ParticleEmitter2D.cpp 15 KB

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  1. //
  2. // Copyright (c) 2008-2015 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. {
  47. sourceBatches_.Resize(1);
  48. }
  49. ParticleEmitter2D::~ParticleEmitter2D()
  50. {
  51. }
  52. void ParticleEmitter2D::RegisterObject(Context* context)
  53. {
  54. context->RegisterFactory<ParticleEmitter2D>(ATOMIC2D_CATEGORY);
  55. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  56. COPY_BASE_ATTRIBUTES(Drawable2D);
  57. MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef, ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  58. MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()), AM_DEFAULT);
  59. ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, BLEND_ALPHA, AM_DEFAULT);
  60. }
  61. void ParticleEmitter2D::OnSetEnabled()
  62. {
  63. Drawable2D::OnSetEnabled();
  64. Scene* scene = GetScene();
  65. if (scene)
  66. {
  67. if (IsEnabledEffective())
  68. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  69. else
  70. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  71. }
  72. }
  73. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  74. {
  75. if (model == effect_)
  76. return;
  77. effect_ = model;
  78. MarkNetworkUpdate();
  79. if (!effect_)
  80. return;
  81. SetSprite(effect_->GetSprite());
  82. SetBlendMode(effect_->GetBlendMode());
  83. SetMaxParticles(effect_->GetMaxParticles());
  84. emitParticleTime_ = 0.0f;
  85. emissionTime_ = effect_->GetDuration();
  86. }
  87. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  88. {
  89. if (sprite == sprite_)
  90. return;
  91. sprite_ = sprite;
  92. UpdateMaterial();
  93. MarkNetworkUpdate();
  94. }
  95. void ParticleEmitter2D::SetBlendMode(BlendMode blendMode)
  96. {
  97. if (blendMode == blendMode_)
  98. return;
  99. blendMode_ = blendMode;
  100. UpdateMaterial();
  101. MarkNetworkUpdate();
  102. }
  103. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  104. {
  105. maxParticles = Max(maxParticles, 1);
  106. particles_.Resize(maxParticles);
  107. sourceBatches_[0].vertices_.Reserve(maxParticles * 4);
  108. numParticles_ = Min(maxParticles, numParticles_);
  109. }
  110. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  111. {
  112. return effect_;
  113. }
  114. Sprite2D* ParticleEmitter2D::GetSprite() const
  115. {
  116. return sprite_;
  117. }
  118. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  119. {
  120. ResourceCache* cache = GetSubsystem<ResourceCache>();
  121. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  122. }
  123. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  124. {
  125. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  126. }
  127. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  128. {
  129. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  130. if (sprite)
  131. SetSprite(sprite);
  132. }
  133. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  134. {
  135. return Sprite2D::SaveToResourceRef(sprite_);
  136. }
  137. void ParticleEmitter2D::OnNodeSet(Node* node)
  138. {
  139. Drawable2D::OnNodeSet(node);
  140. if (node)
  141. {
  142. Scene* scene = GetScene();
  143. if (scene && IsEnabledEffective())
  144. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  145. }
  146. }
  147. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  148. {
  149. boundingBox_.Clear();
  150. boundingBox_.Merge(boundingBoxMinPoint_);
  151. boundingBox_.Merge(boundingBoxMaxPoint_);
  152. worldBoundingBox_ = boundingBox_;
  153. }
  154. void ParticleEmitter2D::OnDrawOrderChanged()
  155. {
  156. sourceBatches_[0].drawOrder_ = GetDrawOrder();
  157. }
  158. void ParticleEmitter2D::UpdateSourceBatches()
  159. {
  160. if (!sourceBatchesDirty_)
  161. return;
  162. Vector<Vertex2D>& vertices = sourceBatches_[0].vertices_;
  163. vertices.Clear();
  164. if (!sprite_)
  165. return;
  166. Rect textureRect;
  167. if (!sprite_->GetTextureRectangle(textureRect))
  168. return;
  169. /*
  170. V1---------V2
  171. | / |
  172. | / |
  173. | / |
  174. | / |
  175. | / |
  176. V0---------V3
  177. */
  178. Vertex2D vertex0;
  179. Vertex2D vertex1;
  180. Vertex2D vertex2;
  181. Vertex2D vertex3;
  182. vertex0.uv_ = textureRect.min_;
  183. vertex1.uv_ = Vector2(textureRect.min_.x_, textureRect.max_.y_);
  184. vertex2.uv_ = textureRect.max_;
  185. vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
  186. for (int i = 0; i < numParticles_; ++i)
  187. {
  188. Particle2D& p = particles_[i];
  189. float rotation = -p.rotation_;
  190. float c = Cos(rotation);
  191. float s = Sin(rotation);
  192. float add = (c + s) * p.size_ * 0.5f;
  193. float sub = (c - s) * p.size_ * 0.5f;
  194. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, 0.0f);
  195. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, 0.0f);
  196. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, 0.0f);
  197. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, 0.0f);
  198. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  199. vertices.Push(vertex0);
  200. vertices.Push(vertex1);
  201. vertices.Push(vertex2);
  202. vertices.Push(vertex3);
  203. }
  204. sourceBatchesDirty_ = false;
  205. }
  206. void ParticleEmitter2D::UpdateMaterial()
  207. {
  208. if (sprite_)
  209. sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
  210. else
  211. sourceBatches_[0].material_ = 0;
  212. }
  213. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  214. {
  215. using namespace ScenePostUpdate;
  216. float timeStep = eventData[P_TIMESTEP].GetFloat();
  217. Update(timeStep);
  218. }
  219. void ParticleEmitter2D::Update(float timeStep)
  220. {
  221. if (!effect_)
  222. return;
  223. Vector3 worldPosition = GetNode()->GetWorldPosition();
  224. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  225. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, 0.0f);
  226. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, 0.0f);
  227. int particleIndex = 0;
  228. while (particleIndex < numParticles_)
  229. {
  230. Particle2D& particle = particles_[particleIndex];
  231. if (particle.timeToLive_ > 0.0f)
  232. {
  233. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  234. ++particleIndex;
  235. }
  236. else
  237. {
  238. if (particleIndex != numParticles_ - 1)
  239. particles_[particleIndex] = particles_[numParticles_ - 1];
  240. --numParticles_;
  241. }
  242. }
  243. if (emissionTime_ >= 0.0f)
  244. {
  245. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  246. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  247. emitParticleTime_ += timeStep;
  248. while (emitParticleTime_ > 0.0f)
  249. {
  250. if (EmitParticle(worldPosition, worldAngle, worldScale))
  251. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  252. emitParticleTime_ -= timeBetweenParticles;
  253. }
  254. if (emissionTime_ > 0.0f)
  255. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  256. }
  257. sourceBatchesDirty_ = true;
  258. OnMarkedDirty(node_);
  259. }
  260. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  261. {
  262. if (numParticles_ >= effect_->GetMaxParticles())
  263. return false;
  264. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  265. if (lifespan <= 0.0f)
  266. return false;
  267. float invLifespan = 1.0f / lifespan;
  268. Particle2D& particle = particles_[numParticles_++];
  269. particle.timeToLive_ = lifespan;
  270. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  271. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  272. particle.startPos_.x_ = worldPosition.x_;
  273. particle.startPos_.y_ = worldPosition.y_;
  274. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  275. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  276. particle.velocity_.x_ = speed * Cos(angle);
  277. particle.velocity_.y_ = speed * Sin(angle);
  278. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  279. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  280. particle.emitRadius_ = maxRadius;
  281. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  282. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  283. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  284. particle.radialAcceleration_ = worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  285. particle.tangentialAcceleration_ = worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  286. float startSize = worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  287. float finishSize = worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  288. particle.size_ = startSize;
  289. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  290. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  291. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  292. particle.colorDelta_= (endColor - particle.color_) * invLifespan;
  293. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  294. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  295. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  296. return true;
  297. }
  298. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  299. {
  300. if (timeStep > particle.timeToLive_)
  301. timeStep = particle.timeToLive_;
  302. particle.timeToLive_ -= timeStep;
  303. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  304. {
  305. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  306. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  307. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  308. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  309. }
  310. else
  311. {
  312. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  313. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  314. float distanceScalar = Vector2(distanceX, distanceY).Length();
  315. if (distanceScalar < 0.0001f)
  316. distanceScalar = 0.0001f;
  317. float radialX = distanceX / distanceScalar;
  318. float radialY = distanceY / distanceScalar;
  319. float tangentialX = radialX;
  320. float tangentialY = radialY;
  321. radialX *= particle.radialAcceleration_;
  322. radialY *= particle.radialAcceleration_;
  323. float newY = tangentialX;
  324. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  325. tangentialY = newY * particle.tangentialAcceleration_;
  326. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  327. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  328. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  329. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  330. }
  331. particle.size_ += particle.sizeDelta_ * timeStep;
  332. particle.rotation_ += particle.rotationDelta_ * timeStep;
  333. particle.color_ += particle.colorDelta_ * timeStep;
  334. float halfSize = particle.size_ * 0.5f;
  335. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  336. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  337. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  338. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  339. }
  340. }