ParticleEmitter2D.cpp 15 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Graphics/Material.h"
  26. #include "../Resource/ResourceCache.h"
  27. #include "../Scene/Scene.h"
  28. #include "../Scene/SceneEvents.h"
  29. #include "../Atomic2D/ParticleEffect2D.h"
  30. #include "../Atomic2D/ParticleEmitter2D.h"
  31. #include "../Atomic2D/Renderer2D.h"
  32. #include "../Atomic2D/Sprite2D.h"
  33. #include "../DebugNew.h"
  34. namespace Atomic
  35. {
  36. extern const char* ATOMIC2D_CATEGORY;
  37. extern const char* blendModeNames[];
  38. ParticleEmitter2D::ParticleEmitter2D(Context* context) :
  39. Drawable2D(context),
  40. blendMode_(BLEND_ADDALPHA),
  41. numParticles_(0),
  42. emissionTime_(0.0f),
  43. emitParticleTime_(0.0f),
  44. boundingBoxMinPoint_(Vector3::ZERO),
  45. boundingBoxMaxPoint_(Vector3::ZERO),
  46. // ATOMIC BEGIN
  47. emitting_(true)
  48. // ATOMIC END
  49. {
  50. sourceBatches_.Resize(1);
  51. sourceBatches_[0].owner_ = this;
  52. }
  53. ParticleEmitter2D::~ParticleEmitter2D()
  54. {
  55. }
  56. void ParticleEmitter2D::RegisterObject(Context* context)
  57. {
  58. context->RegisterFactory<ParticleEmitter2D>(ATOMIC2D_CATEGORY);
  59. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  60. ATOMIC_COPY_BASE_ATTRIBUTES(Drawable2D);
  61. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef,
  62. ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  63. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()),
  64. AM_DEFAULT);
  65. ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, BLEND_ALPHA, AM_DEFAULT);
  66. }
  67. void ParticleEmitter2D::OnSetEnabled()
  68. {
  69. Drawable2D::OnSetEnabled();
  70. Scene* scene = GetScene();
  71. if (scene)
  72. {
  73. if (IsEnabledEffective())
  74. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, ATOMIC_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  75. else
  76. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  77. }
  78. }
  79. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  80. {
  81. if (model == effect_)
  82. return;
  83. effect_ = model;
  84. MarkNetworkUpdate();
  85. if (!effect_)
  86. return;
  87. SetSprite(effect_->GetSprite());
  88. SetBlendMode(effect_->GetBlendMode());
  89. SetMaxParticles((unsigned)effect_->GetMaxParticles());
  90. emitParticleTime_ = 0.0f;
  91. emissionTime_ = effect_->GetDuration();
  92. }
  93. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  94. {
  95. if (sprite == sprite_)
  96. return;
  97. sprite_ = sprite;
  98. UpdateMaterial();
  99. MarkNetworkUpdate();
  100. }
  101. void ParticleEmitter2D::SetBlendMode(BlendMode blendMode)
  102. {
  103. if (blendMode == blendMode_)
  104. return;
  105. blendMode_ = blendMode;
  106. UpdateMaterial();
  107. MarkNetworkUpdate();
  108. }
  109. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  110. {
  111. maxParticles = Max(maxParticles, 1U);
  112. particles_.Resize(maxParticles);
  113. sourceBatches_[0].vertices_.Reserve(maxParticles * 4);
  114. numParticles_ = Min(maxParticles, numParticles_);
  115. }
  116. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  117. {
  118. return effect_;
  119. }
  120. Sprite2D* ParticleEmitter2D::GetSprite() const
  121. {
  122. return sprite_;
  123. }
  124. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  125. {
  126. ResourceCache* cache = GetSubsystem<ResourceCache>();
  127. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  128. }
  129. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  130. {
  131. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  132. }
  133. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  134. {
  135. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  136. if (sprite)
  137. SetSprite(sprite);
  138. }
  139. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  140. {
  141. return Sprite2D::SaveToResourceRef(sprite_);
  142. }
  143. void ParticleEmitter2D::OnSceneSet(Scene* scene)
  144. {
  145. Drawable2D::OnSceneSet(scene);
  146. if (scene && IsEnabledEffective())
  147. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, ATOMIC_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  148. else if (!scene)
  149. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  150. }
  151. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  152. {
  153. boundingBox_.Clear();
  154. boundingBox_.Merge(boundingBoxMinPoint_);
  155. boundingBox_.Merge(boundingBoxMaxPoint_);
  156. worldBoundingBox_ = boundingBox_;
  157. }
  158. void ParticleEmitter2D::OnDrawOrderChanged()
  159. {
  160. sourceBatches_[0].drawOrder_ = GetDrawOrder();
  161. }
  162. void ParticleEmitter2D::UpdateSourceBatches()
  163. {
  164. if (!sourceBatchesDirty_)
  165. return;
  166. Vector<Vertex2D>& vertices = sourceBatches_[0].vertices_;
  167. vertices.Clear();
  168. if (!sprite_)
  169. return;
  170. Rect textureRect;
  171. if (!sprite_->GetTextureRectangle(textureRect))
  172. return;
  173. /*
  174. V1---------V2
  175. | / |
  176. | / |
  177. | / |
  178. | / |
  179. | / |
  180. V0---------V3
  181. */
  182. Vertex2D vertex0;
  183. Vertex2D vertex1;
  184. Vertex2D vertex2;
  185. Vertex2D vertex3;
  186. vertex0.uv_ = textureRect.min_;
  187. vertex1.uv_ = Vector2(textureRect.min_.x_, textureRect.max_.y_);
  188. vertex2.uv_ = textureRect.max_;
  189. vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
  190. for (unsigned i = 0; i < numParticles_; ++i)
  191. {
  192. Particle2D& p = particles_[i];
  193. float rotation = -p.rotation_;
  194. float c = Cos(rotation);
  195. float s = Sin(rotation);
  196. float add = (c + s) * p.size_ * 0.5f;
  197. float sub = (c - s) * p.size_ * 0.5f;
  198. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, p.position_.z_);
  199. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, p.position_.z_);
  200. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, p.position_.z_);
  201. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, p.position_.z_);
  202. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  203. vertices.Push(vertex0);
  204. vertices.Push(vertex1);
  205. vertices.Push(vertex2);
  206. vertices.Push(vertex3);
  207. }
  208. sourceBatchesDirty_ = false;
  209. }
  210. void ParticleEmitter2D::UpdateMaterial()
  211. {
  212. if (sprite_ && renderer_)
  213. sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
  214. else
  215. sourceBatches_[0].material_ = 0;
  216. }
  217. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  218. {
  219. using namespace ScenePostUpdate;
  220. float timeStep = eventData[P_TIMESTEP].GetFloat();
  221. Update(timeStep);
  222. }
  223. void ParticleEmitter2D::Update(float timeStep)
  224. {
  225. if (!effect_)
  226. return;
  227. Vector3 worldPosition = GetNode()->GetWorldPosition();
  228. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  229. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, M_INFINITY);
  230. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, -M_INFINITY);
  231. unsigned particleIndex = 0;
  232. while (particleIndex < numParticles_)
  233. {
  234. Particle2D& particle = particles_[particleIndex];
  235. if (particle.timeToLive_ > 0.0f)
  236. {
  237. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  238. ++particleIndex;
  239. }
  240. else
  241. {
  242. if (particleIndex != numParticles_ - 1)
  243. particles_[particleIndex] = particles_[numParticles_ - 1];
  244. --numParticles_;
  245. }
  246. }
  247. // ATOMIC BEGIN
  248. if (emissionTime_ > 0.0f)
  249. // ATOMIC END
  250. {
  251. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  252. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  253. emitParticleTime_ += timeStep;
  254. while (emitParticleTime_ > 0.0f)
  255. {
  256. if (EmitParticle(worldPosition, worldAngle, worldScale))
  257. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  258. emitParticleTime_ -= timeBetweenParticles;
  259. }
  260. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  261. }
  262. sourceBatchesDirty_ = true;
  263. OnMarkedDirty(node_);
  264. }
  265. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  266. {
  267. // ATOMIC BEGIN
  268. if (!emitting_ || numParticles_ >= (unsigned)effect_->GetMaxParticles() || numParticles_ >= particles_.Size())
  269. // ATOMIC END
  270. return false;
  271. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  272. if (lifespan <= 0.0f)
  273. return false;
  274. float invLifespan = 1.0f / lifespan;
  275. Particle2D& particle = particles_[numParticles_++];
  276. particle.timeToLive_ = lifespan;
  277. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  278. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  279. particle.position_.z_ = worldPosition.z_;
  280. particle.startPos_.x_ = worldPosition.x_;
  281. particle.startPos_.y_ = worldPosition.y_;
  282. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  283. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  284. particle.velocity_.x_ = speed * Cos(angle);
  285. particle.velocity_.y_ = speed * Sin(angle);
  286. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  287. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  288. particle.emitRadius_ = maxRadius;
  289. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  290. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  291. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  292. particle.radialAcceleration_ =
  293. worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  294. particle.tangentialAcceleration_ =
  295. worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  296. float startSize =
  297. worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  298. float finishSize =
  299. worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  300. particle.size_ = startSize;
  301. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  302. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  303. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  304. particle.colorDelta_ = (endColor - particle.color_) * invLifespan;
  305. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  306. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  307. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  308. return true;
  309. }
  310. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  311. {
  312. if (timeStep > particle.timeToLive_)
  313. timeStep = particle.timeToLive_;
  314. particle.timeToLive_ -= timeStep;
  315. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  316. {
  317. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  318. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  319. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  320. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  321. }
  322. else
  323. {
  324. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  325. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  326. float distanceScalar = Vector2(distanceX, distanceY).Length();
  327. if (distanceScalar < 0.0001f)
  328. distanceScalar = 0.0001f;
  329. float radialX = distanceX / distanceScalar;
  330. float radialY = distanceY / distanceScalar;
  331. float tangentialX = radialX;
  332. float tangentialY = radialY;
  333. radialX *= particle.radialAcceleration_;
  334. radialY *= particle.radialAcceleration_;
  335. float newY = tangentialX;
  336. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  337. tangentialY = newY * particle.tangentialAcceleration_;
  338. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  339. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  340. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  341. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  342. }
  343. particle.size_ += particle.sizeDelta_ * timeStep;
  344. particle.rotation_ += particle.rotationDelta_ * timeStep;
  345. particle.color_ += particle.colorDelta_ * timeStep;
  346. float halfSize = particle.size_ * 0.5f;
  347. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  348. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  349. boundingBoxMinPoint_.z_ = Min(boundingBoxMinPoint_.z_, particle.position_.z_);
  350. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  351. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  352. boundingBoxMaxPoint_.z_ = Max(boundingBoxMaxPoint_.z_, particle.position_.z_);
  353. }
  354. // ATOMIC BEGIN
  355. void ParticleEmitter2D::SetEmitting(bool enable)
  356. {
  357. emitting_ = enable;
  358. }
  359. bool ParticleEmitter2D::IsEmitting() const
  360. {
  361. return emitting_;
  362. }
  363. // ATOMIC END
  364. }