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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.
- ****************************************************************************/
- #include "CCPUPlaneCollider.h"
- #include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
- NS_CC_BEGIN
- // Constants
- const Vec3 PUPlaneCollider::DEFAULT_NORMAL(0, 0, 0);
- //-----------------------------------------------------------------------
- PUPlaneCollider::PUPlaneCollider(void) :
- PUBaseCollider(),
- _normal(DEFAULT_NORMAL)
- {
- }
- PUPlaneCollider::~PUPlaneCollider( void )
- {
- }
- //-----------------------------------------------------------------------
- const Vec3 PUPlaneCollider::getNormal(void) const
- {
- return _normal;
- }
- //-----------------------------------------------------------------------
- void PUPlaneCollider::setNormal(const Vec3& normal)
- {
- _normal = normal;
- _plane.redefine(_normal, getDerivedPosition()); // Changed in 1.3.1
- }
- //-----------------------------------------------------------------------
- void PUPlaneCollider::notifyRescaled(const Vec3& /*scale*/)
- {
- // Function added in 1.3.1
- _plane.redefine(_normal, getDerivedPosition());
- }
- //-----------------------------------------------------------------------
- void PUPlaneCollider::calculateDirectionAfterCollision(PUParticle3D* particle, float timeElapsed)
- {
- float directionLength = particle->direction.length();
- switch (_collisionType)
- {
- case PUBaseCollider::CT_BOUNCE:
- {
- /** If the particle is on the plane or at the back of the plane, bounce it.
- Make use of the same formula as the sphere collider.
- */
- particle->direction.normalize();
- particle->direction = 2 * (-particle->direction.dot(-_normal)) * -_normal + particle->direction;
- // Adjust to original speed
- particle->direction *= directionLength;
- // Accelerate/slow down, using the bounce value
- particle->direction *= _bouncyness;
- }
- break;
- case PUBaseCollider::CT_FLOW:
- {
- /** Reset the position (just in front of the plane), but keep the direction.
- @remarks
- This is not really the correct way, because the particle 'jumps'. Maybe it is better to change
- the direction parallel to the plane.
- */
- particle->position += timeElapsed * directionLength * _normal;
- }
- break;
- default:
- break;
- }
- }
- void PUPlaneCollider::updatePUAffector( PUParticle3D *particle, float deltaTime )
- {
- //for (auto iter : _particleSystem->getParticles())
- {
- //PUParticle3D *particle = iter;
- _predictedPosition = particle->position + _velocityScale * particle->direction;
- bool collision = false;
- switch(_intersectionType)
- {
- case PUBaseCollider::IT_POINT:
- {
- // Validate for a point-plane intersection (on the plane or the back side)
- // First determine whether it is now colliding (some affector made the particle move), else
- // determine whether it WILL be colliding
- if (_plane.getDistance(particle->position) <= 0.0f)
- {
- // Collision detected (re-position the particle)
- particle->position -= _velocityScale * particle->direction;
- collision = true;
- }
- else if (_plane.getDistance(_predictedPosition) <= 0.0f)
- {
- // Collision detected
- collision = true;
- }
- }
- break;
- case PUBaseCollider::IT_BOX:
- {
- AABB box;
- populateAlignedBox(box,
- particle->position,
- particle->width,
- particle->height,
- particle->depth);
- //FIXME
- //if (box.intersects(_plane))
- //{
- // // Collision detected (re-position the particle)
- // particle->position -= _velocityScale * particle->direction;
- // collision = true;
- //}
- //else
- //{
- // populateAlignedBox(box,
- // _predictedPosition,
- // particle->width,
- // particle->height,
- // particle->depth);
- // if (box.intersects(_plane))
- // {
- // // Collision detected
- // collision = true;
- // }
- //}
- }
- break;
- }
- if (collision)
- {
- calculateDirectionAfterCollision(particle, deltaTime);
- calculateRotationSpeedAfterCollision(particle);
- particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
- }
- }
- }
- PUPlaneCollider* PUPlaneCollider::create()
- {
- auto ppc = new (std::nothrow) PUPlaneCollider();
- ppc->autorelease();
- return ppc;
- }
- void PUPlaneCollider::copyAttributesTo( PUAffector* affector )
- {
- PUBaseCollider::copyAttributesTo(affector);
- PUPlaneCollider* planeCollider = static_cast<PUPlaneCollider*>(affector);
- planeCollider->setNormal(_normal);
- }
- NS_CC_END
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