ParticleEmitter2D.cpp 16 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 "../Atomic2D/Atomic2DEvents.h"
  34. #include "../DebugNew.h"
  35. namespace Atomic
  36. {
  37. extern const char* ATOMIC2D_CATEGORY;
  38. extern const char* blendModeNames[];
  39. ParticleEmitter2D::ParticleEmitter2D(Context* context) :
  40. Drawable2D(context),
  41. blendMode_(BLEND_ADDALPHA),
  42. numParticles_(0),
  43. emissionTime_(0.0f),
  44. emitParticleTime_(0.0f),
  45. boundingBoxMinPoint_(Vector3::ZERO),
  46. boundingBoxMaxPoint_(Vector3::ZERO),
  47. // ATOMIC BEGIN
  48. emitting_(true)
  49. // ATOMIC END
  50. {
  51. sourceBatches_.Resize(1);
  52. sourceBatches_[0].owner_ = this;
  53. }
  54. ParticleEmitter2D::~ParticleEmitter2D()
  55. {
  56. }
  57. void ParticleEmitter2D::RegisterObject(Context* context)
  58. {
  59. context->RegisterFactory<ParticleEmitter2D>(ATOMIC2D_CATEGORY);
  60. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  61. ATOMIC_COPY_BASE_ATTRIBUTES(Drawable2D);
  62. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef,
  63. ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  64. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()),
  65. AM_DEFAULT);
  66. ATOMIC_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, BLEND_ALPHA, AM_DEFAULT);
  67. }
  68. void ParticleEmitter2D::OnSetEnabled()
  69. {
  70. Drawable2D::OnSetEnabled();
  71. Scene* scene = GetScene();
  72. if (scene)
  73. {
  74. if (IsEnabledEffective())
  75. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, ATOMIC_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  76. else
  77. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  78. }
  79. }
  80. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  81. {
  82. if (model == effect_)
  83. return;
  84. effect_ = model;
  85. MarkNetworkUpdate();
  86. if (!effect_)
  87. return;
  88. SetSprite(effect_->GetSprite());
  89. SetBlendMode(effect_->GetBlendMode());
  90. SetMaxParticles((unsigned)effect_->GetMaxParticles());
  91. emitParticleTime_ = 0.0f;
  92. emissionTime_ = effect_->GetDuration();
  93. }
  94. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  95. {
  96. if (sprite == sprite_)
  97. return;
  98. sprite_ = sprite;
  99. UpdateMaterial();
  100. MarkNetworkUpdate();
  101. }
  102. void ParticleEmitter2D::SetBlendMode(BlendMode blendMode)
  103. {
  104. if (blendMode == blendMode_)
  105. return;
  106. blendMode_ = blendMode;
  107. UpdateMaterial();
  108. MarkNetworkUpdate();
  109. }
  110. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  111. {
  112. maxParticles = Max(maxParticles, 1U);
  113. particles_.Resize(maxParticles);
  114. sourceBatches_[0].vertices_.Reserve(maxParticles * 4);
  115. numParticles_ = Min(maxParticles, numParticles_);
  116. }
  117. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  118. {
  119. return effect_;
  120. }
  121. Sprite2D* ParticleEmitter2D::GetSprite() const
  122. {
  123. return sprite_;
  124. }
  125. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  126. {
  127. ResourceCache* cache = GetSubsystem<ResourceCache>();
  128. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  129. }
  130. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  131. {
  132. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  133. }
  134. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  135. {
  136. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  137. if (sprite)
  138. SetSprite(sprite);
  139. }
  140. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  141. {
  142. return Sprite2D::SaveToResourceRef(sprite_);
  143. }
  144. void ParticleEmitter2D::OnSceneSet(Scene* scene)
  145. {
  146. Drawable2D::OnSceneSet(scene);
  147. if (scene && IsEnabledEffective())
  148. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, ATOMIC_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  149. else if (!scene)
  150. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  151. }
  152. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  153. {
  154. boundingBox_.Clear();
  155. boundingBox_.Merge(boundingBoxMinPoint_);
  156. boundingBox_.Merge(boundingBoxMaxPoint_);
  157. worldBoundingBox_ = boundingBox_;
  158. }
  159. void ParticleEmitter2D::OnDrawOrderChanged()
  160. {
  161. sourceBatches_[0].drawOrder_ = GetDrawOrder();
  162. }
  163. void ParticleEmitter2D::UpdateSourceBatches()
  164. {
  165. if (!sourceBatchesDirty_)
  166. return;
  167. Vector<Vertex2D>& vertices = sourceBatches_[0].vertices_;
  168. vertices.Clear();
  169. if (!sprite_)
  170. return;
  171. Rect textureRect;
  172. if (!sprite_->GetTextureRectangle(textureRect))
  173. return;
  174. /*
  175. V1---------V2
  176. | / |
  177. | / |
  178. | / |
  179. | / |
  180. | / |
  181. V0---------V3
  182. */
  183. Vertex2D vertex0;
  184. Vertex2D vertex1;
  185. Vertex2D vertex2;
  186. Vertex2D vertex3;
  187. vertex0.uv_ = textureRect.min_;
  188. vertex1.uv_ = Vector2(textureRect.min_.x_, textureRect.max_.y_);
  189. vertex2.uv_ = textureRect.max_;
  190. vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
  191. for (unsigned i = 0; i < numParticles_; ++i)
  192. {
  193. Particle2D& p = particles_[i];
  194. float rotation = -p.rotation_;
  195. float c = Cos(rotation);
  196. float s = Sin(rotation);
  197. float add = (c + s) * p.size_ * 0.5f;
  198. float sub = (c - s) * p.size_ * 0.5f;
  199. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, p.position_.z_);
  200. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, p.position_.z_);
  201. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, p.position_.z_);
  202. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, p.position_.z_);
  203. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  204. vertices.Push(vertex0);
  205. vertices.Push(vertex1);
  206. vertices.Push(vertex2);
  207. vertices.Push(vertex3);
  208. }
  209. sourceBatchesDirty_ = false;
  210. }
  211. void ParticleEmitter2D::UpdateMaterial()
  212. {
  213. if (sprite_ && renderer_)
  214. sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
  215. else
  216. sourceBatches_[0].material_ = 0;
  217. }
  218. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  219. {
  220. using namespace ScenePostUpdate;
  221. bool hasParticles = numParticles_ > 0;
  222. bool emitting = emissionTime_ > 0.0f;
  223. float timeStep = eventData[P_TIMESTEP].GetFloat();
  224. Update(timeStep);
  225. if (emitting && emissionTime_ == 0.0f)
  226. {
  227. // Make a weak pointer to self to check for destruction during event handling
  228. WeakPtr<ParticleEmitter2D> self(this);
  229. using namespace ParticlesDuration;
  230. VariantMap& eventData = GetEventDataMap();
  231. eventData[P_NODE] = node_;
  232. eventData[P_EFFECT] = effect_;
  233. SendEvent(E_PARTICLESDURATION, eventData); // Emitting particles stopped
  234. if (self.Expired())
  235. return;
  236. }
  237. if (hasParticles && numParticles_ == 0)
  238. {
  239. using namespace ParticlesEnd;
  240. VariantMap& eventData = GetEventDataMap();
  241. eventData[P_NODE] = node_;
  242. eventData[P_EFFECT] = effect_;
  243. SendEvent(E_PARTICLESEND, eventData); // All particles over
  244. }
  245. }
  246. void ParticleEmitter2D::Update(float timeStep)
  247. {
  248. if (!effect_)
  249. return;
  250. Vector3 worldPosition = GetNode()->GetWorldPosition();
  251. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  252. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, M_INFINITY);
  253. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, -M_INFINITY);
  254. unsigned particleIndex = 0;
  255. while (particleIndex < numParticles_)
  256. {
  257. Particle2D& particle = particles_[particleIndex];
  258. if (particle.timeToLive_ > 0.0f)
  259. {
  260. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  261. ++particleIndex;
  262. }
  263. else
  264. {
  265. if (particleIndex != numParticles_ - 1)
  266. particles_[particleIndex] = particles_[numParticles_ - 1];
  267. --numParticles_;
  268. }
  269. }
  270. if (emissionTime_ > 0.0f)
  271. {
  272. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  273. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  274. emitParticleTime_ += timeStep;
  275. while (emitParticleTime_ > 0.0f)
  276. {
  277. if (EmitParticle(worldPosition, worldAngle, worldScale))
  278. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  279. emitParticleTime_ -= timeBetweenParticles;
  280. }
  281. if (emissionTime_ > 0.0f)
  282. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  283. }
  284. sourceBatchesDirty_ = true;
  285. OnMarkedDirty(node_);
  286. }
  287. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  288. {
  289. // ATOMIC BEGIN
  290. if (!emitting_ || numParticles_ >= (unsigned)effect_->GetMaxParticles() || numParticles_ >= particles_.Size())
  291. // ATOMIC END
  292. return false;
  293. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  294. if (lifespan <= 0.0f)
  295. return false;
  296. float invLifespan = 1.0f / lifespan;
  297. Particle2D& particle = particles_[numParticles_++];
  298. particle.timeToLive_ = lifespan;
  299. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  300. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  301. particle.position_.z_ = worldPosition.z_;
  302. particle.startPos_.x_ = worldPosition.x_;
  303. particle.startPos_.y_ = worldPosition.y_;
  304. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  305. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  306. particle.velocity_.x_ = speed * Cos(angle);
  307. particle.velocity_.y_ = speed * Sin(angle);
  308. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  309. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  310. particle.emitRadius_ = maxRadius;
  311. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  312. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  313. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  314. particle.radialAcceleration_ =
  315. worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  316. particle.tangentialAcceleration_ =
  317. worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  318. float startSize =
  319. worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  320. float finishSize =
  321. worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  322. particle.size_ = startSize;
  323. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  324. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  325. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  326. particle.colorDelta_ = (endColor - particle.color_) * invLifespan;
  327. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  328. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  329. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  330. return true;
  331. }
  332. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  333. {
  334. if (timeStep > particle.timeToLive_)
  335. timeStep = particle.timeToLive_;
  336. particle.timeToLive_ -= timeStep;
  337. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  338. {
  339. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  340. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  341. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  342. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  343. }
  344. else
  345. {
  346. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  347. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  348. float distanceScalar = Vector2(distanceX, distanceY).Length();
  349. if (distanceScalar < 0.0001f)
  350. distanceScalar = 0.0001f;
  351. float radialX = distanceX / distanceScalar;
  352. float radialY = distanceY / distanceScalar;
  353. float tangentialX = radialX;
  354. float tangentialY = radialY;
  355. radialX *= particle.radialAcceleration_;
  356. radialY *= particle.radialAcceleration_;
  357. float newY = tangentialX;
  358. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  359. tangentialY = newY * particle.tangentialAcceleration_;
  360. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  361. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  362. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  363. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  364. }
  365. particle.size_ += particle.sizeDelta_ * timeStep;
  366. particle.rotation_ += particle.rotationDelta_ * timeStep;
  367. particle.color_ += particle.colorDelta_ * timeStep;
  368. float halfSize = particle.size_ * 0.5f;
  369. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  370. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  371. boundingBoxMinPoint_.z_ = Min(boundingBoxMinPoint_.z_, particle.position_.z_);
  372. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  373. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  374. boundingBoxMaxPoint_.z_ = Max(boundingBoxMaxPoint_.z_, particle.position_.z_);
  375. }
  376. // ATOMIC BEGIN
  377. void ParticleEmitter2D::SetEmitting(bool enable)
  378. {
  379. emitting_ = enable;
  380. }
  381. bool ParticleEmitter2D::IsEmitting() const
  382. {
  383. return emitting_;
  384. }
  385. // ATOMIC END
  386. }