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- /****************************************************************************
- Copyright (C) 2013 Henry van Merode. All rights reserved.
- 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.
- ****************************************************************************/
- #ifndef __CC_PU_PARTICLE_3D_EMITTER_H__
- #define __CC_PU_PARTICLE_3D_EMITTER_H__
- #include "base/CCRef.h"
- #include "math/CCMath.h"
- #include "extensions/Particle3D/CCParticle3DEmitter.h"
- #include "extensions/Particle3D/PU/CCPUDynamicAttribute.h"
- #include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
- #include <vector>
- #include <string>
- NS_CC_BEGIN
- struct PUParticle3D;
- class PUParticleSystem3D;
- /**
- * 3d particle emitter
- */
- class CC_DLL PUEmitter : public Particle3DEmitter
- {
- friend class PUParticleSystem3D;
- public:
- // Default values
- static const bool DEFAULT_ENABLED;
- static const Vec3 DEFAULT_POSITION;
- static const bool DEFAULT_KEEP_LOCAL;
- static const Vec3 DEFAULT_DIRECTION;
- static const Quaternion DEFAULT_ORIENTATION;
- static const Quaternion DEFAULT_ORIENTATION_RANGE_START;
- static const Quaternion DEFAULT_ORIENTATION_RANGE_END;
- //static const Particle::ParticleType DEFAULT_EMITS;
- static const unsigned short DEFAULT_START_TEXTURE_COORDS;
- static const unsigned short DEFAULT_END_TEXTURE_COORDS;
- static const unsigned short DEFAULT_TEXTURE_COORDS;
- static const Vec4 DEFAULT_START_COLOUR_RANGE;
- static const Vec4 DEFAULT_END_COLOUR_RANGE;
- static const Vec4 DEFAULT_COLOUR;
- static const bool DEFAULT_AUTO_DIRECTION;
- static const bool DEFAULT_FORCE_EMISSION;
- static const float DEFAULT_EMISSION_RATE;
- static const float DEFAULT_TIME_TO_LIVE;
- static const float DEFAULT_MASS;
- static const float DEFAULT_VELOCITY;
- static const float DEFAULT_DURATION;
- static const float DEFAULT_REPEAT_DELAY;
- static const float DEFAULT_ANGLE;
- static const float DEFAULT_DIMENSIONS;
- static const float DEFAULT_WIDTH;
- static const float DEFAULT_HEIGHT;
- static const float DEFAULT_DEPTH;
- PUEmitter();
- virtual ~PUEmitter();
-
- virtual void notifyStart();
- virtual void notifyStop();
- virtual void notifyPause();
- virtual void notifyResume();
- virtual void notifyRescaled(const Vec3& scale);
- virtual void prepare();
- virtual void unPrepare();
- virtual void preUpdateEmitter(float deltaTime);
- virtual void updateEmitter(Particle3D *particle, float deltaTime) override;
- virtual void postUpdateEmitter(float deltaTime);
- virtual unsigned short calculateRequestedParticles(float timeElapsed);
-
- virtual void emit(int count) override;
- void setLocalPosition(const Vec3 &pos) { _position = pos; };
- const Vec3 getLocalPosition() const { return _position; };
- /** Calculate the derived position of the affector.
- @remarks
- Note, that in script, the position is set as localspace, while if the affector is
- emitted, its position is automatically transformed. This function always returns
- the derived position.
- */
- const Vec3& getDerivedPosition();
-
- /** Enables or disables the emitter.
- */
- void setEnabled (bool enabled);
- bool isEnabled(void) const;
- bool isEmitterDone() const;
- /** Todo
- */
- const std::string& getEmitterType() const { return _emitterType; }
- void setEmitterType(const std::string& emitterType) {_emitterType = emitterType;};
- /** Todo
- */
- const std::string& getName() const { return _name; }
- void setName(const std::string& name) {_name = name;};
- /** Todo
- */
- PUDynamicAttribute* getDynAngle() const { return _dynAngle; }
- void setDynAngle(PUDynamicAttribute* dynAngle);
- /** Todo
- */
- PUDynamicAttribute* getDynEmissionRate() const { return _dynEmissionRate; }
- void setDynEmissionRate(PUDynamicAttribute* dynEmissionRate);
- /** Todo
- */
- PUDynamicAttribute* getDynTotalTimeToLive() const { return _dynTotalTimeToLive; }
- void setDynTotalTimeToLive(PUDynamicAttribute* dynTotalTimeToLive);
- /** Todo
- */
- PUDynamicAttribute* getDynParticleMass() const { return _dynParticleMass; }
- void setDynParticleMass(PUDynamicAttribute* dynParticleMass);
- /** Todo
- */
- PUDynamicAttribute* getDynVelocity() const { return _dynVelocity; }
- void setDynVelocity(PUDynamicAttribute* dynVelocity);
- /** Todo
- */
- PUDynamicAttribute* getDynDuration() const { return _dynDuration; }
- void setDynDuration(PUDynamicAttribute* dynDuration);
- void setDynDurationSet(bool durationSet);
- /** Todo
- */
- PUDynamicAttribute* getDynRepeatDelay() const { return _dynRepeatDelay; }
- void setDynRepeatDelay(PUDynamicAttribute* dynRepeatDelay);
- void setDynRepeatDelaySet(bool repeatDelaySet);
- /** Todo
- */
- PUDynamicAttribute* getDynParticleAllDimensions() const { return _dynParticleAllDimensions; }
- void setDynParticleAllDimensions(PUDynamicAttribute* dynParticleAllDimensions);
- void setDynParticleAllDimensionsSet(bool particleAllDimensionsSet);
- /** Todo
- */
- PUDynamicAttribute* getDynParticleWidth() const { return _dynParticleWidth; }
- void setDynParticleWidth(PUDynamicAttribute* dynParticleWidth);
- void setDynParticleWidthSet(bool particleWidthSet);
- /** Todo
- */
- PUDynamicAttribute* getDynParticleHeight() const { return _dynParticleHeight; }
- void setDynParticleHeight(PUDynamicAttribute* dynParticleHeight);
- void setDynParticleHeightSet(bool particleHeightSet);
- /** Todo
- */
- PUDynamicAttribute* getDynParticleDepth() const { return _dynParticleDepth; }
- void setDynParticleDepth(PUDynamicAttribute* dynParticleDepth);
- void setDynParticleDepthSet(bool particleDepthSet);
- ///** Todo
- //*/
- //ParticleType getEmitsType() const { return mEmitsType; }
- //void setEmitsType(ParticleType emitsType) {mEmitsType = emitsType;};
- /** Todo
- */
- const std::string& getEmitsName() const { return _emitsName; }
- void setEmitsName(const std::string& emitsName);
- PUParticle3D::ParticleType getEmitsType() const { return _emitsType; }
- void setEmitsType(PUParticle3D::ParticleType type) {_emitsType = type;};
- Ref* getEmitsEntityPtr() const;
- bool isMarkedForEmission() const {return _isMarkedForEmission;};
- void setMarkedForEmission(bool isMarked) {_isMarkedForEmission = isMarked;};
- /** Returns the base direction of the particle that is going to be emitted.
- */
- const Vec3& getParticleDirection(void);
- /** Returns the originally set particle direction. This value is not affected by affectors, angle, etc.
- */
- const Vec3& getOriginalParticleDirection(void) const;
- /** Returns the base orientation of the particle that is going to be emitted.
- */
- const Quaternion& getParticleOrientation(void) const;
- /** Set the orientation of the particle.
- */
- void setParticleOrientation(const Quaternion& orientation);
- /** Returns the start orientation of the particle that is going to be emitted.
- @remarks
- The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
- */
- const Quaternion& getParticleOrientationRangeStart(void) const;
- /** Set start orientation of the particle that is going to be emitted.
- @remarks
- The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
- */
- void setParticleOrientationRangeStart(const Quaternion& orientationRangeStart);
- /** Returns the end orientation of the particle that is going to be emitted.
- @remarks
- The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
- */
- const Quaternion& getParticleOrientationRangeEnd(void) const;
- /** Set end orientation of the particle that is going to be emitted.
- @remarks
- The orientation is generated random between mParticleOrientationRangeStart and mParticleOrientationRangeEnd.
- */
- void setParticleOrientationRangeEnd(const Quaternion& orientationRangeEnd);
-
- /** Sets the direction of the particle that the emitter is emitting.
- @remarks
- Don't confuse this with the emitters own direction.
- @param direction The base direction of emitted particles.
- */
- void setParticleDirection(const Vec3& direction);
- /** Todo
- */
- bool isAutoDirection(void) const;
- /** Todo
- */
- void setAutoDirection(bool autoDirection);
- /** Todo
- */
- bool isForceEmission(void) const;
- /** Todo
- */
- void setForceEmission(bool forceEmission);
- /** Get the colour of a particle that will be emitted.
- */
- const Vec4& getParticleColor(void) const;
- /** Set the colour of an emitted particle.
- */
- void setParticleColor(const Vec4& particleColour);
- /** Get the colour range start of an emitted particle.
- */
- const Vec4& getParticleColorRangeStart(void) const;
- /** Set the colour range start of an emitted particle. This is the lower value used to generate a random colour.
- */
- void setParticleColorRangeStart(const Vec4& particleColourRangeStart);
- /** Get the colour range end of an emitted particle.
- */
- const Vec4& getParticleColorRangeEnd(void) const;
- /** Set the colour range end of an emitted particle. This is the upper value used to generate a random colour.
- */
- void setParticleColorRangeEnd(const Vec4& particleColourRangeEnd);
- /** Get the texture coords of an emitted particle.
- */
- const unsigned short& getParticleTextureCoords(void) const;
- /** Set the texture coords of an emitted particle.
- */
- void setParticleTextureCoords(const unsigned short& particleTextureCoords);
- /** Get the texture coords range start of an emitted particle.
- */
- const unsigned short& getParticleTextureCoordsRangeStart(void) const;
- /** Set the texture coords range start of an emitted particle. This is the lower value used to set a random texture coords.
- */
- void setParticleTextureCoordsRangeStart(const unsigned short& particleTextureCoordsRangeStart);
-
- /** Get the texture coords range end of an emitted particle.
- */
- const unsigned short& getParticleTextureCoordsRangeEnd(void) const;
- /** Set the texture coords range end of an emitted particle. This is the upper value used to set a random texture coords.
- */
- void setParticleTextureCoordsRangeEnd(const unsigned short& particleTextureCoordsRangeEnd);
- /** Todo
- */
- bool isKeepLocal(void) const;
- /** If this attribute is set to 'true', the particles are emitted relative to the emitter
- */
- void setKeepLocal(bool keepLocal);
- /** Transforms the particle position in a local position relative to the emitter
- */
- bool makeParticleLocal(PUParticle3D* particle);
- virtual PUEmitter* clone() = 0;
- virtual void copyAttributesTo (PUEmitter* emitter);
- protected:
- /** Todo
- */
- virtual void initParticlePosition(PUParticle3D* particle);
- /** Internal method for generating the particle direction.
- */
- virtual void initParticleDirection(PUParticle3D* particle);
- /** Internal method for generating the particle orientation.
- */
- virtual void initParticleOrientation(PUParticle3D* particle);
- virtual void initParticleVelocity(PUParticle3D* particle);
- virtual void initParticleMass(PUParticle3D* particle);
- virtual void initParticleColor(PUParticle3D* particle);
- virtual void initParticleTextureCoords(PUParticle3D* particle);
- virtual float initParticleTimeToLive();
- virtual void initParticleDimensions(PUParticle3D* particle);
- virtual void initParticleForEmission(PUParticle3D* particle);
- /** Initialise some attributes that are time-based.
- */
- inline void initTimeBased(void);
- /** Internal method for generating the angle.
- */
- void generateAngle(float &angle);
-
- protected:
- Vec3 _position;
- Vec3 _latestPosition;
- Vec3 _latestPositionDiff;
- Vec3 _derivedPosition;
- /** Although the scale is on a Particle System level, the emitter can also be scaled.
- */
- Vec3 _emitterScale;
- // Type of the emitter
- std::string _emitterType;
- // Name of the emitter (optional)
- std::string _name;
- /** Direction (and speed) of the emitted particle
- @remarks
- Don't confuse the particle direction with the direction of the emitter itself.
- The particleDirection is the direction of an emitted particle.
- */
- Vec3 _particleDirection;
-
- /** The original direction of the emitted particle
- @remarks
- Don't confuse this with the particles' originalDirection.
- */
- Vec3 _originalParticleDirection;
- /** Orientation of the particle as soon as it is emitted.
- @remarks
- This is only visible if a renderer is used that renders 3D particles.
- */
- Quaternion _particleOrientation;
- /** If set, the range generates a random orientation between start and end.
- */
- Quaternion _particleOrientationRangeStart;
- Quaternion _particleOrientationRangeEnd;
- bool _particleOrientationRangeSet;
- // Angle around direction which particles may be emitted
- PUDynamicAttribute* _dynAngle;
- // Rate of particle emission.
- PUDynamicAttribute* _dynEmissionRate;
- //// Identifies the type of particle this emitter emits (default is visual particle).
- //ParticleType mEmitsType;
- // Identifies the name of particle this emitter emits (default is visual particle, so there is no name)
- std::string _emitsName;
- /** Dynamic attribute used to generate the total time to live.
- */
- PUDynamicAttribute* _dynTotalTimeToLive;
- /** Dynamic attribute used to generate the mass of a particle.
- */
- PUDynamicAttribute* _dynParticleMass;
- /** Dynamic attribute used to generate the velocity of a particle.
- */
- PUDynamicAttribute* _dynVelocity;
- /** Dynamic attribute used to define the duration of the emitter.
- */
- PUDynamicAttribute* _dynDuration;
- /** Dynamic attribute used to define the repeat/delay of the emitter.
- */
- PUDynamicAttribute* _dynRepeatDelay;
- /** Dynamic attribute used to define the (own) dimensions of a particle.
- @remarks
- In the Particle Technique it is possible to set the default dimensions for all particles, but it
- is also possible to set the dimensions per particle. Note, that this only applies to visual particles,
- of course. This attribute is used to x, y and z dimensions with the value.
- */
- PUDynamicAttribute* _dynParticleAllDimensions;
- bool _dynParticleAllDimensionsSet;
- /** Dynamic attribute used to define the (own) width of a particle.
- @remarks
- In the Particle Technique it is possible to set the default width for all particles, but it
- is also possible to set the width per particle. Note, that this only applies to visual particles,
- of course.
- */
- PUDynamicAttribute* _dynParticleWidth;
- bool _dynParticleWidthSet;
- /** Dynamic attribute used to define the (own) height of a particle.
- @remarks
- In the Particle Technique it is possible to set the default height for all particles, but it
- is also possible to set the height per particle. Note, that this only applies to visual particles,
- of course.
- */
- PUDynamicAttribute* _dynParticleHeight;
- bool _dynParticleHeightSet;
- /** Dynamic attribute used to define the (own) depth of a particle.
- @remarks
- In the Particle Technique it is possible to set the default depth for all particles, but it
- is also possible to set the depth per particle. Note, that this only applies to visual particles,
- of course.
- */
- PUDynamicAttribute* _dynParticleDepth;
- bool _dynParticleDepthSet;
- /** Notional up vector, just used to speed up generation of variant directions.
- */
- Vec3 _upVector;
- /** Particles that are left to be emitted from the previous time.
- */
- float _remainder;
- ///** Helper factory
- //*/
- //DynamicAttributeFactory mDynamicAttributeFactory;
- /** Helper class
- */
- PUDynamicAttributeHelper _dynamicAttributeHelper;
- /** Duration remainder.
- */
- float _durationRemain;
- /** Indication to determine whether duration is set.
- */
- bool _dynDurationSet;
- /** Repeat/delay remainder.
- */
- float _repeatDelayRemain;
- /** Indication to determine whether repeat/delay is set.
- */
- bool _dynRepeatDelaySet;
- /** Auto direction means that the direction of a particle is not determined by the
- direction vector that has been set, but the direction vector is generated based on
- the shape of the emitter. In most cases this means that the particle direction is
- perpendicular on the shape of the emitter.
- @remarks
- This attribute has only a meaning for certain emitters.
- */
- bool _autoDirection;
- /** In normal cases, emission is regulated by time. This prevents that too much particles are
- emitted at once, which causes a drop in the framerate. In some cases you just want to emit
- all particles immediately without any delay. Setting the 'mForceEmission' to true enables this.
- In that case, the emission rate defines the number of particles that are emitted immediately.
- If the emission rate is 100, the emitter emits 100 particles at once and then disables.
- */
- bool _forceEmission;
- /** Original value, used to set it back.
- */
- bool _originalForceEmission;
- /** If mForceEmission has been set to true and if all particles are emitted, the mForceEmissionExecuted
- is also set to true, preventing any further 'forced emission'.
- */
- bool _forceEmissionExecuted;
- /** Original value, used to set it back.
- */
- bool _originalForceEmissionExecuted;
- /** Colour that is assigned to an emitted particle.
- */
- Vec4 _particleColor;
- /** Used to randomize the colour of an emitted particle.
- */
- Vec4 _particleColorRangeStart;
- /** Used to randomize the colour of an emitted particle.
- */
- Vec4 _particleColorRangeEnd;
- /** Used to determine whether the colour range has been set.
- */
- bool _particleColorRangeSet;
- /** Determines whether particle positions should be kept local in relation to the emitter.
- */
- bool _keepLocal;
- /** Texture coords that is assigned to an emitted particle (only works if the renderer uses it)
- */
- unsigned short _particleTextureCoords;
- /** Used to randomize the texture coords of an emitted particle.
- */
- unsigned short _particleTextureCoordsRangeStart;
-
- /** Used to randomize the texture coords of an emitted particle.
- */
- unsigned short _particleTextureCoordsRangeEnd;
- /** Used to determine whether the texture coords range has been set.
- */
- bool _particleTextureCoordsRangeSet;
- bool _originEnabled;
- bool _originEnabledSet;
- PUParticle3D::ParticleType _emitsType;
- Ref *_emitsEntity;
- bool _isMarkedForEmission;
- };
- NS_CC_END
- #endif
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