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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "2d/sceneobject/particlePlayer.h"
- // Script bindings.
- #include "2d/sceneobject/particlePlayer_ScriptBinding.h"
- //------------------------------------------------------------------------------
- ParticleSystem::ParticleNode* ParticlePlayer::EmitterNode::createParticle( void )
- {
- // Sanity!
- AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::createParticle() - Cannot create a particle with a NULL owner." );
-
- // Fetch a free node,
- ParticleSystem::ParticleNode* pFreeParticleNode = ParticleSystem::Instance->createParticle();
- // Insert node into emitter chain.
- pFreeParticleNode->mNextNode = mParticleNodeHead.mNextNode;
- pFreeParticleNode->mPreviousNode = &mParticleNodeHead;
- mParticleNodeHead.mNextNode = pFreeParticleNode;
- pFreeParticleNode->mNextNode->mPreviousNode = pFreeParticleNode;
- // Configure the node.
- mOwner->configureParticle( this, pFreeParticleNode );
- return pFreeParticleNode;
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::EmitterNode::freeParticle( ParticleSystem::ParticleNode* pParticleNode )
- {
- // Sanity!
- AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::freeParticle() - Cannot free a particle with a NULL owner." );
- // Deallocate the assets.
- pParticleNode->mFrameProvider.deallocateAssets();
- // Remove the node from the emitter chain.
- pParticleNode->mPreviousNode->mNextNode = pParticleNode->mNextNode;
- pParticleNode->mNextNode->mPreviousNode = pParticleNode->mPreviousNode;
-
- // Free the node.
- ParticleSystem::Instance->freeParticle( pParticleNode );
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::EmitterNode::freeAllParticles( void )
- {
- // Sanity!
- AssertFatal( mOwner != NULL, "ParticlePlayer::EmitterNode::freeAllParticles() - Cannot free all particles with a NULL owner." );
- // Free all the nodes,
- while( mParticleNodeHead.mNextNode != &mParticleNodeHead )
- {
- freeParticle( mParticleNodeHead.mNextNode );
- }
- }
- //------------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(ParticlePlayer);
- //------------------------------------------------------------------------------
- ParticlePlayer::ParticlePlayer() :
- mPlaying( false ),
- mPaused( false ),
- mAge( 0.0f ),
- mParticleInterpolation( false ),
- mCameraIdleDistance( 0.0f ),
- mCameraIdle( false ),
- mWaitingForParticles( false ),
- mWaitingForDelete( false )
- {
- // Fetch the particle player scales.
- mEmissionRateScale = Con::getFloatVariable( PARTICLE_PLAYER_EMISSION_RATE_SCALE, 1.0f );
- mSizeScale = Con::getFloatVariable( PARTICLE_PLAYER_SIZE_SCALE, 1.0f );
- mForceScale = Con::getFloatVariable( PARTICLE_PLAYER_FORCE_SCALE, 1.0f );
- mTimeScale = Con::getFloatVariable( PARTICLE_PLAYER_TIME_SCALE, 1.0f );
-
- // Register for refresh notifications.
- mParticleAsset.registerRefreshNotify( this );
- }
- //------------------------------------------------------------------------------
- ParticlePlayer::~ParticlePlayer()
- {
- // Destroy the particle asset.
- destroyParticleAsset();
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::initPersistFields()
- {
- // Call parent.
- Parent::initPersistFields();
- addProtectedField( "Particle", TypeParticleAssetPtr, Offset(mParticleAsset, ParticlePlayer), &setParticle, &defaultProtectedGetFn, defaultProtectedWriteFn, "" );
- addProtectedField( "CameraIdleDistance", TypeF32, Offset(mCameraIdleDistance, ParticlePlayer),&defaultProtectedSetFn, &defaultProtectedGetFn, &writeCameraIdleDistance,"" );
- addProtectedField( "ParticleInterpolation", TypeBool, Offset(mParticleInterpolation, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeParticleInterpolation,"" );
- addProtectedField( "EmissionRateScale", TypeF32, Offset(mEmissionRateScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeEmissionRateScale, "" );
- addProtectedField( "SizeScale", TypeF32, Offset(mSizeScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeSizeScale, "" );
- addProtectedField( "ForceScale", TypeF32, Offset(mForceScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeForceScale, "" );
- addProtectedField( "TimeScale", TypeF32, Offset(mTimeScale, ParticlePlayer), &defaultProtectedSetFn, &defaultProtectedGetFn, &writeTimeScale, "" );
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::copyTo(SimObject* object)
- {
- // Fetch particle asset object.
- ParticlePlayer* pParticlePlayer = static_cast<ParticlePlayer*>( object );
- // Sanity!
- AssertFatal( pParticlePlayer != NULL, "ParticlePlayer::copyTo() - Object is not the correct type.");
- // Copy parent.
- Parent::copyTo( object );
- // Copy the fields.
- pParticlePlayer->setParticle( getParticle() );
- pParticlePlayer->setCameraIdleDistance( getCameraIdleDistance() );
- pParticlePlayer->setParticleInterpolation( getParticleInterpolation() );
- pParticlePlayer->setEmissionRateScale( getEmissionRateScale() );
- pParticlePlayer->setSizeScale( getSizeScale() );
- pParticlePlayer->setForceScale( getForceScale() );
- pParticlePlayer->setTimeScale( getTimeScale() );
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::onAssetRefreshed( AssetPtrBase* pAssetPtrBase )
- {
- // Initialize the particle asset.
- initializeParticleAsset();
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::safeDelete( void )
- {
- // Finish if we already waiting for delete.
- if ( mWaitingForDelete )
- return;
- // Is the player plating?
- if ( mPlaying )
- {
- // Yes, so stop playing and allow it to kill itself.
- stop(true, true);
- return;
- }
- // Call parent which will deal with the deletion.
- Parent::safeDelete();
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::OnRegisterScene( Scene* pScene )
- {
- // Call parent.
- Parent::OnRegisterScene( pScene );
- // Add always in scope.
- pScene->getWorldQuery()->addAlwaysInScope( this );
- // Play the the particles if appropriate.
- if ( mParticleAsset.notNull() && mParticleAsset->getEmitterCount() > 0 )
- play( true );
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::OnUnregisterScene( Scene* pScene )
- {
- // Stop the player.
- stop( false, false );
- // Remove always in scope.
- pScene->getWorldQuery()->removeAlwaysInScope( this );
- // Call parent.
- Parent::OnUnregisterScene( pScene );
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
- {
- // Call Parent.
- Parent::preIntegrate( totalTime, elapsedTime, pDebugStats );
- // Finish if the camera idle distance is zero.
- if ( mIsZero(mCameraIdleDistance) || !validRender() )
- return;
- // Fetch current position.
- const Vector2 position = getPosition();
- // Calculate camera idle distance squared.
- const F32 cameraIdleDistanceSqr = mCameraIdleDistance * mCameraIdleDistance;
- // Fetch scene windows.
- SimSet& sceneWindows = getScene()->getAttachedSceneWindows();
- // Find a scene window that stops the pause.
- for( SimSet::iterator itr = sceneWindows.begin(); itr != sceneWindows.end(); itr++ )
- {
- // Fetch the scene window.
- SceneWindow* pSceneWindow = static_cast<SceneWindow*>(*itr);
- // Are we within the camera distance?
- if ( (pSceneWindow->getCameraPosition() - position).LengthSquared() < cameraIdleDistanceSqr )
- {
- // Yes, so play.
- if ( !getIsPlaying() )
- play( true );
- // Flag as not camera idle.
- mCameraIdle = false;
- return;
- }
- }
- // If playing then stop.
- if ( getIsPlaying() )
- stop( false, false );
- // Flag as camera idle.
- mCameraIdle = true;
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
- {
- // Call parent.
- Parent::integrateObject( totalTime, elapsedTime, pDebugStats );
- // Finish if no need to integrate.
- if ( !mPlaying ||
- mPaused ||
- mEmitters.size() == 0 )
- return;
- // Calculate scaled time.
- const F32 scaledTime = elapsedTime * mTimeScale;
- // Fetch particle asset.
- ParticleAsset* pParticleAsset = mParticleAsset;
- // Finish if no particle asset assigned.
- if ( pParticleAsset == NULL )
- return;
- // Reset active particle count.
- U32 activeParticleCount = 0;
- // Is the camera idle?
- if ( !mCameraIdle )
- {
- // No, so update the particle player age.
- mAge += scaledTime;
- // Iterate the emitters.
- for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
- {
- // Fetch the emitter node.
- EmitterNode* pEmitterNode = *emitterItr;
- // Fetch the asset emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
- // Fetch the first particle node.
- ParticleSystem::ParticleNode* pParticleNode = pEmitterNode->getFirstParticle();
- // Fetch the particle node head.
- ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
- // Process All particle nodes.
- while ( pParticleNode != pParticleNodeHead )
- {
- // Update the particle age.
- pParticleNode->mParticleAge += scaledTime;
- // Has the particle expired?
- // NOTE:- If we're in single-particle mode then the particle lives as long as the particle player does.
- if ( ( !pParticleAssetEmitter->getSingleParticle() && pParticleNode->mParticleAge > pParticleNode->mParticleLifetime ) ||
- ( mIsZero(pParticleNode->mParticleLifetime) ) )
- {
- // Yes, so fetch next particle before we kill it.
- pParticleNode = pParticleNode->mNextNode;
- // Kill the particle.
- // NOTE:- Because we move to the next particle the particle to kill is now the previous!
- pEmitterNode->freeParticle( pParticleNode->mPreviousNode );
- }
- else
- {
- // No, so integrate the particle.
- integrateParticle( pEmitterNode, pParticleNode, pParticleNode->mParticleAge / pParticleNode->mParticleLifetime, scaledTime );
- // Move to the next particle node.
- pParticleNode = pParticleNode->mNextNode;
- // Only count particles when not in single-particle mode.
- activeParticleCount++;
- }
- };
- // Skip generating new particles if the emitter is paused.
- if ( pEmitterNode->getPaused() )
- continue;
- // Are we in single-particle mode?
- if ( pParticleAssetEmitter->getSingleParticle() )
- {
- // Yes, so do we have a single particle yet?
- if ( pParticleNodeHead->mNextNode == pParticleNodeHead )
- {
- // No, so generate a single particle.
- pEmitterNode->createParticle();
- }
- }
- else
- {
- // Accumulate the last generation time as we need to handle very small time-integrations correctly.
- //
- // NOTE: We need to do this if there's an emission target but the time-integration is so small
- // that rounding results in no emission. Downside to good FPS!
- pEmitterNode->setTimeSinceLastGeneration( pEmitterNode->getTimeSinceLastGeneration() + scaledTime );
- // Fetch the particle player age.
- const F32 particlePlayerAge = mAge;
- // Fetch the quantity base and variation fields.
- const ParticleAssetField& quantityBaseField = pParticleAssetEmitter->getQuantityBaseField();
- const ParticleAssetField& quantityVaritationField = pParticleAssetEmitter->getQuantityBaseField();
- // Fetch the emissions.
- const F32 baseEmission = quantityBaseField.getFieldValue( particlePlayerAge );
- const F32 varEmission = quantityVaritationField.getFieldValue( particlePlayerAge ) * 0.5f;
- // Fetch the emission scale.
- const F32 effectEmission = pParticleAsset->getQuantityScaleField().getFieldValue( particlePlayerAge ) * getEmissionRateScale();
- // Calculate the local emission.
- const F32 localEmission = mClampF( (baseEmission + CoreMath::mGetRandomF(-varEmission, varEmission)) * effectEmission,
- quantityBaseField.getMinValue(),
- quantityBaseField.getMaxValue() );
- // Calculate the final time-independent emission count.
- const U32 emissionCount = U32(mFloor( localEmission * pEmitterNode->getTimeSinceLastGeneration() ));
- // Do we have an emission?
- if ( emissionCount > 0 )
- {
- // Yes, so remove this emission from accumulated time.
- pEmitterNode->setTimeSinceLastGeneration( getMax(0.0f, pEmitterNode->getTimeSinceLastGeneration() - (emissionCount / localEmission) ) );
- // Suppress Precision Errors.
- if ( mIsZero( pEmitterNode->getTimeSinceLastGeneration() ) )
- pEmitterNode->setTimeSinceLastGeneration( 0.0f );
- // Generate the required emission.
- for ( U32 n = 0; n < emissionCount; n++ )
- pEmitterNode->createParticle();
- }
- }
- }
- }
- // Fetch the particle life-mode.
- const ParticleAsset::LifeMode lifeMode = pParticleAsset->getLifeMode();
- // Are we waiting for particles and there are non left?
- if ( mWaitingForParticles )
- {
- // Yes, so are there any particles left?
- if ( activeParticleCount == 0 )
- {
- // No, so stop the player immediately.
- stop( false, mWaitingForDelete );
- }
- return;
- }
- // Finish if the particle player is in "infinite" mode.
- if ( lifeMode == ParticleAsset::INFINITE )
- return;
- // Fetch the particle lifetime.
- const F32 lifetime = pParticleAsset->getLifetime();
- // Cycle life-mode?
- if ( lifeMode == ParticleAsset::CYCLE )
- {
- // Has the age expired?
- if ( mAge >= lifetime )
- {
- // Yes, so restart the particle.
- play( false );
- }
- return;
- }
- // Stop life-mode?
- if ( lifeMode == ParticleAsset::STOP )
- {
- // Has the age expired?
- if ( mAge >= lifetime )
- {
- // Yes, so stop the particle.
- stop( true, false );
- }
- return;
- }
- // kill life-mode?
- if ( lifeMode == ParticleAsset::KILL )
- {
- // Has the age expired?
- if ( mAge >= lifetime )
- {
- // Yes, so kill the particle.
- stop( true, true );
- }
- return;
- }
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::interpolateObject( const F32 timeDelta )
- {
- // Call parent.
- Parent::interpolateObject( timeDelta );
- // Finish if no need to interpolate.
- if ( !mParticleInterpolation || !mPlaying || mCameraIdle || mPaused )
- return;
- // Iterate the emitters.
- for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
- {
- // Fetch the emitter node.
- EmitterNode* pEmitterNode = *emitterItr;
- // Fetch First Particle Node.
- ParticleSystem::ParticleNode* pParticleNode = pEmitterNode->getFirstParticle();
- // Fetch the particle node head.
- ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
- // Fetch the asset emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
- // Fetch the local AABB..
- const Vector2& localAABB0 = pParticleAssetEmitter->getLocalPivotAABB0();
- const Vector2& localAABB1 = pParticleAssetEmitter->getLocalPivotAABB1();
- const Vector2& localAABB2 = pParticleAssetEmitter->getLocalPivotAABB2();
- const Vector2& localAABB3 = pParticleAssetEmitter->getLocalPivotAABB3();
- // Process All particle nodes.
- while ( pParticleNode != pParticleNodeHead )
- {
- // Interpolate the position.
- pParticleNode->mRenderTickPosition = (timeDelta * pParticleNode->mPreTickPosition) + ((1.0f-timeDelta) * pParticleNode->mPostTickPosition);
- // Set the transform.
- pParticleNode->mTransform.p = pParticleNode->mRenderTickPosition;
- // Fetch the render size.
- const Vector2& renderSize = pParticleNode->mRenderSize;
- // Calculate the scaled AABB.
- Vector2 scaledAABB[4];
- scaledAABB[0] = localAABB0 * renderSize;
- scaledAABB[1] = localAABB1 * renderSize;
- scaledAABB[2] = localAABB2 * renderSize;
- scaledAABB[3] = localAABB3 * renderSize;
- // Calculate the world OOBB..
- CoreMath::mCalculateOOBB( scaledAABB, pParticleNode->mTransform, pParticleNode->mRenderOOBB );
- // Move to the next particle.
- pParticleNode = pParticleNode->mNextNode;
- }
- }
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
- {
- // Finish if we can't render.
- if ( !mPlaying || mCameraIdle )
- return;
- // Flush.
- pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
- // Fetch emitter count.
- const U32 emitterCount = mEmitters.size();
- // Render all the emitters.
- for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
- {
- // Fetch the emitter node.
- EmitterNode* pEmitterNode = mEmitters[emitterIndex];
- // Fetch the particle emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
- // Skip if the emitter is not visible.
- if ( !pEmitterNode->getVisible() )
- continue;
- // Skip if there are no active particles.
- if ( !pEmitterNode->getActiveParticles() )
- continue;
- // Fetch both image and animation assets.
- const AssetPtr<ImageAsset>& imageAsset = pParticleAssetEmitter->getImageAsset();
- const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
- // Fetch static mode.
- const bool isStaticFrameProvider = pParticleAssetEmitter->isStaticFrameProvider();
- // Are we in static mode?
- if ( isStaticFrameProvider )
- {
- // Yes, so skip if no image available.
- if ( imageAsset.isNull() )
- continue;
- }
- else
- {
- // No, so skip if no animation available.
- if ( animationAsset.isNull() )
- continue;
- }
- // Flush.
- pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
- // Intense particles?
- if ( pParticleAssetEmitter->getIntenseParticles() )
- {
- // Yes, so set additive blending.
- pBatchRenderer->setBlendMode( GL_SRC_ALPHA, GL_ONE );
- }
- else
- {
- // No, so set standard blend options.
- if ( mBlendMode )
- {
- pBatchRenderer->setBlendMode( mSrcBlendFactor, mDstBlendFactor );
- }
- else
- {
- pBatchRenderer->setBlendOff();
- }
- }
- // Set alpha-testing.
- pBatchRenderer->setAlphaTestMode( pParticleAssetEmitter->getAlphaTest() );
- // Save the transformation.
- glPushMatrix();
- // Is the Position attached to the emitter?
- if ( pParticleAssetEmitter->getAttachPositionToEmitter() )
- {
- // Yes, so get player position.
- const Vector2 renderPosition = getRenderPosition();
- // Move into emitter-space.
- glTranslatef( renderPosition.x, renderPosition.y, 0.0f );
- // Is the rotation attached to the emitter?
- if ( pParticleAssetEmitter->getAttachRotationToEmitter() )
- {
- // Yes, so rotate into emitter-space.
- // NOTE:- We need clockwise rotation here.
- glRotatef( mRadToDeg(getRenderAngle()), 0.0f, 0.0f, 1.0f );
- }
- }
- // Fetch the oldest-in-front flag.
- const bool oldestInFront = pParticleAssetEmitter->getOldestInFront();
- // Fetch the starting particle (using appropriate particle order).
- ParticleSystem::ParticleNode* pParticleNode = oldestInFront ? pEmitterNode->getFirstParticle() : pEmitterNode->getLastParticle();
- // Fetch the particle node head.
- ParticleSystem::ParticleNode* pParticleNodeHead = pEmitterNode->getParticleNodeHead();
- // Process all particle nodes.
- while ( pParticleNode != pParticleNodeHead )
- {
- // Fetch the frame provider.
- const ImageFrameProviderCore& frameProvider = pParticleNode->mFrameProvider;
- // Fetch the frame area.
- const ImageAsset::FrameArea::TexelArea& texelFrameArea = frameProvider.getProviderImageFrameArea().mTexelArea;
- // Frame texture.
- TextureHandle& frameTexture = frameProvider.getProviderTexture();
- // Fetch the particle render OOBB.
- Vector2* renderOOBB = pParticleNode->mRenderOOBB;
- // Fetch lower/upper texture coordinates.
- const Vector2& texLower = texelFrameArea.mTexelLower;
- const Vector2& texUpper = texelFrameArea.mTexelUpper;
- // Submit batched quad.
- pBatchRenderer->SubmitQuad(
- renderOOBB[0],
- renderOOBB[1],
- renderOOBB[2],
- renderOOBB[3],
- Vector2( texLower.x, texUpper.y ),
- Vector2( texUpper.x, texUpper.y ),
- Vector2( texUpper.x, texLower.y ),
- Vector2( texLower.x, texLower.y ),
- frameTexture,
- pParticleNode->mColor );
- // Move to next Particle ( using appropriate sort-order ).
- pParticleNode = oldestInFront ? pParticleNode->mNextNode : pParticleNode->mPreviousNode;
- };
- // Flush.
- pBatchRenderer->flush( getScene()->getDebugStats().batchIsolatedFlush );
- // Restore the transformation.
- glPopMatrix();
- }
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::sceneRenderOverlay( const SceneRenderState* sceneRenderState )
- {
- // Call parent.
- Parent::sceneRenderOverlay( sceneRenderState );
- // Get Scene.
- Scene* pScene = getScene();
- // Finish if no scene.
- if ( !pScene )
- return;
- // Finish if we shouldn't be drawing the debug overlay.
- if ( !pScene->getIsEditorScene() || mLessThanOrEqual( mCameraIdleDistance, 0.0f ) || !isEnabled() || !getVisible() )
- return;
- // Draw camera pause distance.
- pScene->mDebugDraw.DrawCircle( getRenderPosition(), mCameraIdleDistance, ColorF(1.0f, 1.0f, 0.0f ) );
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::setParticle( const char* pAssetId )
- {
- // Sanity!
- AssertFatal( pAssetId != NULL, "ParticlePlayer::setParticle() - Cannot use a NULL asset Id." );
- // Set asset Id.
- mParticleAsset = pAssetId;
- // Initialize the particle.
- initializeParticleAsset();
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::setEmitterPaused( const bool paused, const U32 emitterIndex )
- {
- // Is the emitter index valid?
- if ( emitterIndex >= getEmitterCount() )
- {
- // No, so warn.
- Con::warnf( "ParticlePlayer::setEmitterPaused() - Emitter index is out of bounds." );
- return;
- }
- mEmitters[emitterIndex]->setPaused( paused );
- }
- //-----------------------------------------------------------------------------
- bool ParticlePlayer::getEmitterPaused( const U32 emitterIndex )
- {
- // Is the emitter index valid?
- if ( emitterIndex >= getEmitterCount() )
- {
- // No, so warn.
- Con::warnf( "ParticlePlayer::getEmitterPaused() - Emitter index is out of bounds." );
- return false;
- }
- return mEmitters[emitterIndex]->getPaused();
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::setEmitterVisible( const bool visible, const U32 emitterIndex )
- {
- // Is the emitter index valid?
- if ( emitterIndex >= getEmitterCount() )
- {
- // No, so warn.
- Con::warnf( "ParticlePlayer::setEmitterVisible() - Emitter index is out of bounds." );
- return;
- }
- mEmitters[emitterIndex]->setVisible( visible );
- }
- //-----------------------------------------------------------------------------
- bool ParticlePlayer::getEmitterVisible( const U32 emitterIndex )
- {
- // Is the emitter index valid?
- if ( emitterIndex >= getEmitterCount() )
- {
- // No, so warn.
- Con::warnf( "ParticlePlayer::getEmitterVisible() - Emitter index is out of bounds." );
- return false;
- }
- return mEmitters[emitterIndex]->getVisible();
- }
- //-----------------------------------------------------------------------------
- bool ParticlePlayer::play( const bool resetParticles )
- {
- // Cannot do anything if we've not got any emitters!
- if ( mParticleAsset.isNull() || mParticleAsset->getEmitterCount() == 0 )
- {
- // Warn.
- Con::warnf("ParticlePlayer::play() - Cannot play; no emitters!");
- return false;
- }
- // Are we in a scene?
- if ( getScene() == NULL )
- {
- // No, so warn.
- Con::warnf("ParticlePlayer::play() - Cannot play when not in a scene!");
- return false;
- }
- // Reset the age.
- mAge = 0.0f;
- // Iterate the emitters.
- for( typeEmitterVector::iterator emitterItr = mEmitters.begin(); emitterItr != mEmitters.end(); ++emitterItr )
- {
- // Fetch the emitter node.
- EmitterNode* pEmitterNode = *emitterItr;
- pEmitterNode->setPaused(false);
- // Reset the time since last generation.
- pEmitterNode->setTimeSinceLastGeneration( 0.0f );
- }
- // Reset Waiting for Particles.
- mWaitingForParticles = false;
- // Reset Waiting for delete.
- mWaitingForDelete = false;
- // Flag as playing.
- mPlaying = true;
- // Turn-off paused.
- mPaused = false;
- // Set unsafe delete status.
- setSafeDelete(false);
- return true;
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::stop( const bool waitForParticles, const bool killEffect )
- {
- // Finish if we're not playing and there's no kill command.
- if ( !mPlaying && !killEffect )
- return;
- // Fetch emitter count.
- const U32 emitterCount = mEmitters.size();
- // Are we waiting for particles to end?
- if ( waitForParticles )
- {
- // Yes, so pause all the emitters.
- for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
- {
- // Fetch the emitter.
- mEmitters[emitterIndex]->setPaused( true );
- }
- // Set waiting for particles.
- mWaitingForParticles = true;
- // Flag as waiting for deletion if killing effect.
- if ( killEffect )
- mWaitingForDelete = true;
- return;
- }
- // No, so free all particles.
- for ( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
- {
- mEmitters[emitterIndex]->freeAllParticles();
- }
- // Reset the age.
- mAge = 0.0f;
- // Flag as stopped and not waiting.
- mPlaying = mWaitingForParticles = mWaitingForDelete = false;
- // Turn off paused.
- mPaused = false;
- // Set safe deletion.
- setSafeDelete(true);
- // Perform the callback.
- if( isMethod( "onStopParticlePlayer" ) )
- Con::executef( this, 1, "onStopParticlePlayer" );
- // Flag for immediate deletion if killing.
- if ( killEffect )
- safeDelete();
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::configureParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode )
- {
- // Fetch the particle player age.
- const F32 particlePlayerAge = mAge;
- // Fetch the particle player position.
- const Vector2& particlePlayerPosition = getPosition();
- // Default to not suppressing movement.
- pParticleNode->mSuppressMovement = false;
- // Fetch particle asset.
- ParticleAsset* pParticleAsset = mParticleAsset;
- // Fetch the asset emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
- // **********************************************************************************************************************
- // Calculate Particle Position.
- // **********************************************************************************************************************
- // Fetch attachment options.
- const bool attachPositionToEmitter = pParticleAssetEmitter->getAttachPositionToEmitter();
- // Fetch the emitter offset, angle and size
- const Vector2& emitterOffset = pParticleAssetEmitter->getEmitterOffset() * getSizeScale();
- const Vector2& emitterSize = pParticleAssetEmitter->getEmitterSize() * getSizeScale();
- const F32 emitterAngle = mDegToRad(pParticleAssetEmitter->getEmitterAngle());
- // Are we using Single Particle?
- if ( pParticleAssetEmitter->getSingleParticle() )
- {
- // Determine whether to use world-space or emitter-space.
- if ( attachPositionToEmitter )
- {
- pParticleNode->mPosition = emitterOffset;
- }
- else
- {
- pParticleNode->mPosition = particlePlayerPosition + emitterOffset;
- }
- }
- else
- {
- // No, so select Emitter-Type.
- switch( pParticleAssetEmitter->getEmitterType() )
- {
- // Emit at a point defined by the emitters position.
- case ParticleAssetEmitter::POINT_EMITTER:
- {
- // Are we attaching the position to the emitter?
- if ( attachPositionToEmitter )
- {
- // Yes, so transform the particle into emitter-space only.
- pParticleNode->mPosition = emitterOffset;
- }
- else
- {
- // No, so transform the particle into world-space here.
- pParticleNode->mPosition = emitterOffset + particlePlayerPosition;
- }
- } break;
- // Emit along a line defined by the emitters width.
- case ParticleAssetEmitter::LINE_EMITTER:
- {
- // Calculate half-width.
- const F32 halfWidth = emitterSize.x * 0.5f;
- // Calculate emitter position.
- Vector2 emissionPosition( CoreMath::mGetRandomF( -halfWidth, halfWidth ), 0.0f );
- // Transform particle position in emitter-space.
- pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
- // Are we attaching the position to the emitter?
- if ( !attachPositionToEmitter )
- {
- // No, so transform the particle into world-space here.
- b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
- pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
- }
- } break;
- // Emit inside a box defined by the emitters size.
- case ParticleAssetEmitter::BOX_EMITTER:
- {
- // Calculate half-width/height.
- const F32 halfWidth = emitterSize.x * 0.5f;
- const F32 halfHeight = emitterSize.y * 0.5f;
- // Calculate emitter position.
- Vector2 emissionPosition( CoreMath::mGetRandomF( -halfWidth, halfWidth ), CoreMath::mGetRandomF( -halfHeight, halfHeight ) );
- // Transform particle position in emitter-space.
- pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
- // Are we attaching the position to the emitter?
- if ( !attachPositionToEmitter )
- {
- // No, so transform the particle into world-space here.
- b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
- pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
- }
- } break;
- // Emit from an ellipse with a radii defined by the emitters size.
- case ParticleAssetEmitter::DISK_EMITTER:
- {
- // Calculate the random angle.
- const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
- #if 1
- // Calculate the uniform distribution scale.
- const F32 distributionScale = mSqrt( CoreMath::mGetRandomF(0.0f, 1.0f) );
- // Calculate the radii.
- const F32 radiusX = emitterSize.x * 0.5f * distributionScale;
- const F32 radiusY = emitterSize.y * 0.5f * distributionScale;
- #else
- // Calculate the radii.
- const F32 radiusX = emitterSize.x * 0.5f;
- const F32 radiusY = emitterSize.y * 0.5f;
- #endif
- // Calculate emitter position using a uniform distribution.
- Vector2 emissionPosition( radiusX * mCos(angle), radiusY * mSin(angle) );
- // Transform particle position in emitter-space.
- pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
- // Are we attaching the position to the emitter?
- if ( !attachPositionToEmitter )
- {
- // No, so transform the particle into world-space here.
- b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
- pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
- }
- } break;
- // Emit from an ellipse with a radii defined by the emitters size.
- case ParticleAssetEmitter::ELLIPSE_EMITTER:
- {
- // Calculate the random angle.
- const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
- // Calculate emitter position using a uniform distribution.
- Vector2 emissionPosition( emitterSize.x * 0.5f * mCos(angle), emitterSize.y * 0.5f * mSin(angle) );
- // Transform particle position in emitter-space.
- pParticleNode->mPosition = b2Mul( b2Rot(emitterAngle), emissionPosition ) + emitterOffset;
- // Are we attaching the position to the emitter?
- if ( !attachPositionToEmitter )
- {
- // No, so transform the particle into world-space here.
- b2Transform xform( particlePlayerPosition, b2Rot( getAngle()) );
- pParticleNode->mPosition = b2Mul( xform, pParticleNode->mPosition );
- }
- } break;
- // Emit inside a torus with an outer-diameter defined by the emitters major size axis and an inner-diameter defined by the emitters minor size axis..
- case ParticleAssetEmitter::TORUS_EMITTER:
- {
- // Calculate the random angle.
- const F32 angle = CoreMath::mGetRandomF( 0.0f, b2_pi2 );
- // Calculate the inner and outer radii.
- const F32 outerRadii = emitterSize.getMajorAxis() * 0.5f;
- const F32 innerRadii = emitterSize.getMinorAxis() * 0.5f;
- #if 1
- // Calculate the radius as a uniform distribution.
- const F32 radius = innerRadii + ( mSqrt( CoreMath::mGetRandomF(0.0f, 1.0f) ) * (outerRadii-innerRadii) );
- #else
- // Calculate the radius as a non-uniform distribution.
- const F32 radius = CoreMath::mGetRandomF( innerRadii, outerRadii );
- #endif
- // Calculate emitter position using a uniform distribution.
- Vector2 emissionPosition( radius * mCos(angle), radius * mSin(angle) );
- // Are we attaching the position to the emitter?
- if ( attachPositionToEmitter )
- {
- // Yes, so transform the particle into emitter-space only.
- pParticleNode->mPosition = emissionPosition + emitterOffset;
- }
- else
- {
- // No, so transform the particle into world-space here.
- pParticleNode->mPosition = emissionPosition + emitterOffset + particlePlayerPosition;
- }
- } break;
-
- default:
- break;
- }
- }
- // **********************************************************************************************************************
- // Calculate Particle Lifetime.
- // **********************************************************************************************************************
- pParticleNode->mParticleAge = 0.0f;
- pParticleNode->mParticleLifetime = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getParticleLifeBaseField(),
- pParticleAssetEmitter->getParticleLifeVariationField(),
- pParticleAsset->getParticleLifeScaleField(),
- particlePlayerAge );
- // **********************************************************************************************************************
- // Calculate Particle Size-X.
- // **********************************************************************************************************************
- pParticleNode->mSize.x = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSizeXBaseField(),
- pParticleAssetEmitter->getSizeXVariationField(),
- pParticleAsset->getSizeXScaleField(),
- particlePlayerAge ) * getSizeScale();
- // Is the particle using a fixed aspect?
- if ( pParticleAssetEmitter->getFixedAspect() )
- {
- // Yes, so simply copy Size-X.
- pParticleNode->mSize.y = pParticleNode->mSize.x;
- }
- else
- {
- // No, so calculate the particle Size-Y.
- pParticleNode->mSize.y = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSizeYBaseField(),
- pParticleAssetEmitter->getSizeYVariationField(),
- pParticleAsset->getSizeYScaleField(),
- particlePlayerAge ) * getSizeScale();
- }
- // Reset the render size.
- pParticleNode->mRenderSize.Set(-1.0f, -1.0f);
- // **********************************************************************************************************************
- // Calculate Speed, Random Motion and Emission Angle.
- // **********************************************************************************************************************
- // We reset the emission angle/arc in-case we're using single-particle mode as this is the default.
- F32 emissionForce = 0;
- F32 emissionAngle = 0;
- F32 emissionArc = 0;
- // Ignore if we're using a single-particle.
- if ( !pParticleAssetEmitter->getSingleParticle() )
- {
- pParticleNode->mSpeed = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSpeedBaseField(),
- pParticleAssetEmitter->getSpeedVariationField(),
- pParticleAsset->getSpeedScaleField(),
- particlePlayerAge ) * getForceScale();
- pParticleNode->mRandomMotion = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getRandomMotionBaseField(),
- pParticleAssetEmitter->getRandomMotionVariationField(),
- pParticleAsset->getRandomMotionScaleField(),
- particlePlayerAge ) * getForceScale();
- // Calculate the emission force.
- emissionForce = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionForceForceBaseField(),
- pParticleAssetEmitter->getEmissionForceVariationField(),
- particlePlayerAge) * getForceScale();
- // Calculate Emission Angle.
- emissionAngle = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionAngleBaseField(),
- pParticleAssetEmitter->getEmissionAngleVariationField(),
- particlePlayerAge );
- // Calculate Emission Arc.
- // NOTE:- We're actually interested in half the emission arc!
- emissionArc = ParticleAssetField::calculateFieldBV( pParticleAssetEmitter->getEmissionArcBaseField(),
- pParticleAssetEmitter->getEmissionArcVariationField(),
- particlePlayerAge ) * 0.5f;
- // Is the emission rotation linked?
- if ( pParticleAssetEmitter->getLinkEmissionRotation() )
- {
- // Yes, so add the particle player angle.
- emissionAngle += getAngle();
- }
- // Calculate the final emission angle choosing random Arc.
- emissionAngle = mFmod( CoreMath::mGetRandomF( emissionAngle-emissionArc, emissionAngle+emissionArc ), 360.0f );
- // Calculate the particle velocity.
- const F32 emissionAngleRadians = mDegToRad( emissionAngle );
- pParticleNode->mVelocity.Set( emissionForce * mCos( emissionAngleRadians ), emissionForce * mSin( emissionAngleRadians ) );
- }
- // **********************************************************************************************************************
- // Calculate Spin.
- // **********************************************************************************************************************
- pParticleNode->mSpin = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getSpinBaseField(),
- pParticleAssetEmitter->getSpinVariationField(),
- pParticleAsset->getSpinScaleField(),
- particlePlayerAge );
- // **********************************************************************************************************************
- // Calculate Fixed-Force.
- // **********************************************************************************************************************
- pParticleNode->mFixedForce = ParticleAssetField::calculateFieldBVE( pParticleAssetEmitter->getFixedForceBaseField(),
- pParticleAssetEmitter->getFixedForceVariationField(),
- pParticleAsset->getFixedForceScaleField(),
- particlePlayerAge ) * getForceScale();
- // **********************************************************************************************************************
- // Calculate Orientation Angle.
- // **********************************************************************************************************************
- // Configure particle orientation.
- switch( pParticleAssetEmitter->getOrientationType() )
- {
- // Aligned to initial emission.
- case ParticleAssetEmitter::ALIGNED_ORIENTATION:
- {
- // Use the emission angle with fixed offset.
- pParticleNode->mOrientationAngle = mFmod( emissionAngle - pParticleAssetEmitter->getAlignedAngleOffset(), 360.0f );
- } break;
- // Fixed orientation.
- case ParticleAssetEmitter::FIXED_ORIENTATION:
- {
- // Use a fixed angle.
- pParticleNode->mOrientationAngle = mFmod( pParticleAssetEmitter->getFixedAngleOffset(), 360.0f );
- } break;
- // Random with constraints.
- case ParticleAssetEmitter::RANDOM_ORIENTATION:
- {
- // Used a random angle/arc.
- const F32 randomArc = pParticleAssetEmitter->getRandomArc() * 0.5f;
- pParticleNode->mOrientationAngle = mFmod( CoreMath::mGetRandomF( pParticleAssetEmitter->getRandomAngleOffset() - randomArc, pParticleAssetEmitter->getRandomAngleOffset() + randomArc ), 360.0f );
- } break;
-
- default:
- break;
- }
- // **********************************************************************************************************************
- // Calculate RGBA Components.
- // **********************************************************************************************************************
- // Fetch the channels.
- const ParticleAssetField& redChannel = pParticleAssetEmitter->getRedChannelLifeField();
- const ParticleAssetField& greenChannel = pParticleAssetEmitter->getGreenChannelLifeField();
- const ParticleAssetField& blueChannel = pParticleAssetEmitter->getBlueChannelLifeField();
- const ParticleAssetField& alphaChannel = pParticleAssetEmitter->getAlphaChannelLifeField();
- const ParticleAssetField& alphaChannelScale = pParticleAsset->getAlphaChannelScaleField();
- // Calculate the color.
- pParticleNode->mColor.set( mClampF( redChannel.getFieldValue( 0.0f ), redChannel.getMinValue(), redChannel.getMaxValue() ),
- mClampF( greenChannel.getFieldValue( 0.0f ),greenChannel.getMinValue(), greenChannel.getMaxValue() ),
- mClampF( blueChannel.getFieldValue( 0.0f ), blueChannel.getMinValue(),blueChannel.getMaxValue() ),
- mClampF( alphaChannel.getFieldValue( 0.0f ) * alphaChannelScale.getFieldValue( 0.0f ), alphaChannel.getMinValue(), alphaChannel.getMaxValue() ) );
- // **********************************************************************************************************************
- // Image, Frame and Animation Controller.
- // **********************************************************************************************************************
- // Fetch the image frame provider.
- ImageFrameProviderCore& frameProvider = pParticleNode->mFrameProvider;
- // Allocate assets to the particle.
- frameProvider.allocateAssets( &(pParticleAssetEmitter->getImageAsset()), &(pParticleAssetEmitter->getAnimationAsset()) );
- // Is the emitter in static mode?
- if ( pParticleAssetEmitter->isStaticFrameProvider() )
- {
- // Yes, so is random image frame active?
- if ( pParticleAssetEmitter->getRandomImageFrame() )
- {
- // Yes, so fetch the frame count for the image asset.
- const U32 frameCount = pParticleAssetEmitter->getImageAsset()->getFrameCount();
- // Choose a random frame.
- frameProvider.setImageFrame( (U32)CoreMath::mGetRandomI( 0, frameCount-1 ) );
- }
- else
- {
- // No, so set the emitter image frame.
- frameProvider.setImageFrame( pParticleAssetEmitter->getImageFrame() );
- }
- }
- else
- {
- // No, so fetch the animation asset.
- const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
- // Play it.
- frameProvider.playAnimation( animationAsset );
- }
- // **********************************************************************************************************************
- // Reset Tick Position.
- // **********************************************************************************************************************
- pParticleNode->mPreTickPosition = pParticleNode->mPostTickPosition = pParticleNode->mRenderTickPosition = pParticleNode->mPosition;
- // **********************************************************************************************************************
- // Do a Single Particle Integration to get things going.
- // **********************************************************************************************************************
- integrateParticle( pEmitterNode, pParticleNode, 0.0f, 0.0f );
- }
- //------------------------------------------------------------------------------
- void ParticlePlayer::integrateParticle( EmitterNode* pEmitterNode, ParticleSystem::ParticleNode* pParticleNode, F32 particleAge, F32 elapsedTime )
- {
- // Fetch particle asset.
- ParticleAsset* pParticleAsset = mParticleAsset;
- // Fetch the asset emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pEmitterNode->getAssetEmitter();
- // **********************************************************************************************************************
- // Copy Old Tick Position.
- // **********************************************************************************************************************
- pParticleNode->mRenderTickPosition = pParticleNode->mPreTickPosition = pParticleNode->mPostTickPosition;
- // **********************************************************************************************************************
- // Scale Size.
- // **********************************************************************************************************************
- // Scale Size-X.
- pParticleNode->mRenderSize.x = mClampF( pParticleNode->mSize.x * pParticleAssetEmitter->getSizeXLifeField().getFieldValue( particleAge ),
- pParticleAssetEmitter->getSizeXBaseField().getMinValue(),
- pParticleAssetEmitter->getSizeXBaseField().getMaxValue());
- // Is the particle using a fixed aspect?
- if ( pParticleAssetEmitter->getFixedAspect() )
- {
- // Yes, so simply copy Size-X.
- pParticleNode->mRenderSize.y = pParticleNode->mRenderSize.x;
- }
- else
- {
- // No, so Scale Size-Y.
- pParticleNode->mRenderSize.y = mClampF( pParticleNode->mSize.y * pParticleAssetEmitter->getSizeYLifeField().getFieldValue( particleAge ),
- pParticleAssetEmitter->getSizeYBaseField().getMinValue(),
- pParticleAssetEmitter->getSizeYBaseField().getMaxValue() );
- }
- // **********************************************************************************************************************
- // Scale Speed.
- // **********************************************************************************************************************
- pParticleNode->mRenderSpeed = mClampF( pParticleNode->mSpeed * pParticleAssetEmitter->getSpeedLifeField().getFieldValue( particleAge ),
- pParticleAssetEmitter->getSpeedBaseField().getMinValue(),
- pParticleAssetEmitter->getSpeedBaseField().getMaxValue() );
- // **********************************************************************************************************************
- // Scale Fixed-Force.
- // **********************************************************************************************************************
- pParticleNode->mRenderFixedForce = mClampF( pParticleNode->mFixedForce * pParticleAssetEmitter->getFixedForceLifeField().getFieldValue( particleAge ),
- pParticleAssetEmitter->getFixedForceBaseField().getMinValue(),
- pParticleAssetEmitter->getFixedForceBaseField().getMaxValue() );
- // **********************************************************************************************************************
- // Scale Random-Motion.
- // **********************************************************************************************************************
- pParticleNode->mRenderRandomMotion = mClampF( pParticleNode->mRandomMotion * pParticleAssetEmitter->getRandomMotionLifeField().getFieldValue( particleAge ),
- pParticleAssetEmitter->getRandomMotionBaseField().getMinValue(),
- pParticleAssetEmitter->getRandomMotionBaseField().getMaxValue() );
- // **********************************************************************************************************************
- // Calculate RGBA Components.
- // **********************************************************************************************************************
- // Fetch the channels.
- const ParticleAssetField& redChannel = pParticleAssetEmitter->getRedChannelLifeField();
- const ParticleAssetField& greenChannel = pParticleAssetEmitter->getGreenChannelLifeField();
- const ParticleAssetField& blueChannel = pParticleAssetEmitter->getBlueChannelLifeField();
- const ParticleAssetField& alphaChannel = pParticleAssetEmitter->getAlphaChannelLifeField();
- const ParticleAssetField& alphaChannelScale = pParticleAsset->getAlphaChannelScaleField();
- // Calculate the color.
- pParticleNode->mColor.set( mClampF( redChannel.getFieldValue( particleAge ), redChannel.getMinValue(), redChannel.getMaxValue() ),
- mClampF( greenChannel.getFieldValue( particleAge ),greenChannel.getMinValue(), greenChannel.getMaxValue() ),
- mClampF( blueChannel.getFieldValue( particleAge ), blueChannel.getMinValue(),blueChannel.getMaxValue() ),
- mClampF( alphaChannel.getFieldValue( particleAge ) * alphaChannelScale.getFieldValue( 0.0f ), alphaChannel.getMinValue(), alphaChannel.getMaxValue() ) );
- // **********************************************************************************************************************
- // Integrate Particle.
- // **********************************************************************************************************************
- // Is the emitter in static mode?
- if ( !pParticleAssetEmitter->isStaticFrameProvider() )
- {
- // No, so update animation.
- pParticleNode->mFrameProvider.updateAnimation( elapsedTime );
- }
- // **********************************************************************************************************************
- // Calculate New Velocity...
- // **********************************************************************************************************************
- // Calculate the velocity if not a single particle.
- if ( !pParticleAssetEmitter->getSingleParticle() )
- {
- // Calculate random motion (if we've got any).
- if ( mNotZero( pParticleNode->mRenderRandomMotion ) )
- {
- // Fetch random motion.
- const F32 randomMotion = pParticleNode->mRenderRandomMotion * 0.5f;
- // Add time-integrated random motion into velocity.
- pParticleNode->mVelocity += Vector2( CoreMath::mGetRandomF(-randomMotion, randomMotion) * elapsedTime, CoreMath::mGetRandomF(-randomMotion, randomMotion) * elapsedTime );
- }
- // Do we have any fixed force?
- if ( mNotZero( pParticleNode->mRenderFixedForce ) )
- {
- // Yes, so time-integrate a fixed force to the velocity.
- pParticleNode->mVelocity += (pParticleAssetEmitter->getFixedForceDirection() * (pParticleNode->mRenderFixedForce * getForceScale()) * elapsedTime);
- }
- // Are we suppressing movement?
- if ( !pParticleNode->mSuppressMovement )
- {
- // No, so adjust particle position.
- pParticleNode->mPosition += (pParticleNode->mVelocity * pParticleNode->mRenderSpeed * elapsedTime);
- }
- }
- // **********************************************************************************************************************
- // Are we Aligning to motion?
- // **********************************************************************************************************************
- if ( pParticleAssetEmitter->getKeepAligned() && pParticleAssetEmitter->getOrientationType() == ParticleAssetEmitter::ALIGNED_ORIENTATION )
- {
- // Yes, so calculate last movement direction.
- F32 movementAngle = mRadToDeg( mAtan( pParticleNode->mVelocity.x, -pParticleNode->mVelocity.y ) );
- // Adjust for negative ArcTan quadrants.
- if ( movementAngle < 0.0f )
- movementAngle += 360.0f;
- // Set new Orientation Angle.
- pParticleNode->mOrientationAngle = -movementAngle - pParticleAssetEmitter->getAlignedAngleOffset();
- }
- else
- {
- // No, so calculate the render spin.
- pParticleNode->mRenderSpin = pParticleNode->mSpin * pParticleAssetEmitter->getSpinLifeField().getFieldValue( particleAge );
- // Have we got some Spin?
- if ( mNotZero(pParticleNode->mRenderSpin) )
- {
- // Yes, so add into Orientation.
- pParticleNode->mOrientationAngle += pParticleNode->mRenderSpin * elapsedTime;
- // Clamp the orientation angle.
- pParticleNode->mOrientationAngle = mFmod( pParticleNode->mOrientationAngle, 360.0f );
- }
- }
- // Calculate the transform.
- pParticleNode->mTransform.Set( pParticleNode->mPosition, mDegToRad(pParticleNode->mOrientationAngle) );
- // Fetch the local AABB..
- const Vector2& localAABB0 = pParticleAssetEmitter->getLocalPivotAABB0();
- const Vector2& localAABB1 = pParticleAssetEmitter->getLocalPivotAABB1();
- const Vector2& localAABB2 = pParticleAssetEmitter->getLocalPivotAABB2();
- const Vector2& localAABB3 = pParticleAssetEmitter->getLocalPivotAABB3();
- // Fetch the render size.
- const Vector2& renderSize = pParticleNode->mRenderSize;
- // Calculate the scaled AABB.
- Vector2 scaledAABB[4];
- scaledAABB[0] = localAABB0 * renderSize;
- scaledAABB[1] = localAABB1 * renderSize;
- scaledAABB[2] = localAABB2 * renderSize;
- scaledAABB[3] = localAABB3 * renderSize;
- // Calculate the world OOBB..
- CoreMath::mCalculateOOBB( scaledAABB, pParticleNode->mTransform, pParticleNode->mRenderOOBB );
- // **********************************************************************************************************************
- // Set Post Tick Position.
- // **********************************************************************************************************************
- pParticleNode->mPostTickPosition = pParticleNode->mPosition;
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::onTamlAddParent( SimObject* pParentObject )
- {
- // Call parent.
- Parent::onTamlAddParent( pParentObject );
- // Play automatically when added to a parent.
- play( true );
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::initializeParticleAsset( void )
- {
- // Note if we were playing.
- const bool wasPlaying = getIsPlaying();
- // Destroy any existing particle asset.
- destroyParticleAsset();
- // Finish if no particle asset.
- if ( mParticleAsset.isNull() )
- return;
- // Fetch the particle asset.
- ParticleAsset* pParticleAsset = mParticleAsset;
- // Fetch the emitter count.
- const U32 emitterCount = pParticleAsset->getEmitterCount();
- // Finish if no emitters found.
- if ( emitterCount == 0 )
- return;
- // Add each emitter reference.
- for( U32 emitterIndex = 0; emitterIndex < emitterCount; ++emitterIndex )
- {
- // Fetch the asset emitter.
- ParticleAssetEmitter* pParticleAssetEmitter = pParticleAsset->getEmitter( emitterIndex );
- // Fetch both image and animation assets.
- const AssetPtr<ImageAsset>& imageAsset = pParticleAssetEmitter->getImageAsset();
- const AssetPtr<AnimationAsset>& animationAsset = pParticleAssetEmitter->getAnimationAsset();
- // Skip if the emitter does not have a valid assigned asset to render.
- if (( pParticleAssetEmitter->isStaticFrameProvider() && (imageAsset.isNull() || imageAsset->getFrameCount() == 0 ) ) ||
- ( !pParticleAssetEmitter->isStaticFrameProvider() && (animationAsset.isNull() || animationAsset->getValidatedAnimationFrames().size() == 0 ) ) )
- continue;
- // Create a new emitter node.
- EmitterNode* pEmitterNode = new EmitterNode( this, pParticleAssetEmitter );
- // Store new emitter node.
- mEmitters.push_back( pEmitterNode );
- }
- // Start playing if we were playing before the update.
- if ( wasPlaying )
- play( false );
- }
- //-----------------------------------------------------------------------------
- void ParticlePlayer::destroyParticleAsset( void )
- {
- // Stop playing.
- stop( false, false );
- // Destroy all emitters.
- while( mEmitters.size() > 0 )
- {
- delete mEmitters[mEmitters.size()-1];
- mEmitters.pop_back();
- }
- mEmitters.clear();
- }
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