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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.
- //-----------------------------------------------------------------------------
- #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<WaveComposite*>(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;
- }
- }
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