mirror of https://github.com/axmolengine/axmol.git
125 lines
4.2 KiB
C++
125 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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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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#include "PUSineForceAffector.h"
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#include "extensions/Particle3D/PU/PUParticleSystem3D.h"
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NS_AX_BEGIN
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// Constants
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const float PUSineForceAffector::DEFAULT_FREQ_MIN = 1.0f;
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const float PUSineForceAffector::DEFAULT_FREQ_MAX = 1.0f;
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//-----------------------------------------------------------------------
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PUSineForceAffector::PUSineForceAffector()
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: PUBaseForceAffector()
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, _angle(361)
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, _frequencyMin(DEFAULT_FREQ_MIN)
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, _frequencyMax(DEFAULT_FREQ_MAX)
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, _frequency(1.0f)
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{}
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PUSineForceAffector::~PUSineForceAffector(void) {}
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//-----------------------------------------------------------------------
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void PUSineForceAffector::preUpdateAffector(float deltaTime)
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{
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// Scale by time
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_angle += _frequency * deltaTime;
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float sineValue = sin(_angle);
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_scaledVector = _forceVector * deltaTime * sineValue;
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if (_angle > M_PI * 2.0f)
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{
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_angle = 0.0f;
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if (_frequencyMin != _frequencyMax)
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{
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_frequency = ax::random(_frequencyMin, _frequencyMax);
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}
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}
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}
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//-----------------------------------------------------------------------
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float PUSineForceAffector::getFrequencyMin() const
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{
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return _frequencyMin;
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}
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//-----------------------------------------------------------------------
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void PUSineForceAffector::setFrequencyMin(const float frequencyMin)
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{
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_frequencyMin = frequencyMin;
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if (frequencyMin > _frequencyMax)
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{
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_frequency = frequencyMin;
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}
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}
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//-----------------------------------------------------------------------
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float PUSineForceAffector::getFrequencyMax() const
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{
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return _frequencyMax;
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}
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//-----------------------------------------------------------------------
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void PUSineForceAffector::setFrequencyMax(const float frequencyMax)
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{
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_frequencyMax = frequencyMax;
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_frequency = frequencyMax;
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}
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//-----------------------------------------------------------------------
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void PUSineForceAffector::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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// Affect the direction
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if (_forceApplication == FA_ADD)
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{
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particle->direction += _scaledVector;
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}
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else
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{
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particle->direction = (particle->direction + _forceVector) / 2;
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}
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}
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}
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PUSineForceAffector* PUSineForceAffector::create()
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{
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auto psfa = new PUSineForceAffector();
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psfa->autorelease();
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return psfa;
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}
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void PUSineForceAffector::copyAttributesTo(PUAffector* affector)
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{
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PUAffector::copyAttributesTo(affector);
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PUSineForceAffector* sineForceAffector = static_cast<PUSineForceAffector*>(affector);
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sineForceAffector->_frequencyMin = _frequencyMin;
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sineForceAffector->_frequencyMax = _frequencyMax;
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sineForceAffector->_frequency = _frequency;
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sineForceAffector->_angle = _angle;
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}
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NS_AX_END
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