WaveComposite.cc 9.9 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _WAVE_COMPOSITE_H_
  23. #include "2d/experimental/composites/WaveComposite.h"
  24. #endif
  25. // Script bindings.
  26. #include "2d/experimental/composites/WaveComposite_ScriptBinding.h"
  27. //-----------------------------------------------------------------------------
  28. IMPLEMENT_CONOBJECT(WaveComposite);
  29. //------------------------------------------------------------------------------
  30. WaveComposite::WaveComposite() :
  31. mPreTickTime( 0.0f ),
  32. mPostTickTime( 0.0f ),
  33. mImageFrame( 0 ),
  34. mSpriteCount( 50 ),
  35. mSpriteSize( 1.0f, 1.0f ),
  36. mAmplitude( 30.0f ),
  37. mFrequency( 10.0f )
  38. {
  39. // Disable batch culling.
  40. // NOTE: This stops the batch-query dynamic-tree from being generated.
  41. // For smaller scale composites, this is more efficient and saves memory.
  42. // Do not turn this off for larger scale composites like tile-maps.
  43. SpriteBatch::setBatchCulling( false );
  44. }
  45. //------------------------------------------------------------------------------
  46. WaveComposite::~WaveComposite()
  47. {
  48. }
  49. //------------------------------------------------------------------------------
  50. void WaveComposite::initPersistFields()
  51. {
  52. // Call parent.
  53. Parent::initPersistFields();
  54. addProtectedField( "Image", TypeImageAssetPtr, Offset(mImageAsset, WaveComposite), &setImage, &getImage, &writeImage, "The image asset Id used for the image." );
  55. addProtectedField( "Frame", TypeS32, Offset(mImageFrame, WaveComposite), &setImageFrame, &defaultProtectedGetFn, &writeImageFrame, "The image frame used for the image." );
  56. addProtectedField( "SpriteCount", TypeS32, Offset(mSpriteCount, WaveComposite), &setSpriteCount, &defaultProtectedGetFn, &defaultProtectedWriteFn, "The number of sprites to generate" );
  57. addProtectedField( "SpriteSize", TypeVector2, Offset(mSpriteSize, WaveComposite),&setSpriteSize, &defaultProtectedGetFn, &defaultProtectedWriteFn, "The size of each sprite." );
  58. addField( "Amplitude", TypeF32, Offset(mAmplitude, WaveComposite), "The amplitude of the sprite movement." );
  59. addField( "Frequency", TypeF32, Offset(mFrequency, WaveComposite), "The frequency of the sprite movement." );
  60. }
  61. //-----------------------------------------------------------------------------
  62. void WaveComposite::preIntegrate( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
  63. {
  64. // Note tick times.
  65. mPreTickTime = mPostTickTime;
  66. mPostTickTime = totalTime;
  67. // Update composition at pre-tick time.
  68. updateComposition( mPreTickTime );
  69. // Are the spatials dirty?
  70. if ( getSpatialDirty() )
  71. {
  72. // Yes, so update the world transform.
  73. setBatchTransform( getRenderTransform() );
  74. }
  75. // Are the render extents dirty?
  76. if ( getLocalExtentsDirty() )
  77. {
  78. // Yes, so set size as local extents.
  79. setSize( getLocalExtents() );
  80. }
  81. // Call parent.
  82. Parent::preIntegrate( totalTime, elapsedTime, pDebugStats );
  83. }
  84. //-----------------------------------------------------------------------------
  85. void WaveComposite::integrateObject( const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
  86. {
  87. // Call Parent.
  88. Parent::integrateObject( totalTime, elapsedTime, pDebugStats );
  89. // Finish if the spatials are NOT dirty.
  90. if ( !getSpatialDirty() )
  91. return;
  92. // Update the batch world transform.
  93. setBatchTransform( getRenderTransform() );
  94. }
  95. //-----------------------------------------------------------------------------
  96. void WaveComposite::interpolateObject( const F32 timeDelta )
  97. {
  98. // Call parent.
  99. Parent::interpolateObject( timeDelta );
  100. // Update composition time (interpolated).
  101. updateComposition( (timeDelta * mPreTickTime) + ((1.0f-timeDelta) * mPostTickTime) );
  102. // Finish if the spatials are NOT dirty.
  103. if ( !getSpatialDirty() )
  104. return;
  105. // Update the batch world transform.
  106. setBatchTransform( getRenderTransform() );
  107. }
  108. //------------------------------------------------------------------------------
  109. void WaveComposite::copyTo(SimObject* object)
  110. {
  111. // Call to parent.
  112. Parent::copyTo(object);
  113. // Fetch object.
  114. WaveComposite* pComposite = dynamic_cast<WaveComposite*>(object);
  115. // Sanity!
  116. AssertFatal(pComposite != NULL, "WaveComposite::copyTo() - Object is not the correct type.");
  117. // Copy state.
  118. pComposite->setImage( getImage() );
  119. pComposite->setImageFrame( getImageFrame() );
  120. pComposite->setSpriteCount( getSpriteCount() );
  121. pComposite->setSpriteSize( getSpriteSize() );
  122. pComposite->setAmplitude( getAmplitude() );
  123. }
  124. //-----------------------------------------------------------------------------
  125. void WaveComposite::scenePrepareRender( const SceneRenderState* pSceneRenderState, SceneRenderQueue* pSceneRenderQueue )
  126. {
  127. // Prepare render.
  128. SpriteBatch::prepareRender( this, pSceneRenderState, pSceneRenderQueue );
  129. }
  130. //-----------------------------------------------------------------------------
  131. void WaveComposite::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer )
  132. {
  133. // Render.
  134. SpriteBatch::render( pSceneRenderState, pSceneRenderRequest, pBatchRenderer );
  135. }
  136. //-----------------------------------------------------------------------------
  137. bool WaveComposite::setImage( const char* pImageAssetId )
  138. {
  139. // Sanity!
  140. AssertFatal( pImageAssetId != NULL, "Cannot use a NULL asset Id." );
  141. // Fetch the asset Id.
  142. mImageAsset = pImageAssetId;
  143. // Reset image frame.
  144. mImageFrame = 0;
  145. // Generate composition.
  146. generateComposition();
  147. return true;
  148. }
  149. //-----------------------------------------------------------------------------
  150. bool WaveComposite::setImageFrame( const U32 frame )
  151. {
  152. // Check Existing Image.
  153. if ( mImageAsset.isNull() )
  154. {
  155. // Warn.
  156. Con::warnf("WaveComposite::setImageFrame() - Cannot set Frame without existing asset Id.");
  157. // Return Here.
  158. return false;
  159. }
  160. // Check Frame Validity.
  161. if ( frame >= mImageAsset->getFrameCount() )
  162. {
  163. // Warn.
  164. Con::warnf( "WaveComposite::setImageFrame() - Invalid Frame #%d for asset Id '%s'.", frame, mImageAsset.getAssetId() );
  165. // Return Here.
  166. return false;
  167. }
  168. // Set Frame.
  169. mImageFrame = frame;
  170. // Generate composition.
  171. generateComposition();
  172. // Return Okay.
  173. return true;
  174. }
  175. //-----------------------------------------------------------------------------
  176. void WaveComposite::setSpriteCount( const U32 spriteCount )
  177. {
  178. // Set sprite count.
  179. mSpriteCount = spriteCount;
  180. // Generate composition.
  181. generateComposition();
  182. }
  183. //-----------------------------------------------------------------------------
  184. void WaveComposite::setSpriteSize( const Vector2& spriteSize )
  185. {
  186. // Check Frame Validity.
  187. if ( spriteSize.x <= 0.0f && spriteSize.y <= 0.0f )
  188. {
  189. // Warn.
  190. Con::warnf( "WaveComposite::setSpriteSize() - Sprite sizes must be > 0." );
  191. return;
  192. }
  193. // Set sprite size.
  194. mSpriteSize = spriteSize;
  195. // Generate composition.
  196. generateComposition();
  197. }
  198. //-----------------------------------------------------------------------------
  199. void WaveComposite::generateComposition( void )
  200. {
  201. // Clear all existing sprites.
  202. clearSprites();
  203. mWaveSprites.clear();
  204. // Finish if image asset isn't available.
  205. if ( mImageAsset.isNull() )
  206. return;
  207. // Fetch asset Id.
  208. StringTableEntry assetId = mImageAsset.getAssetId();
  209. // Generate sprites.
  210. for( U32 n = 0; n < mSpriteCount; ++n )
  211. {
  212. // Create the sprite.
  213. SpriteBatchItem* pSprite = SpriteBatch::createSprite();
  214. // Configure the sprite.
  215. pSprite->setImage( assetId );
  216. pSprite->setImageFrame( mImageFrame );
  217. pSprite->setSize( mSpriteSize );
  218. // Store sprite reference.
  219. mWaveSprites.push_back( pSprite );
  220. }
  221. }
  222. //-----------------------------------------------------------------------------
  223. void WaveComposite::updateComposition( const F32 time )
  224. {
  225. // Scale time.
  226. const F32 scaledTime = time * 100.0f;
  227. // Calculate sprite start positin.
  228. Vector2 spritePosition( mSpriteSize.x * mSpriteCount * -0.5f, 0.0f );
  229. // Update sprite positions.
  230. for( typeWaveSpritesVector::iterator spriteItr = mWaveSprites.begin(); spriteItr < mWaveSprites.end(); ++spriteItr )
  231. {
  232. // Fetch sprite,
  233. SpriteBatchItem* pSprite = *spriteItr;
  234. // Set y position.
  235. spritePosition.y = mSin(mDegToRad(scaledTime + (spritePosition.x * mFrequency))) * mAmplitude;
  236. // Set sprite position.
  237. pSprite->setLocalPosition( spritePosition );
  238. // Update the position.
  239. spritePosition.x += mSpriteSize.x;
  240. }
  241. }