//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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 _WAVE_COMPOSITE_H_ #include "2d/experimental/composites/WaveComposite.h" #endif // Script bindings. #include "2d/experimental/composites/WaveComposite_ScriptBinding.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(WaveComposite); //------------------------------------------------------------------------------ WaveComposite::WaveComposite() : mPreTickTime( 0.0f ), mPostTickTime( 0.0f ), mImageFrame( 0 ), mSpriteCount( 50 ), mSpriteSize( 1.0f, 1.0f ), mAmplitude( 30.0f ), mFrequency( 10.0f ) { // Disable batch culling. // NOTE: This stops the batch-query dynamic-tree from being generated. // For smaller scale composites, this is more efficient and saves memory. // Do not turn this off for larger scale composites like tile-maps. SpriteBatch::setBatchCulling( false ); } //------------------------------------------------------------------------------ WaveComposite::~WaveComposite() { } //------------------------------------------------------------------------------ void WaveComposite::initPersistFields() { // Call parent. Parent::initPersistFields(); addProtectedField( "Image", TypeImageAssetPtr, Offset(mImageAsset, WaveComposite), &setImage, &getImage, &writeImage, "The image asset Id used for the image." ); addProtectedField( "Frame", TypeS32, Offset(mImageFrame, WaveComposite), &setImageFrame, &defaultProtectedGetFn, &writeImageFrame, "The image frame used for the image." ); addProtectedField( "SpriteCount", TypeS32, Offset(mSpriteCount, WaveComposite), &setSpriteCount, &defaultProtectedGetFn, &defaultProtectedWriteFn, "The number of sprites to generate" ); addProtectedField( "SpriteSize", TypeVector2, Offset(mSpriteSize, WaveComposite),&setSpriteSize, &defaultProtectedGetFn, &defaultProtectedWriteFn, "The size of each sprite." ); addField( "Amplitude", TypeF32, Offset(mAmplitude, WaveComposite), "The amplitude of the sprite movement." ); addField( "Frequency", TypeF32, Offset(mFrequency, WaveComposite), "The frequency of the sprite movement." ); } //----------------------------------------------------------------------------- void WaveComposite::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats ) { // Note tick times. mPreTickTime = mPostTickTime; mPostTickTime = totalTime; // Update composition at pre-tick time. updateComposition( mPreTickTime ); // Are the spatials dirty? if ( getSpatialDirty() ) { // Yes, so update the world transform. setBatchTransform( getRenderTransform() ); } // Are the render extents dirty? if ( getLocalExtentsDirty() ) { // Yes, so set size as local extents. setSize( getLocalExtents() ); } // Call parent. Parent::preIntegrate( totalTime, elapsedTime, pDebugStats ); } //----------------------------------------------------------------------------- void WaveComposite::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats ) { // Call Parent. Parent::integrateObject( totalTime, elapsedTime, pDebugStats ); // Finish if the spatials are NOT dirty. if ( !getSpatialDirty() ) return; // Update the batch world transform. setBatchTransform( getRenderTransform() ); } //----------------------------------------------------------------------------- void WaveComposite::interpolateObject( const F32 timeDelta ) { // Call parent. Parent::interpolateObject( timeDelta ); // Update composition time (interpolated). updateComposition( (timeDelta * mPreTickTime) + ((1.0f-timeDelta) * mPostTickTime) ); // Finish if the spatials are NOT dirty. if ( !getSpatialDirty() ) return; // Update the batch world transform. setBatchTransform( getRenderTransform() ); } //------------------------------------------------------------------------------ void WaveComposite::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); // Fetch object. WaveComposite* pComposite = dynamic_cast(object); // Sanity! AssertFatal(pComposite != NULL, "WaveComposite::copyTo() - Object is not the correct type."); // Copy state. pComposite->setImage( getImage() ); pComposite->setImageFrame( getImageFrame() ); pComposite->setSpriteCount( getSpriteCount() ); pComposite->setSpriteSize( getSpriteSize() ); pComposite->setAmplitude( getAmplitude() ); } //----------------------------------------------------------------------------- void WaveComposite::scenePrepareRender( const SceneRenderState* pSceneRenderState, SceneRenderQueue* pSceneRenderQueue ) { // Prepare render. SpriteBatch::prepareRender( this, pSceneRenderState, pSceneRenderQueue ); } //----------------------------------------------------------------------------- void WaveComposite::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer ) { // Render. SpriteBatch::render( pSceneRenderState, pSceneRenderRequest, pBatchRenderer ); } //----------------------------------------------------------------------------- bool WaveComposite::setImage( const char* pImageAssetId ) { // Sanity! AssertFatal( pImageAssetId != NULL, "Cannot use a NULL asset Id." ); // Fetch the asset Id. mImageAsset = pImageAssetId; // Reset image frame. mImageFrame = 0; // Generate composition. generateComposition(); return true; } //----------------------------------------------------------------------------- bool WaveComposite::setImageFrame( const U32 frame ) { // Check Existing Image. if ( mImageAsset.isNull() ) { // Warn. Con::warnf("WaveComposite::setImageFrame() - Cannot set Frame without existing asset Id."); // Return Here. return false; } // Check Frame Validity. if ( frame >= mImageAsset->getFrameCount() ) { // Warn. Con::warnf( "WaveComposite::setImageFrame() - Invalid Frame #%d for asset Id '%s'.", frame, mImageAsset.getAssetId() ); // Return Here. return false; } // Set Frame. mImageFrame = frame; // Generate composition. generateComposition(); // Return Okay. return true; } //----------------------------------------------------------------------------- void WaveComposite::setSpriteCount( const U32 spriteCount ) { // Set sprite count. mSpriteCount = spriteCount; // Generate composition. generateComposition(); } //----------------------------------------------------------------------------- void WaveComposite::setSpriteSize( const Vector2& spriteSize ) { // Check Frame Validity. if ( spriteSize.x <= 0.0f && spriteSize.y <= 0.0f ) { // Warn. Con::warnf( "WaveComposite::setSpriteSize() - Sprite sizes must be > 0." ); return; } // Set sprite size. mSpriteSize = spriteSize; // Generate composition. generateComposition(); } //----------------------------------------------------------------------------- void WaveComposite::generateComposition( void ) { // Clear all existing sprites. clearSprites(); mWaveSprites.clear(); // Finish if image asset isn't available. if ( mImageAsset.isNull() ) return; // Fetch asset Id. StringTableEntry assetId = mImageAsset.getAssetId(); // Generate sprites. for( U32 n = 0; n < mSpriteCount; ++n ) { // Create the sprite. SpriteBatchItem* pSprite = SpriteBatch::createSprite(); // Configure the sprite. pSprite->setImage( assetId ); pSprite->setImageFrame( mImageFrame ); pSprite->setSize( mSpriteSize ); // Store sprite reference. mWaveSprites.push_back( pSprite ); } } //----------------------------------------------------------------------------- void WaveComposite::updateComposition( const F32 time ) { // Scale time. const F32 scaledTime = time * 100.0f; // Calculate sprite start positin. Vector2 spritePosition( mSpriteSize.x * mSpriteCount * -0.5f, 0.0f ); // Update sprite positions. for( typeWaveSpritesVector::iterator spriteItr = mWaveSprites.begin(); spriteItr < mWaveSprites.end(); ++spriteItr ) { // Fetch sprite, SpriteBatchItem* pSprite = *spriteItr; // Set y position. spritePosition.y = mSin(mDegToRad(scaledTime + (spritePosition.x * mFrequency))) * mAmplitude; // Set sprite position. pSprite->setLocalPosition( spritePosition ); // Update the position. spritePosition.x += mSpriteSize.x; } }