mirror of https://github.com/axmolengine/axmol.git
183 lines
6.6 KiB
C++
183 lines
6.6 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPUParticle3DPlaneCollider.h"
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
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// Constants
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const Vec3 PUParticle3DPlaneCollider::DEFAULT_NORMAL(0, 0, 0);
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//-----------------------------------------------------------------------
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PUParticle3DPlaneCollider::PUParticle3DPlaneCollider(void) :
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PUParticle3DBaseCollider(),
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_predictedPosition(Vec3::ZERO),
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_normal(DEFAULT_NORMAL)
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{
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}
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PUParticle3DPlaneCollider::~PUParticle3DPlaneCollider( void )
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{
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}
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//-----------------------------------------------------------------------
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const Vec3 PUParticle3DPlaneCollider::getNormal(void) const
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{
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return _normal;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPlaneCollider::setNormal(const Vec3& normal)
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{
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_normal = normal;
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_plane.redefine(_normal, getDerivedPosition()); // Changed in 1.3.1
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPlaneCollider::notifyRescaled(const Vec3& scale)
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{
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// Function added in 1.3.1
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_plane.redefine(_normal, getDerivedPosition());
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPlaneCollider::calculateDirectionAfterCollision(PUParticle3D* particle, float timeElapsed)
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{
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float directionLength = particle->direction.length();
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switch (_collisionType)
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{
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case PUParticle3DBaseCollider::CT_BOUNCE:
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{
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/** If the particle is on the plane or at the back of the plane, bounce it.
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Make use of the same formula as the sphere collider.
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*/
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particle->direction.normalize();
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particle->direction = 2 * (-particle->direction.dot(-_normal)) * -_normal + particle->direction;
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// Adjust to original speed
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particle->direction *= directionLength;
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// Accelerate/slow down, using the bounce value
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particle->direction *= _bouncyness;
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}
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break;
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case PUParticle3DBaseCollider::CT_FLOW:
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{
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/** Reset the position (just in front of the plane), but keep the direction.
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@remarks
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This is not really the correct way, because the particle 'jumps'. Maybe it is better to change
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the direction parallel to the plane.
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*/
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particle->position += timeElapsed * directionLength * _normal;
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}
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break;
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default:
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break;
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}
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}
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void PUParticle3DPlaneCollider::updatePUAffector( PUParticle3D *particle, float deltaTime )
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{
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//for (auto iter : _particleSystem->getParticles())
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{
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//PUParticle3D *particle = iter;
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_predictedPosition = particle->position + _velocityScale * particle->direction;
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bool collision = false;
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switch(_intersectionType)
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{
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case PUParticle3DBaseCollider::IT_POINT:
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{
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// Validate for a point-plane intersection (on the plane or the back side)
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// First determine whether it is now colliding (some affector made the particle move), else
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// determine whether it WILL be colliding
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if (_plane.getDistance(particle->position) <= 0.0f)
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{
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// Collision detected (re-position the particle)
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particle->position -= _velocityScale * particle->direction;
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collision = true;
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}
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else if (_plane.getDistance(_predictedPosition) <= 0.0f)
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{
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// Collision detected
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collision = true;
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}
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}
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break;
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case PUParticle3DBaseCollider::IT_BOX:
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{
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AABB box;
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populateAlignedBox(box,
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particle->position,
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particle->width,
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particle->height,
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particle->depth);
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//FIXME
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//if (box.intersects(_plane))
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//{
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// // Collision detected (re-position the particle)
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// particle->position -= _velocityScale * particle->direction;
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// collision = true;
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//}
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//else
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//{
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// populateAlignedBox(box,
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// _predictedPosition,
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// particle->width,
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// particle->height,
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// particle->depth);
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// if (box.intersects(_plane))
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// {
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// // Collision detected
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// collision = true;
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// }
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//}
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}
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break;
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}
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if (collision)
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{
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calculateDirectionAfterCollision(particle, deltaTime);
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calculateRotationSpeedAfterCollision(particle);
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particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
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}
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}
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}
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PUParticle3DPlaneCollider* PUParticle3DPlaneCollider::create()
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{
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auto ppc = new (std::nothrow) PUParticle3DPlaneCollider();
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ppc->autorelease();
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return ppc;
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}
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void PUParticle3DPlaneCollider::copyAttributesTo( PUParticle3DAffector* affector )
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{
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PUParticle3DBaseCollider::copyAttributesTo(affector);
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PUParticle3DPlaneCollider* planeCollider = static_cast<PUParticle3DPlaneCollider*>(affector);
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planeCollider->setNormal(_normal);
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}
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NS_CC_END |