mirror of https://github.com/axmolengine/axmol.git
118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
/****************************************************************************
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Copyright (c) 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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#include "CCPUParticle3DUtil.h"
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#include "base/ccMacros.h"
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NS_CC_BEGIN
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cocos2d::Vec3 PUParticle3DUtil::randomDeviant( const Vec3 &src, float angle, const Vec3& up /*= Vec3::ZERO*/ )
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{
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Vec3 newUp;
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if (up == Vec3::ZERO)
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{
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// Generate an up vector
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newUp = perpendicular(src);
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}
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else
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{
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newUp = up;
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}
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// Rotate up vector by random amount around this
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//Quaternion q;
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//q.FromAngleAxis( Radian(Math::UnitRandom() * Math::TWO_PI), *this );
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//newUp = q * newUp;
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//// Finally rotate this by given angle around randomised up
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//q.FromAngleAxis( angle, newUp );
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//return q * (*this);
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Quaternion q;
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Mat4 mat;
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Quaternion::createFromAxisAngle(src, CCRANDOM_0_1() * M_PI * 2.0f, &q);
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Mat4::createRotation(q, &mat);
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//{
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// Vec3 uv, uuv;
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// Vec3 qvec(q.x, q.y, q.z);
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// Vec3::cross(qvec, newUp, &uv);
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// Vec3::cross(qvec, uv, &uuv);
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// uv *= (2.0f * q.w);
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// uuv *= 2.0f;
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// newUp = newUp + uv + uuv;
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//}
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newUp = mat * newUp;
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Quaternion::createFromAxisAngle(newUp, angle, &q);
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Mat4::createRotation(q, &mat);
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return mat * src;
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//{
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// Vec3 uv, uuv;
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// Vec3 qvec(q.x, q.y, q.z);
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// Vec3::cross(qvec, src, &uv);
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// Vec3::cross(qvec, uv, &uuv);
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// uv *= (2.0f * q.w);
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// uuv *= 2.0f;
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// return src + uv + uuv;
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//}
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}
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cocos2d::Vec3 PUParticle3DUtil::perpendicular( const Vec3 &src )
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{
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//static const float fSquareZero = (float)(1e-06 * 1e-06);
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//Vector3 perp = this->crossProduct( Vector3::UNIT_X );
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//// Check length
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//if( perp.squaredLength() < fSquareZero )
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//{
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// /* This vector is the Y axis multiplied by a scalar, so we have
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// to use another axis.
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// */
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// perp = this->crossProduct( Vector3::UNIT_Y );
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//}
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//perp.normalise();
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//return perp;
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static const float fSquareZero = (float)(1e-06 * 1e-06);
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Vec3 perp;
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Vec3::cross(src, Vec3::UNIT_X, &perp);
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// Check length
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if( perp.lengthSquared() < fSquareZero )
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{
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/* This vector is the Y axis multiplied by a scalar, so we have
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to use another axis.
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*/
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Vec3::cross(src, Vec3::UNIT_Y, &perp);
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}
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perp.normalize();
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return perp;
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}
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NS_CC_END
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