ParticleEffect2D.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564
  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 "../IO/FileSystem.h"
  25. #include "../IO/Log.h"
  26. #include "../Resource/ResourceCache.h"
  27. #include "../Resource/XMLFile.h"
  28. #include "../Urho2D/ParticleEffect2D.h"
  29. #include "../Urho2D/Sprite2D.h"
  30. #include "../DebugNew.h"
  31. namespace Urho3D
  32. {
  33. static const int srcBlendFuncs[] =
  34. {
  35. 1, // GL_ONE
  36. 1, // GL_ONE
  37. 0x0306, // GL_DST_COLOR
  38. 0x0302, // GL_SRC_ALPHA
  39. 0x0302, // GL_SRC_ALPHA
  40. 1, // GL_ONE
  41. 0x0305 // GL_ONE_MINUS_DST_ALPHA
  42. };
  43. static const int destBlendFuncs[] =
  44. {
  45. 0, // GL_ZERO
  46. 1, // GL_ONE
  47. 0, // GL_ZERO
  48. 0x0303, // GL_ONE_MINUS_SRC_ALPHA
  49. 1, // GL_ONE
  50. 0x0303, // GL_ONE_MINUS_SRC_ALPHA
  51. 0x0304 // GL_DST_ALPHA
  52. };
  53. ParticleEffect2D::ParticleEffect2D(Context* context) :
  54. Resource(context),
  55. sourcePositionVariance_(7.0f, 7.0f),
  56. speed_(260.0f),
  57. speedVariance_(10.0f),
  58. particleLifeSpan_(1.000f),
  59. particleLifespanVariance_(0.700f),
  60. angle_(0.0f),
  61. angleVariance_(360.0f),
  62. gravity_(0.0f, 0.0f),
  63. radialAcceleration_(-380.0f),
  64. tangentialAcceleration_(-140.0f),
  65. radialAccelVariance_(0.0f),
  66. tangentialAccelVariance_(0.0f),
  67. startColor_(1.0f, 0.0f, 0.0f, 1.0f),
  68. startColorVariance_(0.0f, 0.0f, 0.0f, 0.0f),
  69. finishColor_(1.0f, 1.0f, 0.0f, 1.0f),
  70. finishColorVariance_(0.0f, 0.0f, 0.0f, 0.0f),
  71. maxParticles_(600),
  72. startParticleSize_(60.0f),
  73. startParticleSizeVariance_(40.0f),
  74. finishParticleSize_(5.0f),
  75. finishParticleSizeVariance_(5.0f),
  76. duration_(-1.0f),
  77. emitterType_(EMITTER_TYPE_GRAVITY),
  78. maxRadius_(100.0f),
  79. maxRadiusVariance_(0.0f),
  80. minRadius_(0.0f),
  81. minRadiusVariance_(0.0f),
  82. rotatePerSecond_(0.0f),
  83. rotatePerSecondVariance_(0.0f),
  84. blendMode_(BLEND_ALPHA),
  85. rotationStart_(0.0f),
  86. rotationStartVariance_(0.0f),
  87. rotationEnd_(0.0f),
  88. rotationEndVariance_(0.0f)
  89. {
  90. }
  91. ParticleEffect2D::~ParticleEffect2D()
  92. {
  93. }
  94. void ParticleEffect2D::RegisterObject(Context* context)
  95. {
  96. context->RegisterFactory<ParticleEffect2D>();
  97. }
  98. bool ParticleEffect2D::BeginLoad(Deserializer& source)
  99. {
  100. if (GetName().Empty())
  101. SetName(source.GetName());
  102. loadSpriteName_.Clear();
  103. XMLFile xmlFile(context_);
  104. if (!xmlFile.Load(source))
  105. return false;
  106. XMLElement rootElem = xmlFile.GetRoot("particleEmitterConfig");
  107. if (!rootElem)
  108. return false;
  109. String texture = rootElem.GetChild("texture").GetAttribute("name");
  110. loadSpriteName_ = GetParentPath(GetName()) + texture;
  111. // If async loading, request the sprite beforehand
  112. if (GetAsyncLoadState() == ASYNC_LOADING)
  113. GetSubsystem<ResourceCache>()->BackgroundLoadResource<Sprite2D>(loadSpriteName_, true, this);
  114. sourcePositionVariance_ = ReadVector2(rootElem, "sourcePositionVariance");
  115. speed_ = ReadFloat(rootElem, "speed");
  116. speedVariance_ = ReadFloat(rootElem, "speedVariance");
  117. particleLifeSpan_ = Max(0.01f, ReadFloat(rootElem, "particleLifeSpan"));
  118. particleLifespanVariance_ = ReadFloat(rootElem, "particleLifespanVariance");
  119. angle_ = ReadFloat(rootElem, "angle");
  120. angleVariance_ = ReadFloat(rootElem, "angleVariance");
  121. gravity_ = ReadVector2(rootElem, "gravity");
  122. radialAcceleration_ = ReadFloat(rootElem, "radialAcceleration");
  123. tangentialAcceleration_ = ReadFloat(rootElem, "tangentialAcceleration");
  124. radialAccelVariance_ = ReadFloat(rootElem, "radialAccelVariance");
  125. tangentialAccelVariance_ = ReadFloat(rootElem, "tangentialAccelVariance");
  126. startColor_ = ReadColor(rootElem, "startColor");
  127. startColorVariance_ = ReadColor(rootElem, "startColorVariance");
  128. finishColor_ = ReadColor(rootElem, "finishColor");
  129. finishColorVariance_ = ReadColor(rootElem, "finishColorVariance");
  130. maxParticles_ = ReadInt(rootElem, "maxParticles");
  131. startParticleSize_ = ReadFloat(rootElem, "startParticleSize");
  132. startParticleSizeVariance_ = ReadFloat(rootElem, "startParticleSizeVariance");
  133. finishParticleSize_ = ReadFloat(rootElem, "finishParticleSize");
  134. // Typo in pex file
  135. finishParticleSizeVariance_ = ReadFloat(rootElem, "FinishParticleSizeVariance");
  136. duration_ = M_INFINITY;
  137. if (rootElem.HasChild("duration"))
  138. {
  139. float duration = ReadFloat(rootElem, "duration");
  140. if (duration > 0.0f)
  141. duration_ = duration;
  142. }
  143. emitterType_ = (EmitterType2D)ReadInt(rootElem, "emitterType");
  144. maxRadius_ = ReadFloat(rootElem, "maxRadius");
  145. maxRadiusVariance_ = ReadFloat(rootElem, "maxRadiusVariance");
  146. minRadius_ = ReadFloat(rootElem, "minRadius");
  147. minRadiusVariance_ = ReadFloat(rootElem, "minRadiusVariance");
  148. rotatePerSecond_ = ReadFloat(rootElem, "rotatePerSecond");
  149. rotatePerSecondVariance_ = ReadFloat(rootElem, "rotatePerSecondVariance");
  150. int blendFuncSource = ReadInt(rootElem, "blendFuncSource");
  151. int blendFuncDestination = ReadInt(rootElem, "blendFuncDestination");
  152. blendMode_ = BLEND_ALPHA;
  153. for (int i = 0; i < MAX_BLENDMODES; ++i)
  154. {
  155. if (blendFuncSource == srcBlendFuncs[i] && blendFuncDestination == destBlendFuncs[i])
  156. {
  157. blendMode_ = (BlendMode)i;
  158. break;
  159. }
  160. }
  161. rotationStart_ = ReadFloat(rootElem, "rotationStart");
  162. rotationStartVariance_ = ReadFloat(rootElem, "rotationStartVariance");
  163. rotationEnd_ = ReadFloat(rootElem, "rotationEnd");
  164. rotationEndVariance_ = ReadFloat(rootElem, "rotationEndVariance");
  165. // Note: not accurate
  166. SetMemoryUse(source.GetSize());
  167. return true;
  168. }
  169. bool ParticleEffect2D::EndLoad()
  170. {
  171. // Apply the sprite now
  172. if (!loadSpriteName_.Empty())
  173. {
  174. ResourceCache* cache = GetSubsystem<ResourceCache>();
  175. sprite_ = cache->GetResource<Sprite2D>(loadSpriteName_);
  176. if (!sprite_)
  177. URHO3D_LOGERROR("Could not load sprite " + loadSpriteName_ + " for particle effect");
  178. loadSpriteName_.Clear();
  179. }
  180. return true;
  181. }
  182. bool ParticleEffect2D::Save(Serializer& dest) const
  183. {
  184. if (!sprite_)
  185. return false;
  186. XMLFile xmlFile(context_);
  187. XMLElement rootElem = xmlFile.CreateRoot("particleEmitterConfig");
  188. String fileName = GetFileNameAndExtension(sprite_->GetName());
  189. rootElem.CreateChild("texture").SetAttribute("name", fileName);
  190. WriteVector2(rootElem, "sourcePosition", Vector2::ZERO);
  191. WriteVector2(rootElem, "sourcePositionVariance", sourcePositionVariance_);
  192. WriteFloat(rootElem, "speed", speed_);
  193. WriteFloat(rootElem, "speedVariance", speedVariance_);
  194. WriteFloat(rootElem, "particleLifeSpan", particleLifeSpan_);
  195. WriteFloat(rootElem, "particleLifespanVariance", particleLifespanVariance_);
  196. WriteFloat(rootElem, "angle", angle_);
  197. WriteFloat(rootElem, "angleVariance", angleVariance_);
  198. WriteVector2(rootElem, "gravity", gravity_);
  199. WriteFloat(rootElem, "radialAcceleration", radialAcceleration_);
  200. WriteFloat(rootElem, "tangentialAcceleration", tangentialAcceleration_);
  201. WriteFloat(rootElem, "radialAccelVariance", radialAccelVariance_);
  202. WriteFloat(rootElem, "tangentialAccelVariance", tangentialAccelVariance_);
  203. WriteColor(rootElem, "startColor", startColor_);
  204. WriteColor(rootElem, "startColorVariance", startColorVariance_);
  205. WriteColor(rootElem, "finishColor", finishColor_);
  206. WriteColor(rootElem, "finishColorVariance", finishColorVariance_);
  207. WriteInt(rootElem, "maxParticles", maxParticles_);
  208. WriteFloat(rootElem, "startParticleSize", startParticleSize_);
  209. WriteFloat(rootElem, "startParticleSizeVariance", startParticleSizeVariance_);
  210. WriteFloat(rootElem, "finishParticleSize", finishParticleSize_);
  211. // Typo in pex file
  212. WriteFloat(rootElem, "FinishParticleSizeVariance", finishParticleSizeVariance_);
  213. float duration = duration_;
  214. if (duration == M_INFINITY)
  215. duration = -1.0f;
  216. WriteFloat(rootElem, "duration", duration);
  217. WriteInt(rootElem, "emitterType", (int)emitterType_);
  218. WriteFloat(rootElem, "maxRadius", maxRadius_);
  219. WriteFloat(rootElem, "maxRadiusVariance", maxRadiusVariance_);
  220. WriteFloat(rootElem, "minRadius", minRadius_);
  221. WriteFloat(rootElem, "minRadiusVariance", minRadiusVariance_);
  222. WriteFloat(rootElem, "rotatePerSecond", rotatePerSecond_);
  223. WriteFloat(rootElem, "rotatePerSecondVariance", rotatePerSecondVariance_);
  224. WriteInt(rootElem, "blendFuncSource", srcBlendFuncs[blendMode_]);
  225. WriteInt(rootElem, "blendFuncDestination", destBlendFuncs[blendMode_]);
  226. WriteFloat(rootElem, "rotationStart", rotationStart_);
  227. WriteFloat(rootElem, "rotationStartVariance", rotationStartVariance_);
  228. WriteFloat(rootElem, "rotationEnd", rotationEnd_);
  229. WriteFloat(rootElem, "rotationEndVariance", rotationEndVariance_);
  230. return xmlFile.Save(dest);
  231. }
  232. void ParticleEffect2D::SetSprite(Sprite2D* sprite)
  233. {
  234. sprite_ = sprite;
  235. }
  236. void ParticleEffect2D::SetSourcePositionVariance(const Vector2& sourcePositionVariance)
  237. {
  238. sourcePositionVariance_ = sourcePositionVariance;
  239. }
  240. void ParticleEffect2D::SetSpeed(float speed)
  241. {
  242. speed_ = speed;
  243. }
  244. void ParticleEffect2D::SetSpeedVariance(float speedVariance)
  245. {
  246. speedVariance_ = speedVariance;
  247. }
  248. void ParticleEffect2D::SetParticleLifeSpan(float particleLifeSpan)
  249. {
  250. particleLifeSpan_ = particleLifeSpan;
  251. }
  252. void ParticleEffect2D::SetParticleLifespanVariance(float particleLifespanVariance)
  253. {
  254. particleLifespanVariance_ = particleLifespanVariance;
  255. }
  256. void ParticleEffect2D::SetAngle(float angle)
  257. {
  258. angle_ = angle;
  259. }
  260. void ParticleEffect2D::SetAngleVariance(float angleVariance)
  261. {
  262. angleVariance_ = angleVariance;
  263. }
  264. void ParticleEffect2D::SetGravity(const Vector2& gravity)
  265. {
  266. gravity_ = gravity;
  267. }
  268. void ParticleEffect2D::SetRadialAcceleration(float radialAcceleration)
  269. {
  270. radialAcceleration_ = radialAcceleration;
  271. }
  272. void ParticleEffect2D::SetTangentialAcceleration(float tangentialAcceleration)
  273. {
  274. tangentialAcceleration_ = tangentialAcceleration;
  275. }
  276. void ParticleEffect2D::SetRadialAccelVariance(float radialAccelVariance)
  277. {
  278. radialAccelVariance_ = radialAccelVariance;
  279. }
  280. void ParticleEffect2D::SetTangentialAccelVariance(float tangentialAccelVariance)
  281. {
  282. tangentialAccelVariance_ = tangentialAccelVariance;
  283. }
  284. void ParticleEffect2D::SetStartColor(const Color& startColor)
  285. {
  286. startColor_ = startColor;
  287. }
  288. void ParticleEffect2D::SetStartColorVariance(const Color& startColorVariance)
  289. {
  290. startColorVariance_ = startColorVariance;
  291. }
  292. void ParticleEffect2D::SetFinishColor(const Color& finishColor)
  293. {
  294. finishColor_ = finishColor;
  295. }
  296. void ParticleEffect2D::SetFinishColorVariance(const Color& finishColorVariance)
  297. {
  298. finishColorVariance_ = finishColorVariance;
  299. }
  300. void ParticleEffect2D::SetMaxParticles(int maxParticles)
  301. {
  302. maxParticles_ = maxParticles;
  303. }
  304. void ParticleEffect2D::SetStartParticleSize(float startParticleSize)
  305. {
  306. startParticleSize_ = startParticleSize;
  307. }
  308. void ParticleEffect2D::SetStartParticleSizeVariance(float startParticleSizeVariance)
  309. {
  310. startParticleSizeVariance_ = startParticleSizeVariance;
  311. }
  312. void ParticleEffect2D::SetFinishParticleSize(float finishParticleSize)
  313. {
  314. finishParticleSize_ = finishParticleSize;
  315. }
  316. void ParticleEffect2D::SetFinishParticleSizeVariance(float finishParticleSizeVariance)
  317. {
  318. finishParticleSizeVariance_ = finishParticleSizeVariance;
  319. }
  320. void ParticleEffect2D::SetDuration(float duration)
  321. {
  322. duration_ = duration;
  323. }
  324. void ParticleEffect2D::SetEmitterType(EmitterType2D emitterType)
  325. {
  326. emitterType_ = emitterType;
  327. }
  328. void ParticleEffect2D::SetMaxRadius(float maxRadius)
  329. {
  330. maxRadius_ = maxRadius;
  331. }
  332. void ParticleEffect2D::SetMaxRadiusVariance(float maxRadiusVariance)
  333. {
  334. maxRadiusVariance_ = maxRadiusVariance;
  335. }
  336. void ParticleEffect2D::SetMinRadius(float minRadius)
  337. {
  338. minRadius_ = minRadius;
  339. }
  340. void ParticleEffect2D::SetMinRadiusVariance(float minRadiusVariance)
  341. {
  342. minRadiusVariance_ = minRadiusVariance;
  343. }
  344. void ParticleEffect2D::SetRotatePerSecond(float rotatePerSecond)
  345. {
  346. rotatePerSecond_ = rotatePerSecond;
  347. }
  348. void ParticleEffect2D::SetRotatePerSecondVariance(float rotatePerSecondVariance)
  349. {
  350. rotatePerSecondVariance_ = rotatePerSecondVariance;
  351. }
  352. void ParticleEffect2D::SetBlendMode(BlendMode blendMode)
  353. {
  354. blendMode_ = blendMode;
  355. }
  356. void ParticleEffect2D::SetRotationStart(float rotationStart)
  357. {
  358. rotationStart_ = rotationStart;
  359. }
  360. void ParticleEffect2D::SetRotationStartVariance(float rotationStartVariance)
  361. {
  362. rotationStartVariance_ = rotationStartVariance;
  363. }
  364. void ParticleEffect2D::SetRotationEnd(float rotationEnd)
  365. {
  366. rotationEnd_ = rotationEnd;
  367. }
  368. void ParticleEffect2D::SetRotationEndVariance(float rotationEndVariance)
  369. {
  370. rotationEndVariance_ = rotationEndVariance;
  371. }
  372. SharedPtr<ParticleEffect2D> ParticleEffect2D::Clone(const String& cloneName) const
  373. {
  374. SharedPtr<ParticleEffect2D> ret(new ParticleEffect2D(context_));
  375. ret->SetName(cloneName);
  376. ret->sprite_ = sprite_;
  377. ret->sourcePositionVariance_ = sourcePositionVariance_;
  378. ret->speed_ = speed_;
  379. ret->speedVariance_ = speedVariance_;
  380. ret->particleLifeSpan_ = particleLifeSpan_;
  381. ret->particleLifespanVariance_ = particleLifespanVariance_;
  382. ret->angle_ = angle_;
  383. ret->angleVariance_ = angleVariance_;
  384. ret->gravity_ = gravity_;
  385. ret->radialAcceleration_ = radialAcceleration_;
  386. ret->tangentialAcceleration_ = tangentialAcceleration_;
  387. ret->radialAccelVariance_ = radialAccelVariance_;
  388. ret->tangentialAccelVariance_ = tangentialAccelVariance_;
  389. ret->startColor_ = startColor_;
  390. ret->startColorVariance_ = startColorVariance_;
  391. ret->finishColor_ = finishColor_;
  392. ret->finishColorVariance_ = finishColorVariance_;
  393. ret->maxParticles_ = maxParticles_;
  394. ret->startParticleSize_ = startParticleSize_;
  395. ret->startParticleSizeVariance_ = startParticleSizeVariance_;
  396. ret->finishParticleSize_ = finishParticleSize_;
  397. ret->finishParticleSizeVariance_ = finishParticleSizeVariance_;
  398. ret->duration_ = duration_;
  399. ret->emitterType_ = emitterType_;
  400. ret->maxRadius_ = maxRadius_;
  401. ret->maxRadiusVariance_ = maxRadiusVariance_;
  402. ret->minRadius_ = minRadius_;
  403. ret->minRadiusVariance_ = minRadiusVariance_;
  404. ret->rotatePerSecond_ = rotatePerSecond_;
  405. ret->rotatePerSecondVariance_ = rotatePerSecondVariance_;
  406. ret->blendMode_ = blendMode_;
  407. ret->rotationStart_ = rotationStart_;
  408. ret->rotationStartVariance_ = rotationStartVariance_;
  409. ret->rotationEnd_ = rotationEnd_;
  410. ret->rotationEndVariance_ = rotationEndVariance_;
  411. /// \todo Zero if source was created programmatically
  412. ret->SetMemoryUse(GetMemoryUse());
  413. return ret;
  414. }
  415. int ParticleEffect2D::ReadInt(const XMLElement& element, const String& name) const
  416. {
  417. return element.GetChild(name).GetInt("value");
  418. }
  419. float ParticleEffect2D::ReadFloat(const XMLElement& element, const String& name) const
  420. {
  421. return element.GetChild(name).GetFloat("value");
  422. }
  423. Color ParticleEffect2D::ReadColor(const XMLElement& element, const String& name) const
  424. {
  425. XMLElement child = element.GetChild(name);
  426. return Color(child.GetFloat("red"), child.GetFloat("green"), child.GetFloat("blue"), child.GetFloat("alpha"));
  427. }
  428. Vector2 ParticleEffect2D::ReadVector2(const XMLElement& element, const String& name) const
  429. {
  430. XMLElement child = element.GetChild(name);
  431. return Vector2(child.GetFloat("x"), child.GetFloat("y"));
  432. }
  433. void ParticleEffect2D::WriteInt(XMLElement& element, const String& name, int value) const
  434. {
  435. XMLElement child = element.CreateChild(name);
  436. child.SetInt("value", value);
  437. }
  438. void ParticleEffect2D::WriteFloat(XMLElement& element, const String& name, float value) const
  439. {
  440. XMLElement child = element.CreateChild(name);
  441. child.SetFloat("value", value);
  442. }
  443. void ParticleEffect2D::WriteColor(XMLElement& element, const String& name, const Color& color) const
  444. {
  445. XMLElement child = element.CreateChild(name);
  446. child.SetFloat("red", color.r_);
  447. child.SetFloat("green", color.g_);
  448. child.SetFloat("blue", color.b_);
  449. child.SetFloat("alpha", color.a_);
  450. }
  451. void ParticleEffect2D::WriteVector2(XMLElement& element, const String& name, const Vector2& value) const
  452. {
  453. XMLElement child = element.CreateChild(name);
  454. child.SetFloat("x", value.x_);
  455. child.SetFloat("y", value.y_);
  456. }
  457. }