mirror of https://github.com/axmolengine/axmol.git
302 lines
7.2 KiB
C++
302 lines
7.2 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.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 __AX_PARTICLE_SYSTEM_3D_H__
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#define __AX_PARTICLE_SYSTEM_3D_H__
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#include "2d/Node.h"
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#include "math/Math.h"
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#include <vector>
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#include <map>
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#include <list>
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#include "ExtensionExport.h"
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NS_AX_BEGIN
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/**
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* 3d particle system
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*/
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class Particle3DEmitter;
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class Particle3DAffector;
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class Particle3DRender;
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struct AX_EX_DLL Particle3D
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{
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Particle3D();
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virtual ~Particle3D();
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// property of particles
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Vec3 position; // position
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Quaternion orientation; // Orientation of the particle.
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Vec4 color; // particle color
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Vec2 lb_uv; // left bottom uv
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Vec2 rt_uv; // right top uv
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float width; // Own width
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float height; // Own height
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float depth; // Own depth
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// user defined property
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std::unordered_map<std::string, void*> userDefs;
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};
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template <typename T>
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class AX_EX_DLL DataPool
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{
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public:
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typedef typename std::list<T*> PoolList;
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typedef typename std::list<T*>::iterator PoolIterator;
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DataPool(){};
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~DataPool(){};
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T* createData()
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{
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if (_locked.empty())
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return nullptr;
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T* p = _locked.front();
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//_released.emplace_back(p);
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//_locked.erase(_locked.begin());
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_released.splice(_released.end(), _locked, _locked.begin());
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return p;
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}
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void lockLatestData()
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{
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_locked.emplace_back(*_releasedIter);
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_releasedIter = _released.erase(_releasedIter);
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if (_releasedIter != _released.begin() && _releasedIter != _released.end())
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{
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--_releasedIter;
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}
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}
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void lockData(T* data)
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{
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PoolIterator tempIter = _releasedIter;
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T* ptr = getFirst();
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while (ptr)
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{
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if (ptr == data)
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break;
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ptr = getNext();
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}
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if (ptr)
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lockLatestData();
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_releasedIter = tempIter;
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}
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void lockAllDatas()
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{
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_locked.splice(_locked.end(), _released);
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//_locked.insert(_locked.end(), _released.begin(), _released.end());
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//_released.clear();
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_releasedIter = _released.begin();
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}
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T* getFirst()
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{
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_releasedIter = _released.begin();
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if (_releasedIter == _released.end())
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return nullptr;
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return *_releasedIter;
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}
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T* getNext()
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{
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if (_releasedIter == _released.end())
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return nullptr;
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++_releasedIter;
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if (_releasedIter == _released.end())
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return nullptr;
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return *_releasedIter;
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}
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const PoolList& getActiveDataList() const { return _released; };
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const PoolList& getUnActiveDataList() const { return _locked; };
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void addData(T* data) { _locked.emplace_back(data); }
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bool empty() const { return _released.empty(); };
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void removeAllDatas()
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{
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lockAllDatas();
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for (auto&& iter : _locked)
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{
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delete iter;
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}
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_locked.clear();
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}
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private:
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PoolIterator _releasedIter;
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PoolList _released;
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PoolList _locked;
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};
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typedef DataPool<Particle3D> ParticlePool;
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class AX_EX_DLL ParticleSystem3D : public Node, public BlendProtocol
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{
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public:
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enum class State
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{
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STOP,
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RUNNING,
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PAUSE,
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};
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/**
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* override function
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*/
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virtual void update(float delta) override;
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/**
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* override function
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*/
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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/**
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* override function
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*/
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
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/**
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* override function
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*/
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virtual const BlendFunc& getBlendFunc() const override;
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/**
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* particle system play control
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*/
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virtual void startParticleSystem();
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/**
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* stop particle
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*/
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virtual void stopParticleSystem();
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/**
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* pause particle
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*/
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virtual void pauseParticleSystem();
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/**
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* resume particle
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*/
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virtual void resumeParticleSystem();
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/**
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* set emitter for particle system, can set your own particle emitter
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*/
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void setEmitter(Particle3DEmitter* emitter);
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/**
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* set particle render, can set your own particle render
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*/
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void setRender(Particle3DRender* render);
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/**
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* return particle render
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*/
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Particle3DRender* getRender() { return _render; }
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/**
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* add particle affector
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*/
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void addAffector(Particle3DAffector* affector);
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/**
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* remove affector by index
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*/
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void removeAffector(int index);
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/**
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* remove all particle affector
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*/
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void removeAllAffector();
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/**
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* get particle quota
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*/
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unsigned int getParticleQuota() const;
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/**
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* set particle quota
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*/
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void setParticleQuota(unsigned int quota);
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/**
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* get particle affector by index
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*/
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Particle3DAffector* getAffector(int index);
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/**
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* get particle pool
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*/
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const ParticlePool& getParticlePool() { return _particlePool; }
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/**
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* get alive particles count
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*/
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virtual int getAliveParticleCount() const { return 0; }
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/**
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* get particle playing state
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*/
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State getState() const { return _state; }
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bool isKeepLocal() const { return _keepLocal; }
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void setKeepLocal(bool keepLocal);
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/**
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*Enables or disables the system.
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*/
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void setEnabled(bool enabled);
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/**
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* is enabled
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*/
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bool isEnabled() const { return _isEnabled; }
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ParticleSystem3D();
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virtual ~ParticleSystem3D();
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protected:
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State _state;
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Particle3DEmitter* _emitter;
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std::vector<Particle3DAffector*> _affectors;
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Particle3DRender* _render;
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// particles
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ParticlePool _particlePool;
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int _aliveParticlesCnt;
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unsigned int _particleQuota;
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BlendFunc _blend;
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bool _keepLocal;
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bool _isEnabled;
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};
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NS_AX_END
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#endif
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