CCPULineAffector.cpp 6.39 KB
/****************************************************************************
 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.
 
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#include "CCPULineAffector.h"
#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"

NS_CC_BEGIN

// Constants
const float PULineAffector::DEFAULT_MAX_DEVIATION = 1.0f;
const float PULineAffector::DEFAULT_TIME_STEP = 0.1f;
const Vec3 PULineAffector::DEFAULT_END(0, 0, 0);
const float PULineAffector::DEFAULT_DRIFT = 0.0f;

//-----------------------------------------------------------------------
PULineAffector::PULineAffector() : 
    PUAffector(),
    _maxDeviation(DEFAULT_MAX_DEVIATION),
    _scaledMaxDeviation(1.0f),
    _end(DEFAULT_END),
    _timeSinceLastUpdate(0.0f),
    _timeStep(DEFAULT_TIME_STEP),
    _drift(DEFAULT_DRIFT),
    _oneMinusDrift(1.0f),
    _update(true),
    _first(true)
{
}

PULineAffector::~PULineAffector( void )
{

}
//-----------------------------------------------------------------------
float PULineAffector::getMaxDeviation() const
{
    return _maxDeviation;
}
//-----------------------------------------------------------------------
void PULineAffector::setMaxDeviation(float maxDeviation)
{
    _maxDeviation = maxDeviation;
    _scaledMaxDeviation = _maxDeviation * _affectorScale.length();
}
//-----------------------------------------------------------------------
const Vec3& PULineAffector::getEnd() const
{
    return _end;
}
//-----------------------------------------------------------------------
void PULineAffector::setEnd(const Vec3& end)
{
    _end = end;
}
//-----------------------------------------------------------------------
float PULineAffector::getTimeStep() const
{
    return _timeStep;
}
//-----------------------------------------------------------------------
void PULineAffector::setTimeStep(float timeStep)
{
    _timeStep = timeStep;
}
//-----------------------------------------------------------------------
float PULineAffector::getDrift() const
{
    return _drift;
}
//-----------------------------------------------------------------------
void PULineAffector::setDrift(float drift)
{
    _drift = drift;
    _oneMinusDrift = 1.0f - drift;
}
//-----------------------------------------------------------------------
void PULineAffector::notifyRescaled(const Vec3& scale)
{
    _scaledMaxDeviation = _maxDeviation * scale.length();
}
//-----------------------------------------------------------------------
void PULineAffector::preUpdateAffector(float deltaTime)
{
    if (/*technique->getNumberOfEmittedParticles()*/static_cast<PUParticleSystem3D *>(_particleSystem)->getAliveParticleCount() > 0)
    {
        _timeSinceLastUpdate += deltaTime;
        while (_timeSinceLastUpdate > _timeStep)
        {
            _timeSinceLastUpdate -= _timeStep;
            _update = true;
        }
    }
    (static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(_end); // Always update
}
//-----------------------------------------------------------------------

void PULineAffector::updatePUAffector( PUParticle3D *particle, float /*deltaTime*/ )
{
    //_first = true;
    //for (auto iter : _particleSystem->getParticles())
    {
        //PUParticle3D *particle = iter;
        (static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(particle->originalPosition); // Always update
        if (_update && CCRANDOM_0_1() > 0.5f && !_first)
        {
            // Generate a random vector perpendicular on the line
            Vec3 perpendicular;
            Vec3::cross(_end, Vec3(CCRANDOM_MINUS1_1(), CCRANDOM_MINUS1_1(), CCRANDOM_MINUS1_1()), &perpendicular);
            perpendicular.normalize();

            // Determine a random point near the line.
            Vec3 targetPosition = particle->originalPosition + _scaledMaxDeviation * CCRANDOM_0_1() * perpendicular;

            /** Set the new position.
            @remarks
                This affector already takes rotational offset of the particle system into account. This means that there is no need
                to set the particle system to keep_local to 'true'. The reason is that this is a specialized affector that calculates
                a new particle position instead of a direction.
            */
            particle->position = _drift * targetPosition + _oneMinusDrift * particle->position;
            (static_cast<PUParticleSystem3D *>(_particleSystem))->rotationOffset(particle->position);
        }
        _first = false;
    }
}

//-----------------------------------------------------------------------
void PULineAffector::postUpdateAffector(float /*deltaTime*/)
{
    _update = false;
}

void PULineAffector::firstParticleUpdate( PUParticle3D* /*particle*/, float /*deltaTime*/ )
{
    _first = true;
}

PULineAffector* PULineAffector::create()
{
    auto pla = new (std::nothrow) PULineAffector();
    pla->autorelease();
    return pla;
}

void PULineAffector::copyAttributesTo( PUAffector* affector )
{
    PUAffector::copyAttributesTo(affector);

    PULineAffector* lineAffector = static_cast<PULineAffector*>(affector);
    lineAffector->setMaxDeviation(_maxDeviation);
    lineAffector->_end = _end;
    lineAffector->_timeStep = _timeStep;
    lineAffector->_drift = _drift;
    lineAffector->_oneMinusDrift = _oneMinusDrift;
}

NS_CC_END