mirror of https://github.com/axmolengine/axmol.git
129 lines
4.6 KiB
C++
129 lines
4.6 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 "CCPUParticle3DPositionEmitter.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 bool PUParticle3DPositionEmitter::DEFAULT_RANDOMIZE = true;
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//-----------------------------------------------------------------------
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PUParticle3DPositionEmitter::PUParticle3DPositionEmitter(void) :
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PUParticle3DEmitter(),
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_randomized(DEFAULT_RANDOMIZE),
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_index(0)
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{
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}
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//-----------------------------------------------------------------------
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bool PUParticle3DPositionEmitter::isRandomized() const
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{
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return _randomized;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPositionEmitter::setRandomized(bool randomized)
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{
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_randomized = randomized;
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}
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//-----------------------------------------------------------------------
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const std::vector<Vec3>& PUParticle3DPositionEmitter::getPositions(void) const
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{
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return _positionList;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPositionEmitter::addPosition(const Vec3& position)
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{
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_positionList.push_back(position);
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPositionEmitter::notifyStart(void)
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{
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PUParticle3DEmitter::notifyStart();
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_index = 0;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPositionEmitter::removeAllPositions(void)
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{
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_index = 0;
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_positionList.clear();
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}
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//-----------------------------------------------------------------------
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unsigned short PUParticle3DPositionEmitter::calculateRequestedParticles(float timeElapsed)
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{
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// Fast rejection
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if (_positionList.empty())
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return 0;
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if (_randomized)
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{
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return PUParticle3DEmitter::calculateRequestedParticles(timeElapsed);
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}
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else if (_index < _positionList.size())
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{
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unsigned short requested = PUParticle3DEmitter::calculateRequestedParticles(timeElapsed);
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unsigned short size = static_cast<unsigned short>(_positionList.size() - _index);
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if (requested > size)
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{
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return size;
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}
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else
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{
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return requested;
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}
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}
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return 0;
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}
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//-----------------------------------------------------------------------
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void PUParticle3DPositionEmitter::initParticlePosition(PUParticle3D* particle)
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{
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// Fast rejection
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if (_positionList.empty())
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return;
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/** Remark: Don't take the orientation of the node into account, because the positions shouldn't be affected by the rotated node.
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*/
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if (_randomized)
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{
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size_t i = (size_t)(CCRANDOM_0_1() * (_positionList.size() - 1));
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particle->position = getDerivedPosition() + Vec3(_emitterScale.x * _positionList[i].x, _emitterScale.y * _positionList[i].y, _emitterScale.z * _positionList[i].z);
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}
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else if (_index < _positionList.size())
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{
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particle->position = getDerivedPosition() + Vec3(_emitterScale.x * _positionList[_index].x, _emitterScale.y * _positionList[_index].y, _emitterScale.z * _positionList[_index].z);
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_index++;
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}
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particle->originalPosition = particle->position;
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}
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PUParticle3DPositionEmitter* PUParticle3DPositionEmitter::create()
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{
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auto pe = new (std::nothrow) PUParticle3DPositionEmitter();
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pe->autorelease();
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return pe;
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}
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NS_CC_END |