mirror of https://github.com/axmolengine/axmol.git
1696 lines
59 KiB
C++
1696 lines
59 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 Bytedance Inc.
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https://axis-project.github.io/
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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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#ifndef __CCPARTICLE_SYSTEM_H__
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#define __CCPARTICLE_SYSTEM_H__
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#include "base/CCProtocols.h"
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#include "2d/CCNode.h"
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#include "base/CCValue.h"
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#include "2d/CCSpriteFrame.h"
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#include "2d/CCSpriteFrameCache.h"
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#include "math/FastRNG.h"
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NS_AX_BEGIN
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class ParticleBatchNode;
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struct particle_point
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{
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float x;
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float y;
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};
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/**
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* Particle emission shapes.
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* Current supported shapes are Point, Rectangle, RectangularTorus, Circle, Torus, Cone, Cone Torus, Texture alpha
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* emission mask
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* @since axis-1.0.0b8
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*/
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struct EmissionShape
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{
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EmissionShapeType type;
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float x;
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float y;
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float innerWidth;
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float innerHeight;
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float outerWidth;
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float outerHeight;
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float innerRadius;
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float outerRadius;
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float coneOffset;
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float coneAngle;
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float edgeBias;
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uint32_t fourccId;
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};
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/**
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* Particle emission mask descriptor.
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* @since axis-1.0.0b8
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*/
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struct ParticleEmissionMaskDescriptor
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{
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Vec2 size;
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std::vector<axis::Vec2> points;
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};
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/** @struct ParticleAnimationDescriptor
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Structure that contains animation description
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*/
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struct ParticleAnimationDescriptor
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{
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float animationSpeed;
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float animationSpeedVariance;
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std::vector<unsigned short> animationIndices;
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bool reverseIndices;
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};
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/** @struct ParticleFrameDescriptor
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Structure that contains frame description
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*/
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struct ParticleFrameDescriptor
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{
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axis::Rect rect;
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bool isRotated;
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};
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class AX_DLL ParticleData
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{
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public:
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float* posx;
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float* posy;
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float* startPosX;
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float* startPosY;
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float* colorR;
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float* colorG;
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float* colorB;
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float* colorA;
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float* deltaColorR;
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float* deltaColorG;
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float* deltaColorB;
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float* deltaColorA;
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float* hue;
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float* sat;
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float* val;
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float* opacityFadeInDelta;
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float* opacityFadeInLength;
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float* scaleInDelta;
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float* scaleInLength;
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float* size;
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float* deltaSize;
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float* rotation;
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float* staticRotation;
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float* deltaRotation;
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float* totalTimeToLive;
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float* timeToLive;
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float* animTimeDelta;
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float* animTimeLength;
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unsigned short* animIndex;
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unsigned short* animCellIndex;
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unsigned int* atlasIndex;
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//! Mode A: gravity, direction, radial accel, tangential accel
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struct
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{
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float* dirX;
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float* dirY;
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float* radialAccel;
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float* tangentialAccel;
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} modeA;
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//! Mode B: radius mode
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struct
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{
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float* angle;
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float* degreesPerSecond;
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float* radius;
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float* deltaRadius;
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} modeB;
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unsigned int maxCount;
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ParticleData();
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bool init(int count);
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void release();
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unsigned int getMaxCount() { return maxCount; }
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void copyParticle(int p1, int p2)
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{
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posx[p1] = posx[p2];
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posy[p1] = posy[p2];
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startPosX[p1] = startPosX[p2];
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startPosY[p1] = startPosY[p2];
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colorR[p1] = colorR[p2];
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colorG[p1] = colorG[p2];
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colorB[p1] = colorB[p2];
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colorA[p1] = colorA[p2];
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deltaColorR[p1] = deltaColorR[p2];
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deltaColorG[p1] = deltaColorG[p2];
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deltaColorB[p1] = deltaColorB[p2];
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deltaColorA[p1] = deltaColorA[p2];
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if (hue && sat && val)
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{
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hue[p1] = hue[p2];
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sat[p1] = sat[p2];
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val[p1] = val[p2];
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}
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if (opacityFadeInDelta && opacityFadeInLength)
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{
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opacityFadeInDelta[p1] = opacityFadeInDelta[p2];
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opacityFadeInLength[p1] = opacityFadeInLength[p2];
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}
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if (scaleInDelta && scaleInLength)
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{
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scaleInDelta[p1] = scaleInDelta[p2];
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scaleInLength[p1] = scaleInLength[p2];
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}
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size[p1] = size[p2];
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deltaSize[p1] = deltaSize[p2];
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rotation[p1] = rotation[p2];
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staticRotation[p1] = staticRotation[p2];
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deltaRotation[p1] = deltaRotation[p2];
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totalTimeToLive[p1] = totalTimeToLive[p2];
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timeToLive[p1] = timeToLive[p2];
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if (animTimeDelta && animTimeLength && animIndex && animCellIndex)
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{
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animTimeDelta[p1] = animTimeDelta[p2];
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animTimeLength[p1] = animTimeLength[p2];
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animIndex[p1] = animIndex[p2];
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animCellIndex[p1] = animCellIndex[p2];
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}
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atlasIndex[p1] = atlasIndex[p2];
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modeA.dirX[p1] = modeA.dirX[p2];
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modeA.dirY[p1] = modeA.dirY[p2];
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modeA.radialAccel[p1] = modeA.radialAccel[p2];
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modeA.tangentialAccel[p1] = modeA.tangentialAccel[p2];
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modeB.angle[p1] = modeB.angle[p2];
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modeB.degreesPerSecond[p1] = modeB.degreesPerSecond[p2];
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modeB.radius[p1] = modeB.radius[p2];
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modeB.deltaRadius[p1] = modeB.deltaRadius[p2];
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}
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};
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/**
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* Particle emission mask cache.
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* @since axis-1.0.0b8
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*/
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class AX_DLL ParticleEmissionMaskCache : public axis::Ref
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{
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public:
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static ParticleEmissionMaskCache* getInstance();
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/** Bakes a particle emission mask from texture data on cpu and stores it in memory by it's name.
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* If the mask already exists then it will be overwritten.
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*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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* @param texturePath Path of the texture that holds alpha data.
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* @param alphaThreshold The threshold at which pixels are picked, If a pixel's alpha channel is greater than
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* alphaThreshold then it will be picked.
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* @param inverted Inverts the pick condition so that If a pixel's alpha channel is lower than alphaThreshold then
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* it will be picked.
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* @param inbetweenSamples How many times should pixels be filled inbetween, this value should be increased If
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* you're planning to scale the emission shape up. WARNING: it will use more memory.
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*/
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void bakeEmissionMask(std::string_view maskId,
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std::string_view texturePath,
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float alphaThreshold = 0.5F,
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bool inverted = false,
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int inbetweenSamples = 1);
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/** Bakes a particle emission mask from texture data on cpu and stores it in memory by it's name.
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* If the mask already exists then it will be overwritten.
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*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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* @param imageTexture Image object containing texture data with alpha channel.
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* @param alphaThreshold The threshold at which pixels are picked, If a pixel's alpha channel is greater than
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* alphaThreshold then it will be picked.
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* @param inverted Inverts the pick condition so that If a pixel's alpha channel is lower than alphaThreshold then
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* it will be picked.
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* @param inbetweenSamples How many times should pixels be filled inbetween, this value should be increased If
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* you're planning to scale the emission shape up. WARNING: it will use more memory.
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*/
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void bakeEmissionMask(std::string_view maskId,
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Image* imageTexture,
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float alphaThreshold = 0.5F,
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bool inverted = false,
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int inbetweenSamples = 1);
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/** Returns a baked mask with the specified name if it exists. otherwise, it will return a dummy mask.
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*
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* @param fourccId The unsigned integer id of the mask.
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*/
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const ParticleEmissionMaskDescriptor& getEmissionMask(uint32_t fourccId);
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/** Returns a baked mask with the specified name if it exists. otherwise, it will return a dummy mask.
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*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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*/
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const ParticleEmissionMaskDescriptor& getEmissionMask(std::string_view maskId);
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/** Removes a baked mask and releases the data from memory with the specified name if it exists.
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*
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* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
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*/
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void removeMask(std::string_view maskId);
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/** Remove all baked masks and releases their data from memory. */
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void removeAllMasks();
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private:
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std::unordered_map<uint32_t, ParticleEmissionMaskDescriptor> masks;
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};
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// typedef void (*AX_UPDATE_PARTICLE_IMP)(id, SEL, tParticle*, Vec2);
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class Texture2D;
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/** @class ParticleSystem
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* @brief Particle System base class.
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Attributes of a Particle System:
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- emission rate of the particles
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- Gravity Mode (Mode A):
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- gravity
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- direction
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- speed +- variance
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- tangential acceleration +- variance
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- radial acceleration +- variance
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- Radius Mode (Mode B):
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- startRadius +- variance
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- endRadius +- variance
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- rotate +- variance
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- Properties common to all modes:
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- life +- life variance
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- start spin +- variance
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- end spin +- variance
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- start size +- variance
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- end size +- variance
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- start color +- variance
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- end color +- variance
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- life +- variance
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- blending function
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- texture
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Cocos2d also supports particles generated by Particle Designer (http://particledesigner.71squared.com/).
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'Radius Mode' in Particle Designer uses a fixed emit rate of 30 hz. Since that can't be guaranteed in cocos2d,
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cocos2d uses a another approach, but the results are almost identical.
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Cocos2d supports all the variables used by Particle Designer plus a bit more:
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- spinning particles (supported when using ParticleSystemQuad)
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- tangential acceleration (Gravity mode)
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- radial acceleration (Gravity mode)
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- radius direction (Radius mode) (Particle Designer supports outwards to inwards direction only)
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It is possible to customize any of the above mentioned properties in runtime. Example:
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@code
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emitter.radialAccel = 15;
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emitter.startSpin = 0;
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@endcode
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*/
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class AX_DLL ParticleSystem : public Node, public TextureProtocol, public PlayableProtocol
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{
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public:
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/** Mode
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* @js cc.ParticleSystem.MODE_GRAVITY;
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*/
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enum class Mode
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{
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GRAVITY,
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RADIUS,
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};
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/** PositionType
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Types of particle positioning.
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* @js cc.ParticleSystem.TYPE_FREE
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*/
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enum class PositionType
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{
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FREE, /** Living particles are attached to the world and are unaffected by emitter repositioning. */
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RELATIVE, /** Living particles are attached to the world but will follow the emitter repositioning.
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Use case: Attach an emitter to an sprite, and you want that the emitter follows the sprite.*/
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GROUPED, /** Living particles are attached to the emitter and are translated along with it. */
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};
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/** TexAnimDir
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Texture animation direction for the particles.
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*/
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enum class TexAnimDir
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{
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VERTICAL, /** texture coordinates are read top to bottom within the texture */
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HORIZONTAL, /** texture coordinates are read left to right within the texture */
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};
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//* @enum
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enum
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{
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/** The Particle emitter lives forever. */
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DURATION_INFINITY = -1,
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/** The starting size of the particle is equal to the ending size. */
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START_SIZE_EQUAL_TO_END_SIZE = -1,
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/** The starting radius of the particle is equal to the ending radius. */
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START_RADIUS_EQUAL_TO_END_RADIUS = -1,
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/** The simulation's seconds are set to the particles' lifetime specified inclusive of variant. */
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SIMULATION_USE_PARTICLE_LIFETIME = -1,
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/** The simulation's framerate is set to the animation interval specified in director. */
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SIMULATION_USE_GAME_ANIMATION_INTERVAL = -1,
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};
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/** Creates an initializes a ParticleSystem from a plist file.
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This plist files can be created manually or with Particle Designer:
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http://particledesigner.71squared.com/
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@since v2.0
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*
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* @param plistFile Particle plist file name.
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* @return An autoreleased ParticleSystem object.
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*/
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static ParticleSystem* create(std::string_view plistFile);
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/** Create a system with a fixed number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSystemQuad object.
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* @js NA
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*/
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static ParticleSystem* createWithTotalParticles(int numberOfParticles);
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/** Gets all ParticleSystem references
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*/
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static Vector<ParticleSystem*>& getAllParticleSystems();
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protected:
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bool allocAnimationMem();
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void deallocAnimationMem();
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bool _isAnimAllocated;
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bool allocHSVMem();
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void deallocHSVMem();
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bool _isHSVAllocated;
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bool allocOpacityFadeInMem();
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void deallocOpacityFadeInMem();
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bool _isOpacityFadeInAllocated;
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bool allocScaleInMem();
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void deallocScaleInMem();
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bool _isScaleInAllocated;
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public:
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void addParticles(int count, int animationIndex = -1, int animationCellIndex = -1);
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void stopSystem();
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/** Kill all living particles.
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*/
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void resetSystem();
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/** Whether or not the system is full.
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*
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* @return True if the system is full.
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*/
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bool isFull();
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/** Update the verts position data of particle,
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should be overridden by subclasses.
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*/
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virtual void updateParticleQuads();
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/** Update the VBO verts buffer which does not use batch node,
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should be overridden by subclasses. */
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virtual void postStep();
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/** Call the update method with no time..
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*/
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virtual void updateWithNoTime();
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/** Whether or not the particle system removed self on finish.
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*
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* @return True if the particle system removed self on finish.
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*/
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virtual bool isAutoRemoveOnFinish() const;
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/** Set the particle system auto removed it self on finish.
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*
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* @param var True if the particle system removed self on finish.
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*/
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virtual void setAutoRemoveOnFinish(bool var);
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// mode A
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/** Gets the gravity.
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*
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* @return The gravity.
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*/
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virtual const Vec2& getGravity();
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/** Sets the gravity.
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*
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* @param g The gravity.
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*/
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virtual void setGravity(const Vec2& g);
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/** Gets the speed.
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*
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* @return The speed.
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*/
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virtual float getSpeed() const;
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/** Sets the speed.
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*
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* @param speed The speed.
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*/
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virtual void setSpeed(float speed);
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/** Gets the speed variance.
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*
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* @return The speed variance.
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*/
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virtual float getSpeedVar() const;
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/** Sets the speed variance.
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*
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* @param speed The speed variance.
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*/
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virtual void setSpeedVar(float speed);
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/** Gets the tangential acceleration.
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*
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* @return The tangential acceleration.
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*/
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virtual float getTangentialAccel() const;
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/** Sets the tangential acceleration.
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*
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* @param t The tangential acceleration.
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*/
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virtual void setTangentialAccel(float t);
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/** Gets the tangential acceleration variance.
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*
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* @return The tangential acceleration variance.
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*/
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virtual float getTangentialAccelVar() const;
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/** Sets the tangential acceleration variance.
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*
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* @param t The tangential acceleration variance.
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*/
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virtual void setTangentialAccelVar(float t);
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/** Gets the radial acceleration.
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*
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* @return The radial acceleration.
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*/
|
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virtual float getRadialAccel() const;
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/** Sets the radial acceleration.
|
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*
|
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* @param t The radial acceleration.
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*/
|
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virtual void setRadialAccel(float t);
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/** Gets the radial acceleration variance.
|
|
*
|
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* @return The radial acceleration variance.
|
|
*/
|
|
virtual float getRadialAccelVar() const;
|
|
/** Sets the radial acceleration variance.
|
|
*
|
|
* @param t The radial acceleration variance.
|
|
*/
|
|
virtual void setRadialAccelVar(float t);
|
|
/** Whether or not the rotation of each particle to its direction.
|
|
*
|
|
* @return True if the rotation is the direction.
|
|
*/
|
|
virtual bool getRotationIsDir() const;
|
|
/** Sets the rotation of each particle to its direction.
|
|
*
|
|
* @param t True if the rotation is the direction.
|
|
*/
|
|
virtual void setRotationIsDir(bool t);
|
|
// mode B
|
|
/** Gets the start radius.
|
|
*
|
|
* @return The start radius.
|
|
*/
|
|
virtual float getStartRadius() const;
|
|
/** Sets the start radius.
|
|
*
|
|
* @param startRadius The start radius.
|
|
*/
|
|
virtual void setStartRadius(float startRadius);
|
|
/** Gets the start radius variance.
|
|
*
|
|
* @return The start radius variance.
|
|
*/
|
|
virtual float getStartRadiusVar() const;
|
|
/** Sets the start radius variance.
|
|
*
|
|
* @param startRadiusVar The start radius variance.
|
|
*/
|
|
virtual void setStartRadiusVar(float startRadiusVar);
|
|
/** Gets the end radius.
|
|
*
|
|
* @return The end radius.
|
|
*/
|
|
virtual float getEndRadius() const;
|
|
/** Sets the end radius.
|
|
*
|
|
* @param endRadius The end radius.
|
|
*/
|
|
virtual void setEndRadius(float endRadius);
|
|
/** Gets the end radius variance.
|
|
*
|
|
* @return The end radius variance.
|
|
*/
|
|
virtual float getEndRadiusVar() const;
|
|
/** Sets the end radius variance.
|
|
*
|
|
* @param endRadiusVar The end radius variance.
|
|
*/
|
|
virtual void setEndRadiusVar(float endRadiusVar);
|
|
/** Gets the number of degrees to rotate a particle around the source pos per second.
|
|
*
|
|
* @return The number of degrees to rotate a particle around the source pos per second.
|
|
*/
|
|
virtual float getRotatePerSecond() const;
|
|
/** Sets the number of degrees to rotate a particle around the source pos per second.
|
|
*
|
|
* @param degrees The number of degrees to rotate a particle around the source pos per second.
|
|
*/
|
|
virtual void setRotatePerSecond(float degrees);
|
|
/** Gets the rotate per second variance.
|
|
*
|
|
* @return The rotate per second variance.
|
|
*/
|
|
virtual float getRotatePerSecondVar() const;
|
|
/** Sets the rotate per second variance.
|
|
*
|
|
* @param degrees The rotate per second variance.
|
|
*/
|
|
virtual void setRotatePerSecondVar(float degrees);
|
|
|
|
virtual void setScale(float s) override;
|
|
virtual void setRotation(float newRotation) override;
|
|
virtual void setScaleX(float newScaleX) override;
|
|
virtual void setScaleY(float newScaleY) override;
|
|
|
|
/** Whether or not the particle system is active.
|
|
*
|
|
* @return True if the particle system is active.
|
|
*/
|
|
virtual bool isActive() const;
|
|
/** Whether or not the particle system is blend additive.
|
|
*
|
|
* @return True if the particle system is blend additive.
|
|
*/
|
|
virtual bool isBlendAdditive() const;
|
|
/** Sets the particle system blend additive.
|
|
*
|
|
* @param value True if the particle system is blend additive.
|
|
*/
|
|
virtual void setBlendAdditive(bool value);
|
|
|
|
/** Gets the batch node.
|
|
*
|
|
* @return The batch node.
|
|
*/
|
|
virtual ParticleBatchNode* getBatchNode() const;
|
|
/** Sets the batch node.
|
|
*
|
|
* @param batchNode The batch node.
|
|
*/
|
|
virtual void setBatchNode(ParticleBatchNode* batchNode);
|
|
|
|
/** Gets the index of system in batch node array.
|
|
*
|
|
* @return The index of system in batch node array.
|
|
*/
|
|
int getAtlasIndex() const { return _atlasIndex; }
|
|
/** Sets the index of system in batch node array.
|
|
*
|
|
* @param index The index of system in batch node array.
|
|
*/
|
|
void setAtlasIndex(int index) { _atlasIndex = index; }
|
|
|
|
/** Gets the Quantity of particles that are being simulated at the moment.
|
|
*
|
|
* @return The Quantity of particles that are being simulated at the moment.
|
|
*/
|
|
unsigned int getParticleCount() const { return _particleCount; }
|
|
|
|
/** Gets how many seconds the emitter will run. -1 means 'forever'.
|
|
*
|
|
* @return The seconds that the emitter will run. -1 means 'forever'.
|
|
*/
|
|
float getDuration() const { return _duration; }
|
|
/** Sets how many seconds the emitter will run. -1 means 'forever'.
|
|
*
|
|
* @param duration The seconds that the emitter will run. -1 means 'forever'.
|
|
*/
|
|
void setDuration(float duration) { _duration = duration; }
|
|
|
|
/** Gets the source position of the emitter.
|
|
*
|
|
* @return The source position of the emitter.
|
|
*/
|
|
const Vec2& getSourcePosition() const { return _sourcePosition; }
|
|
/** Sets the source position of the emitter.
|
|
*
|
|
* @param pos The source position of the emitter.
|
|
*/
|
|
void setSourcePosition(const Vec2& pos) { _sourcePosition = pos; }
|
|
|
|
/** Gets the position variance of the emitter.
|
|
*
|
|
* @return The position variance of the emitter.
|
|
*/
|
|
const Vec2& getPosVar() const { return _posVar; }
|
|
/** Sets the position variance of the emitter.
|
|
*
|
|
* @param pos The position variance of the emitter.
|
|
*/
|
|
void setPosVar(const Vec2& pos) { _posVar = pos; }
|
|
|
|
/** Gets the life of each particle.
|
|
*
|
|
* @return The life of each particle.
|
|
*/
|
|
float getLife() const { return _life; }
|
|
/** Sets the life of each particle.
|
|
*
|
|
* @param life The life of each particle.
|
|
*/
|
|
void setLife(float life) { _life = life; }
|
|
|
|
/** Gets the life variance of each particle.
|
|
*
|
|
* @return The life variance of each particle.
|
|
*/
|
|
float getLifeVar() const { return _lifeVar; }
|
|
/** Sets the life variance of each particle.
|
|
*
|
|
* @param lifeVar The life variance of each particle.
|
|
*/
|
|
void setLifeVar(float lifeVar) { _lifeVar = lifeVar; }
|
|
|
|
/** Gets the angle of each particle.
|
|
*
|
|
* @return The angle of each particle.
|
|
*/
|
|
float getAngle() const { return _angle; }
|
|
/** Sets the angle of each particle.
|
|
*
|
|
* @param angle The angle of each particle.
|
|
*/
|
|
void setAngle(float angle) { _angle = angle; }
|
|
|
|
/** Gets the angle variance of each particle.
|
|
*
|
|
* @return The angle variance of each particle.
|
|
*/
|
|
float getAngleVar() const { return _angleVar; }
|
|
/** Sets the angle variance of each particle.
|
|
*
|
|
* @param angleVar The angle variance of each particle.
|
|
*/
|
|
void setAngleVar(float angleVar) { _angleVar = angleVar; }
|
|
|
|
/** Switch between different kind of emitter modes:
|
|
- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration.
|
|
- kParticleModeRadius: uses radius movement + rotation.
|
|
*
|
|
* @return The mode of the emitter.
|
|
*/
|
|
Mode getEmitterMode() const { return _emitterMode; }
|
|
/** Sets the mode of the emitter.
|
|
*
|
|
* @param mode The mode of the emitter.
|
|
*/
|
|
void setEmitterMode(Mode mode) { _emitterMode = mode; }
|
|
|
|
/** Gets the start size in pixels of each particle.
|
|
*
|
|
* @return The start size in pixels of each particle.
|
|
*/
|
|
float getStartSize() const { return _startSize; }
|
|
/** Sets the start size in pixels of each particle.
|
|
*
|
|
* @param startSize The start size in pixels of each particle.
|
|
*/
|
|
void setStartSize(float startSize) { _startSize = startSize; }
|
|
|
|
/** Gets the start size variance in pixels of each particle.
|
|
*
|
|
* @return The start size variance in pixels of each particle.
|
|
*/
|
|
float getStartSizeVar() const { return _startSizeVar; }
|
|
/** Sets the start size variance in pixels of each particle.
|
|
*
|
|
* @param sizeVar The start size variance in pixels of each particle.
|
|
*/
|
|
void setStartSizeVar(float sizeVar) { _startSizeVar = sizeVar; }
|
|
|
|
/** Gets the end size in pixels of each particle.
|
|
*
|
|
* @return The end size in pixels of each particle.
|
|
*/
|
|
float getEndSize() const { return _endSize; }
|
|
/** Sets the end size in pixels of each particle.
|
|
*
|
|
* @param endSize The end size in pixels of each particle.
|
|
*/
|
|
void setEndSize(float endSize) { _endSize = endSize; }
|
|
|
|
/** Gets the end size variance in pixels of each particle.
|
|
*
|
|
* @return The end size variance in pixels of each particle.
|
|
*/
|
|
float getEndSizeVar() const { return _endSizeVar; }
|
|
/** Sets the end size variance in pixels of each particle.
|
|
*
|
|
* @param sizeVar The end size variance in pixels of each particle.
|
|
*/
|
|
void setEndSizeVar(float sizeVar) { _endSizeVar = sizeVar; }
|
|
|
|
/** Gets the start color of each particle.
|
|
*
|
|
* @return The start color of each particle.
|
|
*/
|
|
const Color4F& getStartColor() const { return _startColor; }
|
|
/** Sets the start color of each particle.
|
|
*
|
|
* @param color The start color of each particle.
|
|
*/
|
|
void setStartColor(const Color4F& color) { _startColor = color; }
|
|
|
|
/** Gets the start color variance of each particle.
|
|
*
|
|
* @return The start color variance of each particle.
|
|
*/
|
|
const Color4F& getStartColorVar() const { return _startColorVar; }
|
|
/** Sets the start color variance of each particle.
|
|
*
|
|
* @param color The start color variance of each particle.
|
|
*/
|
|
void setStartColorVar(const Color4F& color) { _startColorVar = color; }
|
|
|
|
/** Gets the end color and end color variation of each particle.
|
|
*
|
|
* @return The end color and end color variation of each particle.
|
|
*/
|
|
const Color4F& getEndColor() const { return _endColor; }
|
|
/** Sets the end color and end color variation of each particle.
|
|
*
|
|
* @param color The end color and end color variation of each particle.
|
|
*/
|
|
void setEndColor(const Color4F& color) { _endColor = color; }
|
|
|
|
/** Gets the end color variance of each particle.
|
|
*
|
|
* @return The end color variance of each particle.
|
|
*/
|
|
const Color4F& getEndColorVar() const { return _endColorVar; }
|
|
/** Sets the end color variance of each particle.
|
|
*
|
|
* @param color The end color variance of each particle.
|
|
*/
|
|
void setEndColorVar(const Color4F& color) { _endColorVar = color; }
|
|
|
|
/** Sets wether to use HSV color system.
|
|
* WARNING: becareful when using HSV with too many particles because it's expensive.
|
|
*
|
|
* @param hsv Use HSV color system.
|
|
*/
|
|
void useHSV(bool hsv);
|
|
bool isHSV() { return _isHSVAllocated; };
|
|
|
|
/** Gets the hue of each particle.
|
|
*
|
|
* @return The hue of each particle.
|
|
*/
|
|
float getHue() const { return _hsv.h; }
|
|
/** Sets the hue of each particle.
|
|
*
|
|
* @param hsv The hue color of each particle.
|
|
*/
|
|
void setHue(float hue) { _hsv.h = hue; }
|
|
|
|
/** Gets the hue variance of each particle.
|
|
*
|
|
* @return The hue variance of each particle.
|
|
*/
|
|
float getHueVar() const { return _hsvVar.h; }
|
|
/** Sets the hue variance of each particle.
|
|
*
|
|
* @param hsv The hue variance color of each particle.
|
|
*/
|
|
void setHueVar(float hue) { _hsvVar.h = hue; }
|
|
|
|
/** Gets the HSV color of each particle.
|
|
*
|
|
* @return The HSV color of each particle.
|
|
*/
|
|
const HSV& getHSV() const { return _hsv; }
|
|
/** Sets the HSV color of each particle.
|
|
*
|
|
* @param hsv The HSV color of each particle.
|
|
*/
|
|
void setHSV(const HSV& hsv) { _hsv = hsv; }
|
|
|
|
/** Gets the HSV color variance of each particle.
|
|
*
|
|
* @return The HSV color variance of each particle.
|
|
*/
|
|
const HSV& getHSVVar() const { return _hsvVar; }
|
|
/** Sets the HSV color variance of each particle.
|
|
*
|
|
* @param hsv The HSV color variance of each particle.
|
|
*/
|
|
void setHSVVar(const HSV& hsv) { _hsvVar = hsv; }
|
|
|
|
/** Gets the start spin of each particle.
|
|
*
|
|
* @return The start spin of each particle.
|
|
*/
|
|
float getStartSpin() const { return _startSpin; }
|
|
/** Sets the start spin of each particle.
|
|
*
|
|
* @param spin The start spin of each particle.
|
|
*/
|
|
void setStartSpin(float spin) { _startSpin = spin; }
|
|
|
|
/** Gets the start spin variance of each particle.
|
|
*
|
|
* @return The start spin variance of each particle.
|
|
*/
|
|
float getStartSpinVar() const { return _startSpinVar; }
|
|
/** Sets the start spin variance of each particle.
|
|
*
|
|
* @param pinVar The start spin variance of each particle.
|
|
*/
|
|
void setStartSpinVar(float pinVar) { _startSpinVar = pinVar; }
|
|
|
|
/** Gets the end spin of each particle.
|
|
*
|
|
* @return The end spin of each particle.
|
|
*/
|
|
float getEndSpin() const { return _endSpin; }
|
|
/** Sets the end spin of each particle.
|
|
*
|
|
* @param endSpin The end spin of each particle.
|
|
*/
|
|
void setEndSpin(float endSpin) { _endSpin = endSpin; }
|
|
|
|
/** Gets the end spin variance of each particle.
|
|
*
|
|
* @return The end spin variance of each particle.
|
|
*/
|
|
float getEndSpinVar() const { return _endSpinVar; }
|
|
/** Sets the end spin variance of each particle.
|
|
*
|
|
* @param endSpinVar The end spin variance of each particle.
|
|
*/
|
|
void setEndSpinVar(float endSpinVar) { _endSpinVar = endSpinVar; }
|
|
|
|
/** Gets the spawn angle of each particle
|
|
*
|
|
* @return The angle in degrees of each particle.
|
|
*/
|
|
float getSpawnAngle() { return _spawnAngle; }
|
|
/** Sets the spawn angle of each particle
|
|
*
|
|
* @param angle The angle in degrees of each particle.
|
|
*/
|
|
void setSpawnAngle(float angle) { _spawnAngle = angle; }
|
|
|
|
/** Sets the spawn angle variance of each particle.
|
|
*
|
|
* @return The angle variance in degrees of each particle.
|
|
*/
|
|
float getSpawnAngleVar() { return _spawnAngleVar; }
|
|
/** Sets the spawn angle variance of each particle.
|
|
*
|
|
* @param angle The angle variance in degrees of each particle.
|
|
*/
|
|
void setSpawnAngleVar(float angle) { _spawnAngleVar = angle; }
|
|
|
|
/** Gets the spawn opacity fade in time of each particle.
|
|
* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
|
|
specified time.
|
|
|
|
* @return The spawn opacity fade in time in seconds.
|
|
*/
|
|
float getSpawnFadeIn() { return _spawnFadeIn; }
|
|
/** Sets the spawn opacity fade in time of each particle when it's created.
|
|
* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
|
|
* specified time.
|
|
*
|
|
* @param time The spawn opacity fade in time in seconds.
|
|
*/
|
|
void setSpawnFadeIn(float time);
|
|
|
|
/** Gets the spawn opacity fade in time variance of each particle.
|
|
* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
|
|
* specified time.
|
|
*
|
|
* @return The spawn opacity fade in time variance in seconds.
|
|
*/
|
|
float getSpawnFadeInVar() { return _spawnFadeInVar; }
|
|
/** Sets the spawn opacity fade in time variance of each particle when it's created.
|
|
* Particles have the ability to spawn while having 0 opacity and gradually start going to 255 opacity with a
|
|
* specified time.
|
|
*
|
|
* @param time The spawn opacity fade in time variance in seconds.
|
|
*/
|
|
void setSpawnFadeInVar(float time);
|
|
|
|
/** Gets the spawn scale fade in time of each particle.
|
|
* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
|
|
* time.
|
|
*
|
|
* @return The spawn opacity fade in time in seconds.
|
|
*/
|
|
float getSpawnScaleIn() { return _spawnScaleIn; }
|
|
/** Sets the spawn scale fade in time of each particle when it's created.
|
|
* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
|
|
* time.
|
|
*
|
|
* @param time The spawn opacity fade in time in seconds.
|
|
*/
|
|
void setSpawnScaleIn(float time);
|
|
|
|
/** Gets the spawn scale fade in time variance of each particle.
|
|
* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
|
|
* time.
|
|
*
|
|
* @return The spawn opacity fade in time variance in seconds.
|
|
*/
|
|
float getSpawnScaleInVar() { return _spawnScaleInVar; }
|
|
/** Sets the spawn scale fade in time variance of each particle when it's created.
|
|
* Particles have the ability to spawn while having 0.0 size and gradually start going to 1.0 size with a specified
|
|
* time.
|
|
*
|
|
* @param time The spawn opacity fade in time variance in seconds.
|
|
*/
|
|
void setSpawnScaleInVar(float time);
|
|
|
|
/** Gets the emission rate of the particles.
|
|
*
|
|
* @return The emission rate of the particles.
|
|
*/
|
|
float getEmissionRate() const { return _emissionRate; }
|
|
/** Sets the emission rate of the particles.
|
|
*
|
|
* @param rate The emission rate of the particles.
|
|
*/
|
|
void setEmissionRate(float rate) { _emissionRate = rate; }
|
|
|
|
/** Gets the maximum particles of the system.
|
|
*
|
|
* @return The maximum particles of the system.
|
|
*/
|
|
virtual int getTotalParticles() const;
|
|
/** Sets the maximum particles of the system.
|
|
*
|
|
* @param totalParticles The maximum particles of the system.
|
|
*/
|
|
virtual void setTotalParticles(int totalParticles);
|
|
|
|
/** does the alpha value modify color */
|
|
void setOpacityModifyRGB(bool opacityModifyRGB) override { _opacityModifyRGB = opacityModifyRGB; }
|
|
bool isOpacityModifyRGB() const override { return _opacityModifyRGB; }
|
|
|
|
/** Enables or disables tex coord animations that are set based on particle life. */
|
|
void setLifeAnimation(bool enabled);
|
|
|
|
/** Enables or disables tex coord animations that are set by the emitter randomly when a particle is emitted. */
|
|
void setEmitterAnimation(bool enabled);
|
|
|
|
/** Enables or disables tex coord animations that are used to make particles play a sequence forever until they die
|
|
*/
|
|
void setLoopAnimation(bool enabled);
|
|
|
|
bool isLifeAnimated() { return _isLifeAnimated; }
|
|
bool isEmitterAnimated() { return _isEmitterAnimated; }
|
|
bool isLoopAnimated() { return _isLoopAnimated; }
|
|
|
|
/** Gets the total number of indices.
|
|
*
|
|
* @return The size of the list holding animation indices.
|
|
*/
|
|
int getTotalAnimationIndices() { return _animIndexCount; }
|
|
|
|
/** Sets wether to start from first cell and go forwards (normal) or last cell and go backwards (reversed) */
|
|
void setAnimationReverse(bool reverse) { _isAnimationReversed = reverse; }
|
|
bool isAnimationReversed() { return _isAnimationReversed; }
|
|
|
|
/** Resets the count of indices to 0 and empties the animation index array */
|
|
void resetAnimationIndices();
|
|
|
|
/** Empties the container of animation descriptors */
|
|
void resetAnimationDescriptors();
|
|
|
|
/** Choose what animation descriptors are to be selected at random for particles.
|
|
* This function should be called after you've inserted/overwritten any animation descriptors.
|
|
*
|
|
* @param animations Array of specific indices of animations to play at random
|
|
*/
|
|
void setMultiAnimationRandomSpecific(const std::vector<unsigned short>& animations)
|
|
{
|
|
_randomAnimations = animations;
|
|
};
|
|
|
|
/** Choose ALL animation descriptors to be selected at random for particles.
|
|
* This function should be called after you've inserted/overwritten any animation descriptors.
|
|
*/
|
|
void setMultiAnimationRandom();
|
|
|
|
/** Add all particle animation indices based on cells size and direction spicified using a texture atlas.
|
|
* will erase the array and add new indices from the atlas.
|
|
* This function will automatically figure out your atlas cell size and direction for you! thank her later :) */
|
|
void setAnimationIndicesAtlas();
|
|
|
|
/** Add all particle animation indices based on cell size and direction spicified if the method of rendering
|
|
* preferred is texture atlas. will erase the array and add new indices from the atlas.
|
|
*
|
|
* @param unifiedCellSize The size of cell unified.
|
|
* @param direction What direction is the atlas
|
|
*/
|
|
void setAnimationIndicesAtlas(unsigned int unifiedCellSize, TexAnimDir direction = TexAnimDir::HORIZONTAL);
|
|
|
|
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
|
* The index is automatically incremented on each addition.
|
|
*
|
|
* @param frameName SpriteFrame name to search for
|
|
*
|
|
* @return Returns true of the index was successfully found and added. Otherwise, false
|
|
*/
|
|
bool addAnimationIndex(std::string_view frameName);
|
|
|
|
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
|
*
|
|
* @param index Index id to add the frame to or override it with the new frame
|
|
* @param frameName SpriteFrame name to search for
|
|
*
|
|
* @return Returns true of the index was successfully found and added. Otherwise, false
|
|
*/
|
|
bool addAnimationIndex(unsigned short index, std::string_view frameName);
|
|
|
|
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
|
* The index is automatically incremented on each addition.
|
|
*
|
|
* @param frame SpriteFrame containting data about tex coords
|
|
*
|
|
* @return Returns true of the index was successfully found and added. Otherwise, false
|
|
*/
|
|
bool addAnimationIndex(axis::SpriteFrame* frame);
|
|
|
|
/** Add a particle animation index based on tex coords spicified using a sprite frame.
|
|
* you can specify which index you want to override in this function
|
|
*
|
|
* @param index Index id to add the frame to or override it with the new frame
|
|
* @param frame SpriteFrame containting data about tex coords
|
|
*
|
|
* @return Returns true of the index was successfully found and added. Otherwise, false
|
|
*/
|
|
bool addAnimationIndex(unsigned short index, axis::SpriteFrame* frame);
|
|
|
|
/** Add a particle animation index based on tex coords spicified.
|
|
* you can specify which index you want to override in this function
|
|
*
|
|
* @param index Index id to add the frame to or override it with the new rect
|
|
* @param rect Rect containting data about tex coords in pixels
|
|
* @param rotated Not implemented.
|
|
*
|
|
* @return Returns true of the index was successfully found and added. Otherwise, false
|
|
*/
|
|
bool addAnimationIndex(unsigned short index, axis::Rect rect, bool rotated = false);
|
|
|
|
/** You can specify what rect is used if an index in an animation descriptor wasn't found.
|
|
*
|
|
* @param rect Rect containting data about tex coords in pixels
|
|
*/
|
|
void setRectForUndefinedIndices(axis::Rect rect) { _undefinedIndexRect = rect; };
|
|
|
|
/** Add a particle animation descriptor with an index.
|
|
*
|
|
* @param indexOfDescriptor Index of the animation to be added, adding to the same index will just override the
|
|
* pervious animation descriptor
|
|
* @param time length of the animation in seconds
|
|
* @param timeVariance Time randomly selected for each different particle added on the animation length
|
|
* @param indices An array of the indicies
|
|
* @param reverse Should the animation indicies be played backwards? (default: false)
|
|
*/
|
|
void setAnimationDescriptor(unsigned short indexOfDescriptor,
|
|
float time,
|
|
float timeVariance,
|
|
const std::vector<unsigned short>& indices,
|
|
bool reverse = false);
|
|
|
|
/** Add a particle animation descriptor with the index 0.
|
|
*
|
|
* @param indices An array of the indicies
|
|
* @param reverse Should the animation indicies be played backwards? (default: false)
|
|
*/
|
|
void setAnimationDescriptor(const std::vector<unsigned short>& indices, bool reverse = false)
|
|
{
|
|
setAnimationDescriptor(0, 0, 0, indices, reverse);
|
|
};
|
|
|
|
/** Sets wether the animation descriptors should follow the time scale of the system or not.
|
|
*
|
|
* @param independent Should the animation descriptor speeds be played independently? (default: false)
|
|
*/
|
|
void setAnimationSpeedTimescaleIndependent(bool independent) { _animationTimescaleInd = independent; };
|
|
bool isAnimationSpeedTimescaleIndependent() { return _animationTimescaleInd; };
|
|
|
|
/** Sets wether to use emission shapes for this particle system or not */
|
|
void setEmissionShapes(bool enabled) { _isEmissionShapes = enabled; }
|
|
bool isEmissionShapes() { return _isEmissionShapes; }
|
|
|
|
/** Resets the count of emission shapes to 0 and empties the emission shapes array */
|
|
void resetEmissionShapes();
|
|
|
|
/** Adds an emission shape to the system.
|
|
* The index is automatically incremented on each addition.
|
|
*
|
|
* @param shape Shape descriptor object.
|
|
*/
|
|
void addEmissionShape(EmissionShape shape);
|
|
|
|
/** Updates an existing emission shape or adds it.
|
|
* @param index index of the shape descriptor.
|
|
* @param shape Shape descriptor object.
|
|
*/
|
|
void setEmissionShape(unsigned short index, EmissionShape shape);
|
|
|
|
/** Adds an emission shape of type mask to the system.
|
|
* The mask should be added using the ParticleEmissionMaskCache class.
|
|
*
|
|
* @param maskId The id of the mask, FOURCC starts with '#', such as "#abcd"
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param overrideSize Size of the emission mask in pixels, leave ZERO to use texture size.
|
|
* @param scale Scale of the emission mask, the size will be multiplied by the specified scale.
|
|
* @param angle Angle of the sampled points to be rotated in degrees.
|
|
*/
|
|
static EmissionShape createMaskShape(std::string_view maskId,
|
|
Vec2 pos = Vec2::ZERO,
|
|
Vec2 overrideSize = Vec2::ZERO,
|
|
Vec2 scale = Vec2::ONE,
|
|
float angle = 0.0F);
|
|
|
|
/** Adds an emission shape of type point to the system.
|
|
* @param pos Position of the emission shape in local space.
|
|
*/
|
|
static EmissionShape createPointShape(Vec2 pos);
|
|
|
|
/** Adds an emission shape of type Rectangle to the system.
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param size Size of the rectangle.
|
|
*/
|
|
static EmissionShape createRectShape(Vec2 pos, Size size);
|
|
|
|
/** Adds an emission shape of type Rectangular Torus to the system.
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param innerSize Inner size offset of the rectangle.
|
|
* @param outerSize Outer size of the rectangle.
|
|
*/
|
|
static EmissionShape createRectTorusShape(Vec2 pos, Size innerSize, Size outerSize);
|
|
|
|
/** Adds an emission shape of type Circle to the system.
|
|
*
|
|
* The default angle offset of the circle is 0 and the default angle of the circle is 360
|
|
*
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param radius Radius of the circle.
|
|
* @param edgeBias circle edge center bias value, If the value is greater than 1.0 then particles will bias
|
|
* towards the edge of the circle more often the greater the value is; If the value is lower than 1.0 then particles
|
|
* will bias towards the center of the circle more often the closer the value is to 0.0; If the value is exactly 1.0
|
|
* then there will be no bias behaviour.
|
|
*/
|
|
static EmissionShape createCircleShape(Vec2 pos, float radius, float edgeBias = 1.0F);
|
|
|
|
/** Adds an emission shape of type Cone to the system.
|
|
*
|
|
* The default angle offset of the circle is 0 and the default angle of the circle is 360
|
|
*
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param radius Radius of the circle.
|
|
* @param offset Cone offset angle in degrees.
|
|
* @param angle Cone angle in degrees.
|
|
* @param edgeBias circle edge center bias value, If the value is greater than 1.0 then particles will bias
|
|
* towards the edge of the circle more often the greater the value is; If the value is lower than 1.0 then particles
|
|
* will bias towards the center of the circle more often the closer the value is to 0.0; If the value is exactly 1.0
|
|
* then there will be no bias behaviour.
|
|
*/
|
|
static EmissionShape createConeShape(Vec2 pos, float radius, float offset, float angle, float edgeBias = 1.0F);
|
|
|
|
/** Adds an emission shape of type Torus to the system.
|
|
*
|
|
* The default angle offset of the torus is 0 and the default angle of the torus is 360
|
|
*
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param innerRadius Inner radius offset of the torus.
|
|
* @param outerRadius Outer radius of the torus.
|
|
* @param edgeBias torus edge center bias value, If the value is greater than 1.0 then particles will bias
|
|
* towards the edge of the torus more often the greater the value is; If the value is lower than 1.0 then particles
|
|
* will bias towards the center of the torus more often the closer the value is to 0.0; If the value is exactly 1.0
|
|
* then there will be no bias behaviour.
|
|
*/
|
|
static EmissionShape createTorusShape(Vec2 pos, float innerRadius, float outerRadius, float edgeBias = 1.0F);
|
|
|
|
/** Adds an emission shape of type Torus to the system.
|
|
*
|
|
* The default angle offset of the torus is 0 and the default angle of the torus is 360
|
|
*
|
|
* @param pos Position of the emission shape in local space.
|
|
* @param innerRadius Inner radius offset of the torus.
|
|
* @param outerRadius Outer radius of the torus.
|
|
* @param offset Cone offset angle in degrees.
|
|
* @param angle Cone angle in degrees.
|
|
* @param edgeBias torus edge center bias value, If the value is greater than 1.0 then particles will bias
|
|
* towards the edge of the torus more often the greater the value is; If the value is lower than 1.0 then particles
|
|
* will bias towards the center of the torus more often the closer the value is to 0.0; If the value is exactly 1.0
|
|
* then there will be no bias behaviour.
|
|
*/
|
|
static EmissionShape createConeTorusShape(Vec2 pos,
|
|
float innerRadius,
|
|
float outerRadius,
|
|
float offset,
|
|
float angle,
|
|
float edgeBias = 1.0F);
|
|
|
|
/** Gets the particles movement type: Free or Grouped.
|
|
@since v0.8
|
|
*
|
|
* @return The particles movement type.
|
|
*/
|
|
PositionType getPositionType() const { return _positionType; }
|
|
/** Sets the particles movement type: Free or Grouped.
|
|
@since v0.8
|
|
*
|
|
* @param type The particles movement type.
|
|
*/
|
|
void setPositionType(PositionType type) { _positionType = type; }
|
|
|
|
/** Advance the particle system and make it seem like it ran for this many seconds.
|
|
*
|
|
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
|
|
* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
|
|
* accurate the simulation will be at the cost of performance. value of -1 means
|
|
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
|
|
*/
|
|
void simulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
|
|
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
|
|
|
|
/** Resets the particle system and then advances the particle system and make it seem like it ran for this many
|
|
* seconds. The frame rate used for simulation accuracy is the director's animation interval.
|
|
*
|
|
* @param seconds Seconds to advance. value of -1 means (SIMULATION_USE_PARTICLE_LIFETIME)
|
|
* @param frameRate Frame rate to run the simulation with (preferred: 30.0) The higher this value is the more
|
|
* accurate the simulation will be at the cost of performance. value of -1 means
|
|
* (SIMULATION_USE_GAME_ANIMATION_INTERVAL)
|
|
*/
|
|
void resimulate(float seconds = SIMULATION_USE_PARTICLE_LIFETIME,
|
|
float frameRate = SIMULATION_USE_GAME_ANIMATION_INTERVAL);
|
|
|
|
// Overrides
|
|
virtual void onEnter() override;
|
|
virtual void onExit() override;
|
|
virtual void update(float dt) override;
|
|
virtual Texture2D* getTexture() const override;
|
|
virtual void setTexture(Texture2D* texture) override;
|
|
/**
|
|
*@code
|
|
*When this function bound into js or lua,the parameter will be changed
|
|
*In js: var setBlendFunc(var src, var dst)
|
|
*In lua: local setBlendFunc(local src, local dst)
|
|
*@endcode
|
|
*/
|
|
virtual void setBlendFunc(const BlendFunc& blendFunc) override;
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual const BlendFunc& getBlendFunc() const override;
|
|
|
|
std::string_view getResourceFile() const { return _plistFile; }
|
|
|
|
/// @{
|
|
/// @name implement Playable Protocol
|
|
virtual void start() override;
|
|
virtual void stop() override;
|
|
/// @} end of PlayableProtocol
|
|
|
|
void setSourcePositionCompatible(bool sourcePositionCompatible)
|
|
{
|
|
_sourcePositionCompatible = sourcePositionCompatible;
|
|
}
|
|
bool isSourcePositionCompatible() const { return _sourcePositionCompatible; }
|
|
|
|
/**
|
|
* @js ctor
|
|
*/
|
|
ParticleSystem();
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~ParticleSystem();
|
|
|
|
/** initializes a ParticleSystem*/
|
|
bool init() override;
|
|
/** initializes a ParticleSystem from a plist file.
|
|
This plist files can be created manually or with Particle Designer:
|
|
http://particledesigner.71squared.com/
|
|
@since v0.99.3
|
|
*/
|
|
bool initWithFile(std::string_view plistFile);
|
|
|
|
/** initializes a QuadParticleSystem from a Dictionary.
|
|
@since v0.99.3
|
|
*/
|
|
bool initWithDictionary(const ValueMap& dictionary);
|
|
|
|
/** initializes a particle system from a NSDictionary and the path from where to load the png
|
|
@since v2.1
|
|
*/
|
|
bool initWithDictionary(const ValueMap& dictionary, std::string_view dirname);
|
|
|
|
//! Initializes a system with a fixed number of particles
|
|
virtual bool initWithTotalParticles(int numberOfParticles);
|
|
|
|
/** Are the emissions paused
|
|
@return True if the emissions are paused, else false
|
|
*/
|
|
virtual bool isPaused() const;
|
|
|
|
/* Pause the emissions */
|
|
virtual void pauseEmissions();
|
|
|
|
/* Unpause the emissions */
|
|
virtual void resumeEmissions();
|
|
|
|
/** Gets the fixed frame rate count of the particle system.
|
|
@return Fixed frame rate count of the particle system.
|
|
*/
|
|
virtual float getFixedFPS();
|
|
|
|
/** Sets the fixed frame rate count of the particle system.
|
|
* i.e. if the framerate is set to 30.0 while the refresh rate is greater than 30.0 then the particle system will
|
|
wait until it hits the 30.0 FPS mark.
|
|
* This is usefull for increasing performance or for creating old-school effects with it.
|
|
@param Fixed frame rate count of the particle system. (default: 0.0)
|
|
*/
|
|
virtual void setFixedFPS(float frameRate = 0.0F);
|
|
|
|
/** Gets the time scale of the particle system.
|
|
@return Time scale of the particle system.
|
|
*/
|
|
virtual float getTimeScale();
|
|
|
|
/** Sets the time scale of the particle system.
|
|
@param Time scale of the particle system. (default: 1.0)
|
|
*/
|
|
virtual void setTimeScale(float scale = 1.0F);
|
|
|
|
protected:
|
|
virtual void updateBlendFunc();
|
|
|
|
private:
|
|
friend class EngineDataManager;
|
|
/** Internal use only, it's used by EngineDataManager class for Android platform */
|
|
static void setTotalParticleCountFactor(float factor);
|
|
|
|
protected:
|
|
/** whether or not the particles are using blend additive.
|
|
If enabled, the following blending function will be used.
|
|
@code
|
|
source blend function = BlendFactor::SRC_ALPHA;
|
|
dest blend function = BlendFactor::ONE;
|
|
@endcode
|
|
*/
|
|
bool _isBlendAdditive;
|
|
|
|
/** whether or not the node will be auto-removed when it has no particles left.
|
|
By default it is false.
|
|
@since v0.8
|
|
*/
|
|
bool _isAutoRemoveOnFinish;
|
|
|
|
std::string _plistFile;
|
|
//! time elapsed since the start of the system (in seconds)
|
|
float _elapsed;
|
|
|
|
// Different modes
|
|
//! Mode A:Gravity + Tangential Accel + Radial Accel
|
|
struct
|
|
{
|
|
/** Gravity value. Only available in 'Gravity' mode. */
|
|
Vec2 gravity;
|
|
/** speed of each particle. Only available in 'Gravity' mode. */
|
|
float speed;
|
|
/** speed variance of each particle. Only available in 'Gravity' mode. */
|
|
float speedVar;
|
|
/** tangential acceleration of each particle. Only available in 'Gravity' mode. */
|
|
float tangentialAccel;
|
|
/** tangential acceleration variance of each particle. Only available in 'Gravity' mode. */
|
|
float tangentialAccelVar;
|
|
/** radial acceleration of each particle. Only available in 'Gravity' mode. */
|
|
float radialAccel;
|
|
/** radial acceleration variance of each particle. Only available in 'Gravity' mode. */
|
|
float radialAccelVar;
|
|
/** set the rotation of each particle to its direction Only available in 'Gravity' mode. */
|
|
bool rotationIsDir;
|
|
} modeA;
|
|
|
|
//! Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)
|
|
struct
|
|
{
|
|
/** The starting radius of the particles. Only available in 'Radius' mode. */
|
|
float startRadius;
|
|
/** The starting radius variance of the particles. Only available in 'Radius' mode. */
|
|
float startRadiusVar;
|
|
/** The ending radius of the particles. Only available in 'Radius' mode. */
|
|
float endRadius;
|
|
/** The ending radius variance of the particles. Only available in 'Radius' mode. */
|
|
float endRadiusVar;
|
|
/** Number of degrees to rotate a particle around the source pos per second. Only available in 'Radius' mode. */
|
|
float rotatePerSecond;
|
|
/** Variance in degrees for rotatePerSecond. Only available in 'Radius' mode. */
|
|
float rotatePerSecondVar;
|
|
} modeB;
|
|
|
|
// particle data
|
|
ParticleData _particleData;
|
|
|
|
// Emitter name
|
|
std::string _configName;
|
|
|
|
// color modulate
|
|
// BOOL colorModulate;
|
|
|
|
//! How many particles can be emitted per second
|
|
float _emitCounter;
|
|
|
|
// Optimization
|
|
// AX_UPDATE_PARTICLE_IMP updateParticleImp;
|
|
// SEL updateParticleSel;
|
|
|
|
/** weak reference to the SpriteBatchNode that renders the Sprite */
|
|
ParticleBatchNode* _batchNode;
|
|
|
|
// index of system in batch node array
|
|
int _atlasIndex;
|
|
|
|
// true if scaled or rotated
|
|
bool _transformSystemDirty;
|
|
// Number of allocated particles
|
|
int _allocatedParticles;
|
|
|
|
/** Is the emitter active */
|
|
bool _isActive;
|
|
|
|
/** Quantity of particles that are being simulated at the moment */
|
|
int _particleCount;
|
|
/** The factor affects the total particle count, its value should be 0.0f ~ 1.0f, default 1.0f*/
|
|
static float __totalParticleCountFactor;
|
|
|
|
/** How many seconds the emitter will run. -1 means 'forever' */
|
|
float _duration;
|
|
/** sourcePosition of the emitter */
|
|
Vec2 _sourcePosition;
|
|
/** Position variance of the emitter */
|
|
Vec2 _posVar;
|
|
/** life, and life variation of each particle */
|
|
float _life;
|
|
/** life variance of each particle */
|
|
float _lifeVar;
|
|
/** angle and angle variation of each particle */
|
|
float _angle;
|
|
/** angle variance of each particle */
|
|
float _angleVar;
|
|
|
|
/** Switch between different kind of emitter modes:
|
|
- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
|
|
- kParticleModeRadius: uses radius movement + rotation
|
|
*/
|
|
Mode _emitterMode;
|
|
|
|
/** start size in pixels of each particle */
|
|
float _startSize;
|
|
/** size variance in pixels of each particle */
|
|
float _startSizeVar;
|
|
/** end size in pixels of each particle */
|
|
float _endSize;
|
|
/** end size variance in pixels of each particle */
|
|
float _endSizeVar;
|
|
/** start color of each particle */
|
|
Color4F _startColor;
|
|
/** start color variance of each particle */
|
|
Color4F _startColorVar;
|
|
/** end color and end color variation of each particle */
|
|
Color4F _endColor;
|
|
/** end color variance of each particle */
|
|
Color4F _endColorVar;
|
|
/** hsv color of each particle */
|
|
HSV _hsv;
|
|
/** hsv color variance of each particle */
|
|
HSV _hsvVar;
|
|
//* initial angle of each particle
|
|
float _startSpin;
|
|
//* initial angle of each particle
|
|
float _startSpinVar;
|
|
//* initial angle of each particle
|
|
float _endSpin;
|
|
//* initial angle of each particle
|
|
float _endSpinVar;
|
|
//* initial rotation of each particle
|
|
float _spawnAngle;
|
|
//* initial rotation of each particle
|
|
float _spawnAngleVar;
|
|
//* initial fade in time of each particle
|
|
float _spawnFadeIn;
|
|
//* initial fade in time variance of each particle
|
|
float _spawnFadeInVar;
|
|
//* initial scale in time of each particle
|
|
float _spawnScaleIn;
|
|
//* initial scale in time variance of each particle
|
|
float _spawnScaleInVar;
|
|
/** emission rate of the particles */
|
|
float _emissionRate;
|
|
/** maximum particles of the system */
|
|
int _totalParticles;
|
|
/** conforms to CocosNodeTexture protocol */
|
|
Texture2D* _texture;
|
|
/** conforms to CocosNodeTexture protocol */
|
|
BlendFunc _blendFunc;
|
|
/** does the alpha value modify color */
|
|
bool _opacityModifyRGB;
|
|
/** is the particle system animated */
|
|
bool _isLifeAnimated;
|
|
/** is the emitter particle system animated */
|
|
bool _isEmitterAnimated;
|
|
/** is the emitter particle system animated */
|
|
bool _isLoopAnimated;
|
|
/** variable keeping count of sprite frames or atlas indices added */
|
|
int _animIndexCount;
|
|
/** wether to start from first or last when using life animation */
|
|
bool _isAnimationReversed;
|
|
/** A map that stores particle animation index coords */
|
|
std::unordered_map<unsigned short, ParticleFrameDescriptor> _animationIndices;
|
|
/** A map that stores particle animation descriptors */
|
|
std::unordered_map<unsigned short, ParticleAnimationDescriptor> _animations;
|
|
/** A vector that stores ids of animation descriptors that are choosen at random */
|
|
std::vector<unsigned short> _randomAnimations;
|
|
/** Wether the animation goes with the time scale of the system or is independent. */
|
|
bool _animationTimescaleInd;
|
|
/** A rect that is used instead when an index is not found */
|
|
axis::Rect _undefinedIndexRect;
|
|
/** does FlippedY variance of each particle */
|
|
int _yCoordFlipped;
|
|
|
|
/** Wether to use emission shapes for this particle system or not */
|
|
bool _isEmissionShapes;
|
|
|
|
/** variable keeping count of emission shapes added */
|
|
int _emissionShapeIndex;
|
|
/** A map that stores emission shapes that are choosen at random */
|
|
std::unordered_map<unsigned short, EmissionShape> _emissionShapes;
|
|
|
|
/** particles movement type: Free or Grouped
|
|
@since v0.8
|
|
*/
|
|
PositionType _positionType;
|
|
|
|
/** is the emitter paused */
|
|
bool _paused;
|
|
|
|
/** time scale of the particle system */
|
|
float _timeScale;
|
|
|
|
/** Fixed frame rate of the particle system */
|
|
float _fixedFPS;
|
|
|
|
/** Fixed frame rate delta (internal) */
|
|
float _fixedFPSDelta;
|
|
|
|
/** is sourcePosition compatible */
|
|
bool _sourcePositionCompatible;
|
|
|
|
static Vector<ParticleSystem*> __allInstances;
|
|
|
|
FastRNG _rng;
|
|
|
|
private:
|
|
AX_DISALLOW_COPY_AND_ASSIGN(ParticleSystem);
|
|
};
|
|
|
|
// end of _2d group
|
|
/// @}
|
|
|
|
NS_AX_END
|
|
|
|
#endif //__CCPARTICLE_SYSTEM_H__
|