/**************************************************************************** Copyright (c) 2015-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "CCParticleSystem3D.h" #include "CCParticle3DEmitter.h" #include "CCParticle3DAffector.h" #include "CCParticle3DRender.h" NS_CC_BEGIN Particle3D::Particle3D() : color(Vec4::ONE) , rt_uv(Vec2::ONE) , width(1.0f) , height(1.0f) , depth(1.0f) { } Particle3D::~Particle3D() { } ParticleSystem3D::ParticleSystem3D() : _state(State::STOP) , _emitter(nullptr) , _render(nullptr) , _aliveParticlesCnt(0) , _particleQuota(0) , _blend(BlendFunc::ALPHA_NON_PREMULTIPLIED) , _keepLocal(false) , _isEnabled(true) { } ParticleSystem3D::~ParticleSystem3D() { //stopParticle(); removeAllAffector(); CC_SAFE_RELEASE(_emitter); CC_SAFE_RELEASE(_render); } void ParticleSystem3D::startParticleSystem() { if (_state != State::RUNNING) { if (_render) _render->notifyStart(); scheduleUpdate(); _state = State::RUNNING; } } void ParticleSystem3D::stopParticleSystem() { if (_state != State::STOP) { if (_render) _render->notifyStop(); unscheduleUpdate(); _state = State::STOP; } } void ParticleSystem3D::pauseParticleSystem() { if (_state == State::RUNNING) { _state = State::PAUSE; } } void ParticleSystem3D::resumeParticleSystem() { if (_state == State::PAUSE) { _state = State::RUNNING; } } void ParticleSystem3D::setEmitter(Particle3DEmitter* emitter) { if (_emitter != emitter) { CC_SAFE_RELEASE(_emitter); emitter->_particleSystem = this; _emitter = emitter; CC_SAFE_RETAIN(_emitter); } } void ParticleSystem3D::setRender(Particle3DRender* render) { if (_render != render) { CC_SAFE_RELEASE(_render); _render = render; _render->_particleSystem = this; CC_SAFE_RETAIN(_render); } } void ParticleSystem3D::addAffector(Particle3DAffector* affector) { if (affector && std::find(_affectors.begin(), _affectors.end(), affector) == _affectors.end()){ affector->_particleSystem = this; affector->retain(); _affectors.push_back(affector); } } void ParticleSystem3D::removeAffector(int index) { CCASSERT((unsigned int)index < _affectors.size(), "wrong index"); _affectors.erase(_affectors.begin() + index); } void ParticleSystem3D::removeAllAffector() { //release all affectors for (auto it : _affectors) { it->release(); } _affectors.clear(); } Particle3DAffector* ParticleSystem3D::getAffector(int index) { CCASSERT(index < (int)_affectors.size(), "wrong index"); return _affectors[index]; } void ParticleSystem3D::update(float delta) { if (_state != State::RUNNING) return; Particle3D *particle = _particlePool.getFirst(); while (particle) { if (_emitter) { _emitter->updateEmitter(particle, delta); } for (auto& it : _affectors) { it->updateAffector(particle, delta); } particle = _particlePool.getNext(); } } void ParticleSystem3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t /*flags*/) { if (getAliveParticleCount() && _render) { _render->render(renderer, transform, this); } } void ParticleSystem3D::setBlendFunc(const BlendFunc &blendFunc) { _blend = blendFunc; } const BlendFunc &ParticleSystem3D::getBlendFunc() const { return _blend; } void ParticleSystem3D::setParticleQuota( unsigned int quota ) { _particleQuota = quota; } unsigned int ParticleSystem3D::getParticleQuota() const { return _particleQuota; } void ParticleSystem3D::setKeepLocal( bool keepLocal ) { _keepLocal = keepLocal; } void ParticleSystem3D::setEnabled( bool enabled ) { _isEnabled = enabled; } NS_CC_END