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