ParticleEmitter2D.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "../Graphics/Camera.h"
  24. #include "../Core/Context.h"
  25. #include "../Atomic2D/ParticleEffect2D.h"
  26. #include "../Atomic2D/ParticleEmitter2D.h"
  27. #include "../Resource/ResourceCache.h"
  28. #include "../Scene/Scene.h"
  29. #include "../Scene/SceneEvents.h"
  30. #include "../Atomic2D/Sprite2D.h"
  31. #include "../DebugNew.h"
  32. namespace Atomic
  33. {
  34. extern const char* ATOMIC2D_CATEGORY;
  35. ParticleEmitter2D::ParticleEmitter2D(Context* context) :
  36. Drawable2D(context),
  37. numParticles_(0),
  38. emissionTime_(0.0f),
  39. emitParticleTime_(0.0f),
  40. boundingBoxMinPoint_(Vector3::ZERO),
  41. boundingBoxMaxPoint_(Vector3::ZERO)
  42. {
  43. }
  44. ParticleEmitter2D::~ParticleEmitter2D()
  45. {
  46. }
  47. void ParticleEmitter2D::RegisterObject(Context* context)
  48. {
  49. context->RegisterFactory<ParticleEmitter2D>(ATOMIC2D_CATEGORY);
  50. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  51. MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef, ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  52. MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()), AM_DEFAULT);
  53. COPY_BASE_ATTRIBUTES(Drawable2D);
  54. }
  55. void ParticleEmitter2D::OnSetEnabled()
  56. {
  57. Drawable2D::OnSetEnabled();
  58. Scene* scene = GetScene();
  59. if (scene)
  60. {
  61. if (IsEnabledEffective())
  62. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  63. else
  64. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  65. }
  66. }
  67. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  68. {
  69. if (model == effect_)
  70. return;
  71. effect_ = model;
  72. MarkNetworkUpdate();
  73. if (!effect_)
  74. return;
  75. SetSprite(effect_->GetSprite());
  76. SetBlendMode(effect_->GetBlendMode());
  77. SetMaxParticles(effect_->GetMaxParticles());
  78. emitParticleTime_ = 0.0f;
  79. emissionTime_ = effect_->GetDuration();
  80. }
  81. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  82. {
  83. if (sprite == sprite_)
  84. return;
  85. sprite_ = sprite;
  86. SetTexture(sprite_ ? sprite_->GetTexture() : 0);
  87. }
  88. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  89. {
  90. maxParticles = Max(maxParticles, 1);
  91. particles_.Resize(maxParticles);
  92. vertices_.Reserve(maxParticles * 4);
  93. numParticles_ = Min(maxParticles, numParticles_);
  94. }
  95. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  96. {
  97. return effect_;
  98. }
  99. Sprite2D* ParticleEmitter2D::GetSprite() const
  100. {
  101. return sprite_;
  102. }
  103. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  104. {
  105. ResourceCache* cache = GetSubsystem<ResourceCache>();
  106. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  107. }
  108. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  109. {
  110. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  111. }
  112. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  113. {
  114. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  115. if (sprite)
  116. SetSprite(sprite);
  117. }
  118. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  119. {
  120. return Sprite2D::SaveToResourceRef(sprite_);
  121. }
  122. void ParticleEmitter2D::OnNodeSet(Node* node)
  123. {
  124. Drawable2D::OnNodeSet(node);
  125. if (node)
  126. {
  127. Scene* scene = GetScene();
  128. if (scene && IsEnabledEffective())
  129. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  130. }
  131. }
  132. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  133. {
  134. boundingBox_.Clear();
  135. boundingBox_.Merge(boundingBoxMinPoint_);
  136. boundingBox_.Merge(boundingBoxMaxPoint_);
  137. worldBoundingBox_ = boundingBox_;
  138. }
  139. void ParticleEmitter2D::UpdateVertices()
  140. {
  141. if (!verticesDirty_)
  142. return;
  143. vertices_.Clear();
  144. Texture2D* texture = GetTexture();
  145. if (!texture)
  146. return;
  147. const IntRect& rectangle_ = sprite_->GetRectangle();
  148. if (rectangle_.Width() == 0 || rectangle_.Height() == 0)
  149. return;
  150. Vertex2D vertex0;
  151. Vertex2D vertex1;
  152. Vertex2D vertex2;
  153. Vertex2D vertex3;
  154. vertex0.uv_ = Vector2(0.0f, 1.0f);
  155. vertex1.uv_ = Vector2(0.0f, 0.0f);
  156. vertex2.uv_ = Vector2(1.0f, 0.0f);
  157. vertex3.uv_ = Vector2(1.0f, 1.0f);
  158. for (int i = 0; i < numParticles_; ++i)
  159. {
  160. Particle2D& p = particles_[i];
  161. float rotation = -p.rotation_;
  162. float c = Cos(rotation);
  163. float s = Sin(rotation);
  164. float add = (c + s) * p.size_ * 0.5f;
  165. float sub = (c - s) * p.size_ * 0.5f;
  166. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, 0.0f);
  167. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, 0.0f);
  168. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, 0.0f);
  169. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, 0.0f);
  170. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  171. vertices_.Push(vertex0);
  172. vertices_.Push(vertex1);
  173. vertices_.Push(vertex2);
  174. vertices_.Push(vertex3);
  175. }
  176. verticesDirty_ = false;
  177. }
  178. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  179. {
  180. using namespace ScenePostUpdate;
  181. float timeStep = eventData[P_TIMESTEP].GetFloat();
  182. Update(timeStep);
  183. }
  184. void ParticleEmitter2D::Update(float timeStep)
  185. {
  186. if (!effect_)
  187. return;
  188. Vector3 worldPosition = GetNode()->GetWorldPosition();
  189. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  190. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, 0.0f);
  191. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, 0.0f);
  192. int particleIndex = 0;
  193. while (particleIndex < numParticles_)
  194. {
  195. Particle2D& particle = particles_[particleIndex];
  196. if (particle.timeToLive_ > 0.0f)
  197. {
  198. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  199. ++particleIndex;
  200. }
  201. else
  202. {
  203. if (particleIndex != numParticles_ - 1)
  204. particles_[particleIndex] = particles_[numParticles_ - 1];
  205. --numParticles_;
  206. }
  207. }
  208. if (emissionTime_ >= 0.0f)
  209. {
  210. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  211. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  212. emitParticleTime_ += timeStep;
  213. while (emitParticleTime_ > 0.0f)
  214. {
  215. if (EmitParticle(worldPosition, worldAngle, worldScale))
  216. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  217. emitParticleTime_ -= timeBetweenParticles;
  218. }
  219. if (emissionTime_ > 0.0f)
  220. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  221. }
  222. verticesDirty_ = true;
  223. OnMarkedDirty(node_);
  224. }
  225. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  226. {
  227. if (numParticles_ >= effect_->GetMaxParticles())
  228. return false;
  229. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  230. if (lifespan <= 0.0f)
  231. return false;
  232. float invLifespan = 1.0f / lifespan;
  233. Particle2D& particle = particles_[numParticles_++];
  234. particle.timeToLive_ = lifespan;
  235. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  236. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  237. particle.startPos_.x_ = worldPosition.x_;
  238. particle.startPos_.y_ = worldPosition.y_;
  239. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  240. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  241. particle.velocity_.x_ = speed * Cos(angle);
  242. particle.velocity_.y_ = speed * Sin(angle);
  243. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  244. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  245. particle.emitRadius_ = maxRadius;
  246. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  247. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  248. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  249. particle.radialAcceleration_ = worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  250. particle.tangentialAcceleration_ = worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  251. float startSize = worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  252. float finishSize = worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  253. particle.size_ = startSize;
  254. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  255. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  256. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  257. particle.colorDelta_= (endColor - particle.color_) * invLifespan;
  258. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  259. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  260. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  261. return true;
  262. }
  263. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  264. {
  265. if (timeStep > particle.timeToLive_)
  266. timeStep = particle.timeToLive_;
  267. particle.timeToLive_ -= timeStep;
  268. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  269. {
  270. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  271. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  272. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  273. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  274. }
  275. else
  276. {
  277. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  278. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  279. float distanceScalar = Vector2(distanceX, distanceY).Length();
  280. if (distanceScalar < 0.0001f)
  281. distanceScalar = 0.0001f;
  282. float radialX = distanceX / distanceScalar;
  283. float radialY = distanceY / distanceScalar;
  284. float tangentialX = radialX;
  285. float tangentialY = radialY;
  286. radialX *= particle.radialAcceleration_;
  287. radialY *= particle.radialAcceleration_;
  288. float newY = tangentialX;
  289. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  290. tangentialY = newY * particle.tangentialAcceleration_;
  291. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  292. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  293. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  294. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  295. }
  296. particle.size_ += particle.sizeDelta_ * timeStep;
  297. particle.rotation_ += particle.rotationDelta_ * timeStep;
  298. particle.color_ += particle.colorDelta_ * timeStep;
  299. float halfSize = particle.size_ * 0.5f;
  300. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  301. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  302. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  303. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  304. }
  305. }