mirror of https://github.com/axmolengine/axmol.git
577 lines
20 KiB
C++
577 lines
20 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) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCPARTICLE_SYSTEM_H__
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#define __CCPARTICLE_SYSTEM_H__
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#include "2d/CCProtocols.h"
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#include "2d/CCNode.h"
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#include "base/CCValue.h"
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#include "deprecated/CCString.h"
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NS_CC_BEGIN
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/**
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* @addtogroup particle_nodes
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* @{
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*/
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class ParticleBatchNode;
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/**
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Structure that contains the values of each particle
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*/
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typedef struct sParticle {
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Vec2 pos;
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Vec2 startPos;
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Color4F color;
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Color4F deltaColor;
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float size;
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float deltaSize;
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float rotation;
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float deltaRotation;
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float timeToLive;
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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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Vec2 dir;
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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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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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}tParticle;
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//typedef void (*CC_UPDATE_PARTICLE_IMP)(id, SEL, tParticle*, Vec2);
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class Texture2D;
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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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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#ifdef RELATIVE
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#undef RELATIVE
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#endif
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#endif
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class CC_DLL ParticleSystem : public Node, public TextureProtocol
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{
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public:
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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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/** @typedef PositionType
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possible types of particle positions
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*/
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enum class PositionType
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{
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/** Living particles are attached to the world and are unaffected by emitter repositioning. */
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FREE,
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/** 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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*/
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RELATIVE,
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/** Living particles are attached to the emitter and are translated along with it. */
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GROUPED,
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};
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//* @enum
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enum {
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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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};
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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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static ParticleSystem * create(const std::string& plistFile);
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//! create a system with a fixed number of particles
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static ParticleSystem* createWithTotalParticles(int numberOfParticles);
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//! Add a particle to the emitter
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bool addParticle();
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//! Initializes a particle
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void initParticle(tParticle* particle);
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//! stop emitting particles. Running particles will continue to run until they die
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void stopSystem();
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//! Kill all living particles.
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void resetSystem();
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//! whether or not the system is full
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bool isFull();
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//! should be overridden by subclasses
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virtual void updateQuadWithParticle(tParticle* particle, const Vec2& newPosition);
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//! should be overridden by subclasses
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virtual void postStep();
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virtual void updateWithNoTime(void);
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virtual bool isAutoRemoveOnFinish() const;
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virtual void setAutoRemoveOnFinish(bool var);
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// mode A
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virtual const Vec2& getGravity();
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virtual void setGravity(const Vec2& g);
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virtual float getSpeed() const;
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virtual void setSpeed(float speed);
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virtual float getSpeedVar() const;
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virtual void setSpeedVar(float speed);
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virtual float getTangentialAccel() const;
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virtual void setTangentialAccel(float t);
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virtual float getTangentialAccelVar() const;
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virtual void setTangentialAccelVar(float t);
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virtual float getRadialAccel() const;
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virtual void setRadialAccel(float t);
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virtual float getRadialAccelVar() const;
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virtual void setRadialAccelVar(float t);
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virtual bool getRotationIsDir() const;
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virtual void setRotationIsDir(bool t);
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// mode B
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virtual float getStartRadius() const;
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virtual void setStartRadius(float startRadius);
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virtual float getStartRadiusVar() const;
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virtual void setStartRadiusVar(float startRadiusVar);
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virtual float getEndRadius() const;
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virtual void setEndRadius(float endRadius);
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virtual float getEndRadiusVar() const;
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virtual void setEndRadiusVar(float endRadiusVar);
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virtual float getRotatePerSecond() const;
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virtual void setRotatePerSecond(float degrees);
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virtual float getRotatePerSecondVar() const;
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virtual void setRotatePerSecondVar(float degrees);
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virtual void setScale(float s);
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virtual void setRotation(float newRotation);
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virtual void setScaleX(float newScaleX);
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virtual void setScaleY(float newScaleY);
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virtual bool isActive() const;
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virtual bool isBlendAdditive() const;
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virtual void setBlendAdditive(bool value);
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virtual ParticleBatchNode* getBatchNode() const;
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virtual void setBatchNode(ParticleBatchNode* batchNode);
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// index of system in batch node array
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inline int getAtlasIndex() const { return _atlasIndex; };
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inline void setAtlasIndex(int index) { _atlasIndex = index; };
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/** Quantity of particles that are being simulated at the moment */
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inline unsigned int getParticleCount() const { return _particleCount; };
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/** How many seconds the emitter will run. -1 means 'forever' */
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inline float getDuration() const { return _duration; };
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inline void setDuration(float duration) { _duration = duration; };
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/** sourcePosition of the emitter */
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inline const Vec2& getSourcePosition() const { return _sourcePosition; };
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inline void setSourcePosition(const Vec2& pos) { _sourcePosition = pos; };
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/** Position variance of the emitter */
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inline const Vec2& getPosVar() const { return _posVar; };
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inline void setPosVar(const Vec2& pos) { _posVar = pos; };
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/** life, and life variation of each particle */
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inline float getLife() const { return _life; };
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inline void setLife(float life) { _life = life; };
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/** life variance of each particle */
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inline float getLifeVar() const { return _lifeVar; };
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inline void setLifeVar(float lifeVar) { _lifeVar = lifeVar; };
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/** angle and angle variation of each particle */
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inline float getAngle() const { return _angle; };
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inline void setAngle(float angle) { _angle = angle; };
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/** angle variance of each particle */
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inline float getAngleVar() const { return _angleVar; };
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inline void setAngleVar(float angleVar) { _angleVar = angleVar; };
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/** Switch between different kind of emitter modes:
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- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
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- kParticleModeRadius: uses radius movement + rotation
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*/
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inline Mode getEmitterMode() const { return _emitterMode; };
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inline void setEmitterMode(Mode mode) { _emitterMode = mode; };
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/** start size in pixels of each particle */
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inline float getStartSize() const { return _startSize; };
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inline void setStartSize(float startSize) { _startSize = startSize; };
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/** size variance in pixels of each particle */
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inline float getStartSizeVar() const { return _startSizeVar; };
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inline void setStartSizeVar(float sizeVar) { _startSizeVar = sizeVar; };
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/** end size in pixels of each particle */
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inline float getEndSize() const { return _endSize; };
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inline void setEndSize(float endSize) { _endSize = endSize; };
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/** end size variance in pixels of each particle */
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inline float getEndSizeVar() const { return _endSizeVar; };
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inline void setEndSizeVar(float sizeVar) { _endSizeVar = sizeVar; };
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/** start color of each particle */
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inline const Color4F& getStartColor() const { return _startColor; };
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inline void setStartColor(const Color4F& color) { _startColor = color; };
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/** start color variance of each particle */
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inline const Color4F& getStartColorVar() const { return _startColorVar; };
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inline void setStartColorVar(const Color4F& color) { _startColorVar = color; };
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/** end color and end color variation of each particle */
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inline const Color4F& getEndColor() const { return _endColor; };
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inline void setEndColor(const Color4F& color) { _endColor = color; };
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/** end color variance of each particle */
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inline const Color4F& getEndColorVar() const { return _endColorVar; };
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inline void setEndColorVar(const Color4F& color) { _endColorVar = color; };
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//* initial angle of each particle
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inline float getStartSpin() const { return _startSpin; };
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inline void setStartSpin(float spin) { _startSpin = spin; };
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//* initial angle of each particle
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inline float getStartSpinVar() const { return _startSpinVar; };
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inline void setStartSpinVar(float pinVar) { _startSpinVar = pinVar; };
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//* initial angle of each particle
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inline float getEndSpin() const { return _endSpin; };
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inline void setEndSpin(float endSpin) { _endSpin = endSpin; };
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//* initial angle of each particle
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inline float getEndSpinVar() const { return _endSpinVar; };
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inline void setEndSpinVar(float endSpinVar) { _endSpinVar = endSpinVar; };
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/** emission rate of the particles */
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inline float getEmissionRate() const { return _emissionRate; };
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inline void setEmissionRate(float rate) { _emissionRate = rate; };
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/** maximum particles of the system */
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virtual int getTotalParticles() const;
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virtual void setTotalParticles(int totalParticles);
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/** does the alpha value modify color */
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inline void setOpacityModifyRGB(bool opacityModifyRGB) { _opacityModifyRGB = opacityModifyRGB; };
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inline bool isOpacityModifyRGB() const { return _opacityModifyRGB; };
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CC_DEPRECATED_ATTRIBUTE inline bool getOpacityModifyRGB() const { return isOpacityModifyRGB(); }
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/** particles movement type: Free or Grouped
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@since v0.8
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*/
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inline PositionType getPositionType() const { return _positionType; };
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inline void setPositionType(PositionType type) { _positionType = type; };
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// Overrides
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virtual void onEnter() override;
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virtual void onExit() override;
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virtual void update(float dt) override;
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virtual Texture2D* getTexture() const override;
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virtual void setTexture(Texture2D *texture) override;
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/**
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*@code
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*When this function bound into js or lua,the parameter will be changed
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*In js: var setBlendFunc(var src, var dst)
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*In lua: local setBlendFunc(local src, local dst)
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*@endcode
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*/
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virtual void setBlendFunc(const BlendFunc &blendFunc) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual const BlendFunc &getBlendFunc() const override;
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CC_CONSTRUCTOR_ACCESS:
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/**
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* @js ctor
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*/
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ParticleSystem();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSystem();
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/** initializes a ParticleSystem*/
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bool init();
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/** 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 v0.99.3
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*/
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bool initWithFile(const std::string& plistFile);
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/** initializes a QuadParticleSystem from a Dictionary.
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@since v0.99.3
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*/
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bool initWithDictionary(ValueMap& dictionary);
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/** initializes a particle system from a NSDictionary and the path from where to load the png
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@since v2.1
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*/
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bool initWithDictionary(ValueMap& dictionary, const std::string& dirname);
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//! Initializes a system with a fixed number of particles
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virtual bool initWithTotalParticles(int numberOfParticles);
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protected:
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virtual void updateBlendFunc();
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/** whether or not the particles are using blend additive.
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If enabled, the following blending function will be used.
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@code
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source blend function = GL_SRC_ALPHA;
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dest blend function = GL_ONE;
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@endcode
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*/
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bool _isBlendAdditive;
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/** whether or not the node will be auto-removed when it has no particles left.
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By default it is false.
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@since v0.8
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*/
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bool _isAutoRemoveOnFinish;
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std::string _plistFile;
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//! time elapsed since the start of the system (in seconds)
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float _elapsed;
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// Different modes
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//! Mode A:Gravity + Tangential Accel + Radial Accel
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struct {
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/** Gravity value. Only available in 'Gravity' mode. */
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Vec2 gravity;
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/** speed of each particle. Only available in 'Gravity' mode. */
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float speed;
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/** speed variance of each particle. Only available in 'Gravity' mode. */
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float speedVar;
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/** tangential acceleration of each particle. Only available in 'Gravity' mode. */
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float tangentialAccel;
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/** tangential acceleration variance of each particle. Only available in 'Gravity' mode. */
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float tangentialAccelVar;
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/** radial acceleration of each particle. Only available in 'Gravity' mode. */
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float radialAccel;
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/** radial acceleration variance of each particle. Only available in 'Gravity' mode. */
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float radialAccelVar;
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/** set the rotation of each particle to its direction Only available in 'Gravity' mode. */
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bool rotationIsDir;
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} modeA;
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//! Mode B: circular movement (gravity, radial accel and tangential accel don't are not used in this mode)
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struct {
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/** The starting radius of the particles. Only available in 'Radius' mode. */
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float startRadius;
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/** The starting radius variance of the particles. Only available in 'Radius' mode. */
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float startRadiusVar;
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/** The ending radius of the particles. Only available in 'Radius' mode. */
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float endRadius;
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/** The ending radius variance of the particles. Only available in 'Radius' mode. */
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float endRadiusVar;
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/** Number of degrees to rotate a particle around the source pos per second. Only available in 'Radius' mode. */
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float rotatePerSecond;
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/** Variance in degrees for rotatePerSecond. Only available in 'Radius' mode. */
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float rotatePerSecondVar;
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} modeB;
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//! Array of particles
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tParticle *_particles;
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//Emitter name
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std::string _configName;
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// color modulate
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// BOOL colorModulate;
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//! How many particles can be emitted per second
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float _emitCounter;
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//! particle idx
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int _particleIdx;
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// Optimization
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//CC_UPDATE_PARTICLE_IMP updateParticleImp;
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//SEL updateParticleSel;
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/** weak reference to the SpriteBatchNode that renders the Sprite */
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ParticleBatchNode* _batchNode;
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// index of system in batch node array
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int _atlasIndex;
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//true if scaled or rotated
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bool _transformSystemDirty;
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// Number of allocated particles
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int _allocatedParticles;
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/** Is the emitter active */
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bool _isActive;
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/** Quantity of particles that are being simulated at the moment */
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int _particleCount;
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/** How many seconds the emitter will run. -1 means 'forever' */
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float _duration;
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/** sourcePosition of the emitter */
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Vec2 _sourcePosition;
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/** Position variance of the emitter */
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Vec2 _posVar;
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/** life, and life variation of each particle */
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float _life;
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/** life variance of each particle */
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float _lifeVar;
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/** angle and angle variation of each particle */
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float _angle;
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/** angle variance of each particle */
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float _angleVar;
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/** Switch between different kind of emitter modes:
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- kParticleModeGravity: uses gravity, speed, radial and tangential acceleration
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- kParticleModeRadius: uses radius movement + rotation
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*/
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Mode _emitterMode;
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/** start size in pixels of each particle */
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float _startSize;
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/** size variance in pixels of each particle */
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float _startSizeVar;
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|
/** 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;
|
|
//* 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;
|
|
/** 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;
|
|
/** does FlippedY variance of each particle */
|
|
int _yCoordFlipped;
|
|
|
|
|
|
/** particles movement type: Free or Grouped
|
|
@since v0.8
|
|
*/
|
|
PositionType _positionType;
|
|
|
|
private:
|
|
CC_DISALLOW_COPY_AND_ASSIGN(ParticleSystem);
|
|
};
|
|
|
|
// end of particle_nodes group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif //__CCPARTICLE_SYSTEM_H__
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