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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/core/ParticleSystem.h"
- //------------------------------------------------------------------------------
- ParticleSystem* ParticleSystem::Instance = NULL;
- //------------------------------------------------------------------------------
- void ParticleSystem::Init( void )
- {
- // Create the particle system.
- Instance = new ParticleSystem();
- }
- //------------------------------------------------------------------------------
- void ParticleSystem::destroy( void )
- {
- // Delete the particle system.
- delete Instance;
- Instance = NULL;
- }
- //------------------------------------------------------------------------------
- ParticleSystem::ParticleSystem() :
- mParticlePoolBlockSize(512)
- {
- // Reset the free particle head.
- mpFreeParticleNodes = NULL;
- // Reset the active particle count.
- mActiveParticleCount = 0;
- }
- //------------------------------------------------------------------------------
- ParticleSystem::~ParticleSystem()
- {
- // Destroy all the particle pool blocks.
- for ( U32 n = 0; n < (U32)mParticlePool.size(); n++ )
- delete [] mParticlePool[n];
- // Clear the particle pool.
- mParticlePool.clear();
- // Reset the free particle head.
- mpFreeParticleNodes = NULL;
- }
- //------------------------------------------------------------------------------
- ParticleSystem::ParticleNode* ParticleSystem::createParticle( void )
- {
- // Have we got any free particle nodes?
- if ( mpFreeParticleNodes == NULL )
- {
- // No, so generate a new free pool block.
- ParticleNode* pFreePoolBlock = new ParticleNode[mParticlePoolBlockSize];
- // Store new free pool block.
- mParticlePool.push_back( pFreePoolBlock );
- // Initialise Free Pool Block.
- for ( U32 n = 0; n < (mParticlePoolBlockSize-1); n++ )
- {
- pFreePoolBlock[n].mPreviousNode = NULL;
- pFreePoolBlock[n].mNextNode = pFreePoolBlock+n+1;
- }
- // Insert Last Node Preceding any existing free nodes.
- pFreePoolBlock[mParticlePoolBlockSize-1].mPreviousNode = NULL;
- pFreePoolBlock[mParticlePoolBlockSize-1].mNextNode = mpFreeParticleNodes;
- // Set Free References.
- mpFreeParticleNodes = pFreePoolBlock;
- }
- // Fetch a free node,
- ParticleNode* pFreeParticleNode = mpFreeParticleNodes;
- // Set the new free node reference.
- mpFreeParticleNodes = mpFreeParticleNodes->mNextNode;
- // Reset any previous or next node references.
- pFreeParticleNode->mNextNode = NULL;
- pFreeParticleNode->mPreviousNode = NULL;
- // Increase the active particle count.
- mActiveParticleCount++;
- return pFreeParticleNode;
- }
- //------------------------------------------------------------------------------
- void ParticleSystem::freeParticle( ParticleNode* pParticleNode )
- {
- // Reset the particle.
- pParticleNode->resetState();
- // Remove the previous node reference.
- pParticleNode->mPreviousNode = NULL;
-
- // Insert the node into the free pool.
- pParticleNode->mNextNode = mpFreeParticleNodes;
- mpFreeParticleNodes = pParticleNode;
- // Decrease the active particle count.
- mActiveParticleCount--;
- }
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