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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 "CCPUSphereCollider.h"
- #include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
- NS_CC_BEGIN
- // Constants
- const float PUSphereCollider::DEFAULT_RADIUS = 100.0f;
- //-----------------------------------------------------------------------
- PUSphereCollider::PUSphereCollider(void) :
- PUBaseCollider(),
- _radius(DEFAULT_RADIUS),
- _innerCollision(false)
- {
- }
- PUSphereCollider::~PUSphereCollider( void )
- {
- }
- //-----------------------------------------------------------------------
- float PUSphereCollider::getRadius() const
- {
- return _radius;
- }
- //-----------------------------------------------------------------------
- void PUSphereCollider::setRadius(const float radius)
- {
- _radius = radius;
- _sphere.setRadius(_radius);
- }
- //-----------------------------------------------------------------------
- bool PUSphereCollider::isInnerCollision(void) const
- {
- return _innerCollision;
- }
- //-----------------------------------------------------------------------
- void PUSphereCollider::setInnerCollision(bool innerCollision)
- {
- _innerCollision = innerCollision;
- }
- //-----------------------------------------------------------------------
- void PUSphereCollider::calculateDirectionAfterCollision(PUParticle3D* particle, Vec3 distance, float distanceLength)
- {
- switch (_collisionType)
- {
- case PUBaseCollider::CT_BOUNCE:
- {
- /** If the particle is on the surface (or just inside the sphere); bounce it
- Make use of formula R = 2 * (-I dot N) * N + I, where
- R = the new direction vector
- I = the old (unit) direction vector before the collision
- N = the Normal at the collision point
- */
- float directionLength = particle->direction.length();
- particle->direction.normalize();
- distance.normalize();
- particle->direction = 2 * (-particle->direction.dot(distance)) * distance + 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 (on the sphere), but keep the direction.
- This doesn't really work good for box-type collisions, because it doesn't take the particle
- dimensions into account.
- */
- float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius;
- particle->position = _derivedPosition + distance * (scaledRadius / distanceLength);
- }
- break;
- default:
- break;
- }
- }
- void PUSphereCollider::updatePUAffector( PUParticle3D *particle, float /*deltaTime*/ )
- {
- //for (auto iter : _particleSystem->getParticles())
- {
- //PUParticle3D *particle = iter;
- _predictedPosition = particle->position + _velocityScale * particle->direction;
- bool collision = false;
- Vec3 distance = particle->position - _derivedPosition;
- float distanceLength = distance.length();
- float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius; // Scaling changed in V 1.3.1
- switch(_intersectionType)
- {
- case PUBaseCollider::IT_POINT:
- {
- // Validate for a point-sphere intersection
- if (_innerCollision == (distanceLength > scaledRadius))
- {
- // Collision detected (re-position the particle)
- particle->position -= _velocityScale * particle->direction;
- collision = true;
- }
- else
- {
- distance = _predictedPosition - _derivedPosition;
- distanceLength = distance.length();
- if (_innerCollision == (distanceLength > scaledRadius))
- {
- // Collision detected
- collision = true;
- }
- }
- }
- break;
- case PUBaseCollider::IT_BOX:
- {
- //// Validate for a box-sphere intersection
- //if (particle->particleType != Particle::PT_VISUAL)
- // break;
- AABB box;
- populateAlignedBox(box,
- particle->position,
- particle->width,
- particle->height,
- particle->depth);
- //FIXME
- //if (_innerCollision != box.intersects(_sphere))
- //{
- // // Collision detected (re-position the particle)
- // particle->position -= _velocityScale * particle->direction;
- // collision = true;
- //}
- //else
- //{
- // AABB box;
- // populateAlignedBox(box,
- // _predictedPosition,
- // particle->width,
- // particle->height,
- // particle->depth);
- // if (_innerCollision != box.intersects(_sphere))
- // {
- // // Collision detected
- // collision = true;
- // }
- //}
- }
- break;
- }
- if (collision)
- {
- calculateDirectionAfterCollision(particle, distance, distanceLength);
- calculateRotationSpeedAfterCollision(particle);
- particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
- }
- }
- }
- void PUSphereCollider::preUpdateAffector( float /*deltaTime*/ )
- {
- // Calculate the affectors' center position.
- _sphere.setCenter(getDerivedPosition());
- }
- PUSphereCollider* PUSphereCollider::create()
- {
- auto psc = new (std::nothrow) PUSphereCollider();
- psc->autorelease();
- return psc;
- }
- void PUSphereCollider::copyAttributesTo( PUAffector* affector )
- {
- PUAffector::copyAttributesTo(affector);
- PUSphereCollider* sphereCollider = static_cast<PUSphereCollider*>(affector);
- sphereCollider->_radius = _radius;
- sphereCollider->_sphere = _sphere;
- sphereCollider->_innerCollision = _innerCollision;
- }
- NS_CC_END
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