ParticleEffect2D.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 "../IO/FileSystem.h"
  25. #include "../IO/Log.h"
  26. #include "../Resource/ResourceCache.h"
  27. #include "../Resource/XMLFile.h"
  28. #include "../Atomic2D/ParticleEffect2D.h"
  29. #include "../Atomic2D/Sprite2D.h"
  30. #include "../DebugNew.h"
  31. namespace Atomic
  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. return true;
  166. }
  167. bool ParticleEffect2D::EndLoad()
  168. {
  169. // Apply the sprite now
  170. if (!loadSpriteName_.Empty())
  171. {
  172. ResourceCache* cache = GetSubsystem<ResourceCache>();
  173. sprite_ = cache->GetResource<Sprite2D>(loadSpriteName_);
  174. if (!sprite_)
  175. LOGERROR("Could not load sprite " + loadSpriteName_ + " for particle effect");
  176. loadSpriteName_.Clear();
  177. }
  178. return true;
  179. }
  180. bool ParticleEffect2D::Save(Serializer& dest) const
  181. {
  182. if (!sprite_)
  183. return false;
  184. XMLFile xmlFile(context_);
  185. XMLElement rootElem = xmlFile.CreateRoot("particleEmitterConfig");
  186. String fileName = GetFileNameAndExtension(sprite_->GetName());
  187. rootElem.CreateChild("texture").SetAttribute("name", fileName);
  188. WriteVector2(rootElem, "sourcePosition", Vector2::ZERO);
  189. WriteVector2(rootElem, "sourcePositionVariance", sourcePositionVariance_);
  190. WriteFloat(rootElem, "speed", speed_);
  191. WriteFloat(rootElem, "speedVariance", speedVariance_);
  192. WriteFloat(rootElem, "particleLifeSpan", particleLifeSpan_);
  193. WriteFloat(rootElem, "particleLifespanVariance", particleLifespanVariance_);
  194. WriteFloat(rootElem, "angle", angle_);
  195. WriteFloat(rootElem, "angleVariance", angleVariance_);
  196. WriteVector2(rootElem, "gravity", gravity_);
  197. WriteFloat(rootElem, "radialAcceleration", radialAcceleration_);
  198. WriteFloat(rootElem, "tangentialAcceleration", tangentialAcceleration_);
  199. WriteFloat(rootElem, "radialAccelVariance", radialAccelVariance_);
  200. WriteFloat(rootElem, "tangentialAccelVariance", tangentialAccelVariance_);
  201. WriteColor(rootElem, "startColor", startColor_);
  202. WriteColor(rootElem, "startColorVariance", startColorVariance_);
  203. WriteColor(rootElem, "finishColor", finishColor_);
  204. WriteColor(rootElem, "finishColorVariance", finishColorVariance_);
  205. WriteInt(rootElem, "maxParticles", maxParticles_);
  206. WriteFloat(rootElem, "startParticleSize", startParticleSize_);
  207. WriteFloat(rootElem, "startParticleSizeVariance", startParticleSizeVariance_);
  208. WriteFloat(rootElem, "finishParticleSize", finishParticleSize_);
  209. // Typo in pex file
  210. WriteFloat(rootElem, "FinishParticleSizeVariance", FinishParticleSizeVariance_);
  211. float duration = duration_;
  212. if (duration == M_INFINITY)
  213. duration = -1.0f;
  214. WriteFloat(rootElem, "duration", duration);
  215. WriteInt(rootElem, "emitterType", (int)emitterType_);
  216. WriteFloat(rootElem, "maxRadius", maxRadius_);
  217. WriteFloat(rootElem, "maxRadiusVariance", maxRadiusVariance_);
  218. WriteFloat(rootElem, "minRadius", minRadius_);
  219. WriteFloat(rootElem, "minRadiusVariance", minRadiusVariance_);
  220. WriteFloat(rootElem, "rotatePerSecond", rotatePerSecond_);
  221. WriteFloat(rootElem, "rotatePerSecondVariance", rotatePerSecondVariance_);
  222. WriteInt(rootElem, "blendFuncSource", srcBlendFuncs[blendMode_]);
  223. WriteInt(rootElem, "blendFuncDestination", destBlendFuncs[blendMode_]);
  224. WriteFloat(rootElem, "rotationStart", rotationStart_);
  225. WriteFloat(rootElem, "rotationStartVariance", rotationStartVariance_);
  226. WriteFloat(rootElem, "rotationEnd", rotationEnd_);
  227. WriteFloat(rootElem, "rotationEndVariance", rotationEndVariance_);
  228. return xmlFile.Save(dest);
  229. }
  230. void ParticleEffect2D::SetSprite(Sprite2D* sprite)
  231. {
  232. sprite_ = sprite;
  233. }
  234. void ParticleEffect2D::SetSourcePositionVariance(const Vector2& sourcePositionVariance)
  235. {
  236. sourcePositionVariance_ = sourcePositionVariance;
  237. }
  238. void ParticleEffect2D::SetSpeed(float speed)
  239. {
  240. speed_ = speed;
  241. }
  242. void ParticleEffect2D::SetSpeedVariance(float speedVariance)
  243. {
  244. speedVariance_ = speedVariance;
  245. }
  246. void ParticleEffect2D::SetParticleLifeSpan(float particleLifeSpan)
  247. {
  248. particleLifeSpan_ = particleLifeSpan;
  249. }
  250. void ParticleEffect2D::SetParticleLifespanVariance(float particleLifespanVariance)
  251. {
  252. particleLifespanVariance_ = particleLifespanVariance;
  253. }
  254. void ParticleEffect2D::SetAngle(float angle)
  255. {
  256. angle_ = angle;
  257. }
  258. void ParticleEffect2D::SetAngleVariance(float angleVariance)
  259. {
  260. angleVariance_ = angleVariance;
  261. }
  262. void ParticleEffect2D::SetGravity(const Vector2& gravity)
  263. {
  264. gravity_ = gravity;
  265. }
  266. void ParticleEffect2D::SetRadialAcceleration(float radialAcceleration)
  267. {
  268. radialAcceleration_ = radialAcceleration;
  269. }
  270. void ParticleEffect2D::SetTangentialAcceleration(float tangentialAcceleration)
  271. {
  272. tangentialAcceleration_ = tangentialAcceleration;
  273. }
  274. void ParticleEffect2D::SetRadialAccelVariance(float radialAccelVariance)
  275. {
  276. radialAccelVariance_ = radialAccelVariance;
  277. }
  278. void ParticleEffect2D::SetTangentialAccelVariance(float tangentialAccelVariance)
  279. {
  280. tangentialAccelVariance_ = tangentialAccelVariance;
  281. }
  282. void ParticleEffect2D::SetStartColor(const Color& startColor)
  283. {
  284. startColor_ = startColor;
  285. }
  286. void ParticleEffect2D::SetStartColorVariance(const Color& startColorVariance)
  287. {
  288. startColorVariance_ = startColorVariance;
  289. }
  290. void ParticleEffect2D::SetFinishColor(const Color& finishColor)
  291. {
  292. finishColor_ = finishColor;
  293. }
  294. void ParticleEffect2D::SetFinishColorVariance(const Color& finishColorVariance)
  295. {
  296. finishColorVariance_ = finishColorVariance;
  297. }
  298. void ParticleEffect2D::SetMaxParticles(int maxParticles)
  299. {
  300. maxParticles_ = maxParticles;
  301. }
  302. void ParticleEffect2D::SetStartParticleSize(float startParticleSize)
  303. {
  304. startParticleSize_ = startParticleSize;
  305. }
  306. void ParticleEffect2D::SetStartParticleSizeVariance(float startParticleSizeVariance)
  307. {
  308. startParticleSizeVariance_ = startParticleSizeVariance;
  309. }
  310. void ParticleEffect2D::SetFinishParticleSize(float finishParticleSize)
  311. {
  312. finishParticleSize_ = finishParticleSize;
  313. }
  314. void ParticleEffect2D::SetFinishParticleSizeVariance(float FinishParticleSizeVariance)
  315. {
  316. FinishParticleSizeVariance_ = FinishParticleSizeVariance;
  317. }
  318. void ParticleEffect2D::SetDuration(float duration)
  319. {
  320. duration_ = duration;
  321. }
  322. void ParticleEffect2D::SetEmitterType(EmitterType2D emitterType)
  323. {
  324. emitterType_ = emitterType;
  325. }
  326. void ParticleEffect2D::SetMaxRadius(float maxRadius)
  327. {
  328. maxRadius_ = maxRadius;
  329. }
  330. void ParticleEffect2D::SetMaxRadiusVariance(float maxRadiusVariance)
  331. {
  332. maxRadiusVariance_ = maxRadiusVariance;
  333. }
  334. void ParticleEffect2D::SetMinRadius(float minRadius)
  335. {
  336. minRadius_ = minRadius;
  337. }
  338. void ParticleEffect2D::SetMinRadiusVariance(float minRadiusVariance)
  339. {
  340. minRadiusVariance_ = minRadiusVariance;
  341. }
  342. void ParticleEffect2D::SetRotatePerSecond(float rotatePerSecond)
  343. {
  344. rotatePerSecond_ = rotatePerSecond;
  345. }
  346. void ParticleEffect2D::SetRotatePerSecondVariance(float rotatePerSecondVariance)
  347. {
  348. rotatePerSecondVariance_ = rotatePerSecondVariance;
  349. }
  350. void ParticleEffect2D::SetBlendMode(BlendMode blendMode)
  351. {
  352. blendMode_ = blendMode;
  353. }
  354. void ParticleEffect2D::SetRotationStart(float rotationStart)
  355. {
  356. rotationStart_ = rotationStart;
  357. }
  358. void ParticleEffect2D::SetRotationStartVariance(float rotationStartVariance)
  359. {
  360. rotationStartVariance_ = rotationStartVariance;
  361. }
  362. void ParticleEffect2D::SetRotationEnd(float rotationEnd)
  363. {
  364. rotationEnd_ = rotationEnd;
  365. }
  366. void ParticleEffect2D::SetRotationEndVariance(float rotationEndVariance)
  367. {
  368. rotationEndVariance_ = rotationEndVariance;
  369. }
  370. int ParticleEffect2D::ReadInt(const XMLElement& element, const String& name) const
  371. {
  372. return element.GetChild(name).GetInt("value");
  373. }
  374. float ParticleEffect2D::ReadFloat(const XMLElement& element, const String& name) const
  375. {
  376. return element.GetChild(name).GetFloat("value");
  377. }
  378. Color ParticleEffect2D::ReadColor(const XMLElement& element, const String& name) const
  379. {
  380. XMLElement child = element.GetChild(name);
  381. return Color(child.GetFloat("red"), child.GetFloat("green"), child.GetFloat("blue"), child.GetFloat("alpha"));
  382. }
  383. Vector2 ParticleEffect2D::ReadVector2(const XMLElement& element, const String& name) const
  384. {
  385. XMLElement child = element.GetChild(name);
  386. return Vector2(child.GetFloat("x"), child.GetFloat("y"));
  387. }
  388. void ParticleEffect2D::WriteInt(XMLElement& element, const String& name, int value) const
  389. {
  390. XMLElement child = element.CreateChild(name);
  391. child.SetInt("value", value);
  392. }
  393. void ParticleEffect2D::WriteFloat(XMLElement& element, const String& name, float value) const
  394. {
  395. XMLElement child = element.CreateChild(name);
  396. child.SetFloat("value", value);
  397. }
  398. void ParticleEffect2D::WriteColor(XMLElement& element, const String& name, const Color& color) const
  399. {
  400. XMLElement child = element.CreateChild(name);
  401. child.SetFloat("red", color.r_);
  402. child.SetFloat("green", color.g_);
  403. child.SetFloat("blue", color.b_);
  404. child.SetFloat("alpha", color.a_);
  405. }
  406. void ParticleEffect2D::WriteVector2(XMLElement& element, const String& name, const Vector2& value) const
  407. {
  408. XMLElement child = element.CreateChild(name);
  409. child.SetFloat("x", value.x_);
  410. child.SetFloat("y", value.y_);
  411. }
  412. }