dir = p->modeA.dir + tmp;
if (_configName.length()>0 && _yCoordFlipped == -1)
{
tmp = p->modeA.dir * -dt;
}
else
{
tmp = p->modeA.dir * dt;
}
p->pos = p->pos + tmp;
}
// Mode B: radius movement
else
{
// Update the angle and radius of the particle.
p->modeB.angle += p->modeB.degreesPerSecond * dt;
p->modeB.radius += p->modeB.deltaRadius * dt;
p->pos.x = - cosf(p->modeB.angle) * p->modeB.radius;
p->pos.y = - sinf(p->modeB.angle) * p->modeB.radius;
if (_yCoordFlipped == 1)
{
p->pos.y = -p->pos.y;
}
}
// color
p->color.r += (p->deltaColor.r * dt);
p->color.g += (p->deltaColor.g * dt);
p->color.b += (p->deltaColor.b * dt);
p->color.a += (p->deltaColor.a * dt);
// size
p->size += (p->deltaSize * dt);
p->size = MAX( 0, p->size );
// angle
p->rotation += (p->deltaRotation * dt);
//
// update values in quad
//
Vector2 newPos;
if (_positionType == PositionType::FREE || _positionType == PositionType::RELATIVE)
{
Vector2 diff = currentPosition - p->startPos;
newPos = p->pos - diff;
}
else
{
newPos = p->pos;
}
// translate newPos to correct position, since matrix transform isn't performed in batchnode
// don't update the particle with the new position information, it will interfere with the radius and tangential calculations
if (_batchNode)
{
newPos.x+=_position.x;
newPos.y+=_position.y;
}
updateQuadWithParticle(p, newPos);
//updateParticleImp(self, updateParticleSel, p, newPos);
// update particle counter
++_particleIdx;
}
else
{
// life < 0
int currentIndex = p->atlasIndex;
if( _particleIdx != _particleCount-1 )
{
_particles[_particleIdx] = _particles[_particleCount-1];
}
if (_batchNode)
{
//disable the switched particle
_batchNode->disableParticle(_atlasIndex+currentIndex);
//switch indexes
_particles[_particleCount-1].atlasIndex = currentIndex;
}
--_particleCount;
if( _particleCount == 0 && _isAutoRemoveOnFinish )
{
this->unscheduleUpdate();
_parent->removeChild(this, true);
return;
}
}
} //while
_transformSystemDirty = false;
}
// only update gl buffer when visible
if (_visible && ! _batchNode)
{
postStep();
}
CC_PROFILER_STOP_CATEGORY(kProfilerCategoryParticles , "CCParticleSystem - update");
}
void ParticleSystem::updateWithNoTime(void)
{
this->update(0.0f);
}
void ParticleSystem::updateQuadWithParticle(tParticle* particle, const Vector2& newPosition)
{
CC_UNUSED_PARAM(particle);
CC_UNUSED_PARAM(newPosition);
// should be overridden
}
void ParticleSystem::postStep()
{
// should be overridden
}
// ParticleSystem - Texture protocol
void ParticleSystem::setTexture(Texture2D* var)
{
if (_texture != var)
{
CC_SAFE_RETAIN(var);
CC_SAFE_RELEASE(_texture);
_texture = var;
updateBlendFunc();
}
}
void ParticleSystem::updateBlendFunc()
{
CCASSERT(! _batchNode, "Can't change blending functions when the particle is being batched");
if(_texture)
{
bool premultiplied = _texture->hasPremultipliedAlpha();
_opacityModifyRGB = false;
if( _texture && ( _blendFunc.src == CC_BLEND_SRC && _blendFunc.dst == CC_BLEND_DST ) )
{
if( premultiplied )
{
_opacityModifyRGB = true;
}
else
{
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
}
}
}
}
Texture2D * ParticleSystem::getTexture() const
{
return _texture;
}
// ParticleSystem - Additive Blending
void ParticleSystem::setBlendAdditive(bool additive)
{
if( additive )
{
_blendFunc = BlendFunc::ADDITIVE;
}
else
{
if( _texture && ! _texture->hasPremultipliedAlpha() )
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
else
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
}
}
bool ParticleSystem::isBlendAdditive() const
{
return( _blendFunc.src == GL_SRC_ALPHA && _blendFunc.dst == GL_ONE);
}
// ParticleSystem - Properties of Gravity Mode
void ParticleSystem::setTangentialAccel(float t)
{
CCASSERT( _emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.tangentialAccel = t;
}
float ParticleSystem::getTangentialAccel() const
{
CCASSERT( _emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.tangentialAccel;
}
void ParticleSystem::setTangentialAccelVar(float t)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.tangentialAccelVar = t;
}
float ParticleSystem::getTangentialAccelVar() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.tangentialAccelVar;
}
void ParticleSystem::setRadialAccel(float t)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.radialAccel = t;
}
float ParticleSystem::getRadialAccel() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.radialAccel;
}
void ParticleSystem::setRadialAccelVar(float t)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.radialAccelVar = t;
}
float ParticleSystem::getRadialAccelVar() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.radialAccelVar;
}
void ParticleSystem::setRotationIsDir(bool t)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.rotationIsDir = t;
}
bool ParticleSystem::getRotationIsDir() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.rotationIsDir;
}
void ParticleSystem::setGravity(const Vector2& g)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.gravity = g;
}
const Vector2& ParticleSystem::getGravity()
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.gravity;
}
void ParticleSystem::setSpeed(float speed)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.speed = speed;
}
float ParticleSystem::getSpeed() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.speed;
}
void ParticleSystem::setSpeedVar(float speedVar)
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
modeA.speedVar = speedVar;
}
float ParticleSystem::getSpeedVar() const
{
CCASSERT(_emitterMode == Mode::GRAVITY, "Particle Mode should be Gravity");
return modeA.speedVar;
}
// ParticleSystem - Properties of Radius Mode
void ParticleSystem::setStartRadius(float startRadius)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.startRadius = startRadius;
}
float ParticleSystem::getStartRadius() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.startRadius;
}
void ParticleSystem::setStartRadiusVar(float startRadiusVar)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.startRadiusVar = startRadiusVar;
}
float ParticleSystem::getStartRadiusVar() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.startRadiusVar;
}
void ParticleSystem::setEndRadius(float endRadius)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.endRadius = endRadius;
}
float ParticleSystem::getEndRadius() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.endRadius;
}
void ParticleSystem::setEndRadiusVar(float endRadiusVar)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.endRadiusVar = endRadiusVar;
}
float ParticleSystem::getEndRadiusVar() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.endRadiusVar;
}
void ParticleSystem::setRotatePerSecond(float degrees)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.rotatePerSecond = degrees;
}
float ParticleSystem::getRotatePerSecond() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.rotatePerSecond;
}
void ParticleSystem::setRotatePerSecondVar(float degrees)
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
modeB.rotatePerSecondVar = degrees;
}
float ParticleSystem::getRotatePerSecondVar() const
{
CCASSERT(_emitterMode == Mode::RADIUS, "Particle Mode should be Radius");
return modeB.rotatePerSecondVar;
}
bool ParticleSystem::isActive() const
{
return _isActive;
}
int ParticleSystem::getTotalParticles() const
{
return _totalParticles;
}
void ParticleSystem::setTotalParticles(int var)
{
CCASSERT( var <= _allocatedParticles, "Particle: resizing particle array only supported for quads");
_totalParticles = var;
}
const BlendFunc& ParticleSystem::getBlendFunc() const
{
return _blendFunc;
}
void ParticleSystem::setBlendFunc(const BlendFunc &blendFunc)
{
if( _blendFunc.src != blendFunc.src || _blendFunc.dst != blendFunc.dst ) {
_blendFunc = blendFunc;
this->updateBlendFunc();
}
}
bool ParticleSystem::isAutoRemoveOnFinish() const
{
return _isAutoRemoveOnFinish;
}
void ParticleSystem::setAutoRemoveOnFinish(bool var)
{
_isAutoRemoveOnFinish = var;
}
// ParticleSystem - methods for batchNode rendering
ParticleBatchNode* ParticleSystem::getBatchNode(void) const
{
return _batchNode;
}
void ParticleSystem::setBatchNode(ParticleBatchNode* batchNode)
{
if( _batchNode != batchNode ) {
_batchNode = batchNode; // weak reference
if( batchNode ) {
//each particle needs a unique index
for (int i = 0; i < _totalParticles; i++)
{
_particles[i].atlasIndex=i;
}
}
}
}
//don't use a transform matrix, this is faster
void ParticleSystem::setScale(float s)
{
_transformSystemDirty = true;
Node::setScale(s);
}
void ParticleSystem::setRotation(float newRotation)
{
_transformSystemDirty = true;
Node::setRotation(newRotation);
}
void ParticleSystem::setScaleX(float newScaleX)
{
_transformSystemDirty = true;
Node::setScaleX(newScaleX);
}
void ParticleSystem::setScaleY(float newScaleY)
{
_transformSystemDirty = true;
Node::setScaleY(newScaleY);
}
NS_CC_END