ParticleEffect2D.cpp 15 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 "Context.h"
  24. #include "FileSystem.h"
  25. #include "Log.h"
  26. #include "ParticleEffect2D.h"
  27. #include "ResourceCache.h"
  28. #include "StringUtils.h"
  29. #include "Sprite2D.h"
  30. #include "XMLFile.h"
  31. #include "DebugNew.h"
  32. namespace Urho3D
  33. {
  34. static const int srcBlendFuncs[] =
  35. {
  36. 1, // GL_ONE
  37. 1, // GL_ONE
  38. 0x0306, // GL_DST_COLOR
  39. 0x0302, // GL_SRC_ALPHA
  40. 0x0302, // GL_SRC_ALPHA
  41. 1, // GL_ONE
  42. 0x0305 // GL_ONE_MINUS_DST_ALPHA
  43. };
  44. static const int destBlendFuncs[] =
  45. {
  46. 0, // GL_ZERO
  47. 1, // GL_ONE
  48. 0, // GL_ZERO
  49. 0x0303, // GL_ONE_MINUS_SRC_ALPHA
  50. 1, // GL_ONE
  51. 0x0303, // GL_ONE_MINUS_SRC_ALPHA
  52. 0x0304 // GL_DST_ALPHA
  53. };
  54. ParticleEffect2D::ParticleEffect2D(Context* context) :
  55. Resource(context),
  56. sourcePositionVariance_(7.0f, 7.0f),
  57. speed_(260.0f),
  58. speedVariance_(10.0f),
  59. particleLifeSpan_(1.000f),
  60. particleLifespanVariance_(0.700f),
  61. angle_(0.0f),
  62. angleVariance_(360.0f),
  63. gravity_(0.0f, 0.0f),
  64. radialAcceleration_(-380.0f),
  65. tangentialAcceleration_(-140.0f),
  66. radialAccelVariance_(0.0f),
  67. tangentialAccelVariance_(0.0f),
  68. startColor_(1.0f, 0.0f, 0.0f, 1.0f),
  69. startColorVariance_(0.0f, 0.0f, 0.0f, 0.0f),
  70. finishColor_(1.0f, 1.0f, 0.0f, 1.0f),
  71. finishColorVariance_(0.0f, 0.0f, 0.0f, 0.0f),
  72. maxParticles_(600),
  73. startParticleSize_(60.0f),
  74. startParticleSizeVariance_(40.0f),
  75. finishParticleSize_(5.0f),
  76. FinishParticleSizeVariance_(5.0f),
  77. duration_(-1.0f),
  78. emitterType_(EMITTER_TYPE_GRAVITY),
  79. maxRadius_(100.0f),
  80. maxRadiusVariance_(0.0f),
  81. minRadius_(0.0f),
  82. minRadiusVariance_(0.0f),
  83. rotatePerSecond_(0.0f),
  84. rotatePerSecondVariance_(0.0f),
  85. blendMode_(BLEND_ALPHA),
  86. rotationStart_(0.0f),
  87. rotationStartVariance_(0.0f),
  88. rotationEnd_(0.0f),
  89. rotationEndVariance_(0.0f)
  90. {
  91. }
  92. ParticleEffect2D::~ParticleEffect2D()
  93. {
  94. }
  95. void ParticleEffect2D::RegisterObject(Context* context)
  96. {
  97. context->RegisterFactory<ParticleEffect2D>();
  98. }
  99. bool ParticleEffect2D::BeginLoad(Deserializer& source)
  100. {
  101. loadSpriteName_.Clear();
  102. XMLFile xmlFile(context_);
  103. if (!xmlFile.Load(source))
  104. return false;
  105. XMLElement rootElem = xmlFile.GetRoot("particleEmitterConfig");
  106. if (!rootElem)
  107. return false;
  108. String texture = rootElem.GetChild("texture").GetAttribute("name");
  109. loadSpriteName_ = GetParentPath(GetName()) + texture;
  110. // If async loading, request the sprite beforehand
  111. if (GetAsyncLoadState() == ASYNC_LOADING)
  112. GetSubsystem<ResourceCache>()->BackgroundLoadResource<Sprite2D>(loadSpriteName_, true, this);
  113. sourcePositionVariance_ = ReadVector2(rootElem, "sourcePositionVariance");
  114. speed_ = ReadFloat(rootElem, "speed");
  115. speedVariance_ = ReadFloat(rootElem, "speedVariance");
  116. particleLifeSpan_ = Max(0.01f, ReadFloat(rootElem, "particleLifeSpan"));
  117. particleLifespanVariance_ = ReadFloat(rootElem, "particleLifespanVariance");
  118. angle_ = ReadFloat(rootElem, "angle");
  119. angleVariance_ = ReadFloat(rootElem, "angleVariance");
  120. gravity_ = ReadVector2(rootElem, "gravity");
  121. radialAcceleration_ = ReadFloat(rootElem, "radialAcceleration");
  122. tangentialAcceleration_ = ReadFloat(rootElem, "tangentialAcceleration");
  123. radialAccelVariance_ = ReadFloat(rootElem, "radialAccelVariance");
  124. tangentialAccelVariance_ = ReadFloat(rootElem, "tangentialAccelVariance");
  125. startColor_ = ReadColor(rootElem, "startColor");
  126. startColorVariance_ = ReadColor(rootElem, "startColorVariance");
  127. finishColor_ = ReadColor(rootElem, "finishColor");
  128. finishColorVariance_ = ReadColor(rootElem, "finishColorVariance");
  129. maxParticles_ = ReadInt(rootElem, "maxParticles");
  130. startParticleSize_ = ReadFloat(rootElem, "startParticleSize");
  131. startParticleSizeVariance_ = ReadFloat(rootElem, "startParticleSizeVariance");
  132. finishParticleSize_ = ReadFloat(rootElem, "finishParticleSize");
  133. // Typo in pex file
  134. FinishParticleSizeVariance_ = ReadFloat(rootElem, "FinishParticleSizeVariance");
  135. duration_ = M_INFINITY;
  136. if (rootElem.HasChild("duration"))
  137. {
  138. float duration = ReadFloat(rootElem, "duration");
  139. if (duration > 0.0f)
  140. duration_ = duration;
  141. }
  142. emitterType_ = (EmitterType2D)ReadInt(rootElem, "emitterType");
  143. maxRadius_ = ReadFloat(rootElem, "maxRadius");
  144. maxRadiusVariance_ = ReadFloat(rootElem, "maxRadiusVariance");
  145. minRadius_ = ReadFloat(rootElem, "minRadius");
  146. minRadiusVariance_ = ReadFloat(rootElem, "minRadiusVariance");
  147. rotatePerSecond_ = ReadFloat(rootElem, "rotatePerSecond");
  148. rotatePerSecondVariance_ = ReadFloat(rootElem, "rotatePerSecondVariance");
  149. int blendFuncSource = ReadInt(rootElem, "blendFuncSource");
  150. int blendFuncDestination = ReadInt(rootElem, "blendFuncDestination");
  151. blendMode_ = BLEND_ALPHA;
  152. for (int i = 0; i < MAX_BLENDMODES; ++i)
  153. {
  154. if (blendFuncSource == srcBlendFuncs[i] && blendFuncDestination == destBlendFuncs[i])
  155. {
  156. blendMode_ = (BlendMode)i;
  157. break;
  158. }
  159. }
  160. rotationStart_ = ReadFloat(rootElem, "rotationStart");
  161. rotationStartVariance_ = ReadFloat(rootElem, "rotationStartVariance");
  162. rotationEnd_ = ReadFloat(rootElem, "rotationEnd");
  163. rotationEndVariance_ = ReadFloat(rootElem, "rotationEndVariance");
  164. return true;
  165. }
  166. bool ParticleEffect2D::EndLoad()
  167. {
  168. // Apply the sprite now
  169. if (!loadSpriteName_.Empty())
  170. {
  171. ResourceCache* cache = GetSubsystem<ResourceCache>();
  172. sprite_ = cache->GetResource<Sprite2D>(loadSpriteName_);
  173. if (!sprite_)
  174. LOGERROR("Could not load sprite " + loadSpriteName_ + " for particle effect");
  175. loadSpriteName_.Clear();
  176. }
  177. return true;
  178. }
  179. bool ParticleEffect2D::Save(Serializer& dest) const
  180. {
  181. if (!sprite_)
  182. return false;
  183. XMLFile xmlFile(context_);
  184. XMLElement rootElem = xmlFile.CreateRoot("particleEmitterConfig");
  185. String fileName = GetFileNameAndExtension(sprite_->GetName());
  186. rootElem.CreateChild("texture").SetAttribute("name", fileName);
  187. WriteVector2(rootElem, "sourcePosition", Vector2::ZERO);
  188. WriteVector2(rootElem, "sourcePositionVariance", sourcePositionVariance_);
  189. WriteFloat(rootElem, "speed", speed_);
  190. WriteFloat(rootElem, "speedVariance", speedVariance_);
  191. WriteFloat(rootElem, "particleLifeSpan", particleLifeSpan_);
  192. WriteFloat(rootElem, "particleLifespanVariance", particleLifespanVariance_);
  193. WriteFloat(rootElem, "angle", angle_);
  194. WriteFloat(rootElem, "angleVariance", angleVariance_);
  195. WriteVector2(rootElem, "gravity", gravity_);
  196. WriteFloat(rootElem, "radialAcceleration", radialAcceleration_);
  197. WriteFloat(rootElem, "tangentialAcceleration", tangentialAcceleration_);
  198. WriteFloat(rootElem, "radialAccelVariance", radialAccelVariance_);
  199. WriteFloat(rootElem, "tangentialAccelVariance", tangentialAccelVariance_);
  200. WriteColor(rootElem, "startColor", startColor_);
  201. WriteColor(rootElem, "startColorVariance", startColorVariance_);
  202. WriteColor(rootElem, "finishColor", finishColor_);
  203. WriteColor(rootElem, "finishColorVariance", finishColorVariance_);
  204. WriteInt(rootElem, "maxParticles", maxParticles_);
  205. WriteFloat(rootElem, "startParticleSize", startParticleSize_);
  206. WriteFloat(rootElem, "startParticleSizeVariance", startParticleSizeVariance_);
  207. WriteFloat(rootElem, "finishParticleSize", finishParticleSize_);
  208. // Typo in pex file
  209. WriteFloat(rootElem, "FinishParticleSizeVariance", FinishParticleSizeVariance_);
  210. float duration = duration_;
  211. if (duration == M_INFINITY)
  212. duration = -1.0f;
  213. WriteFloat(rootElem, "duration", duration);
  214. WriteInt(rootElem, "emitterType", (int)emitterType_);
  215. WriteFloat(rootElem, "maxRadius", maxRadius_);
  216. WriteFloat(rootElem, "maxRadiusVariance", maxRadiusVariance_);
  217. WriteFloat(rootElem, "minRadius", minRadius_);
  218. WriteFloat(rootElem, "minRadiusVariance", minRadiusVariance_);
  219. WriteFloat(rootElem, "rotatePerSecond", rotatePerSecond_);
  220. WriteFloat(rootElem, "rotatePerSecondVariance", rotatePerSecondVariance_);
  221. WriteInt(rootElem, "blendFuncSource", srcBlendFuncs[blendMode_]);
  222. WriteInt(rootElem, "blendFuncDestination", destBlendFuncs[blendMode_]);
  223. WriteFloat(rootElem, "rotationStart", rotationStart_);
  224. WriteFloat(rootElem, "rotationStartVariance", rotationStartVariance_);
  225. WriteFloat(rootElem, "rotationEnd", rotationEnd_);
  226. WriteFloat(rootElem, "rotationEndVariance", rotationEndVariance_);
  227. return xmlFile.Save(dest);
  228. }
  229. void ParticleEffect2D::SetSprite(Sprite2D* sprite)
  230. {
  231. sprite_ = sprite;
  232. }
  233. void ParticleEffect2D::SetSourcePositionVariance(const Vector2& sourcePositionVariance)
  234. {
  235. sourcePositionVariance_ = sourcePositionVariance;
  236. }
  237. void ParticleEffect2D::SetSpeed(float speed)
  238. {
  239. speed_ = speed;
  240. }
  241. void ParticleEffect2D::SetSpeedVariance(float speedVariance)
  242. {
  243. speedVariance_ = speedVariance;
  244. }
  245. void ParticleEffect2D::SetParticleLifeSpan(float particleLifeSpan)
  246. {
  247. particleLifeSpan_ = particleLifeSpan;
  248. }
  249. void ParticleEffect2D::SetParticleLifespanVariance(float particleLifespanVariance)
  250. {
  251. particleLifespanVariance_ = particleLifespanVariance;
  252. }
  253. void ParticleEffect2D::SetAngle(float angle)
  254. {
  255. angle_ = angle;
  256. }
  257. void ParticleEffect2D::SetAngleVariance(float angleVariance)
  258. {
  259. angleVariance_ = angleVariance;
  260. }
  261. void ParticleEffect2D::SetGravity(const Vector2& gravity)
  262. {
  263. gravity_ = gravity;
  264. }
  265. void ParticleEffect2D::SetRadialAcceleration(float radialAcceleration)
  266. {
  267. radialAcceleration_ = radialAcceleration;
  268. }
  269. void ParticleEffect2D::SetTangentialAcceleration(float tangentialAcceleration)
  270. {
  271. tangentialAcceleration_ = tangentialAcceleration;
  272. }
  273. void ParticleEffect2D::SetRadialAccelVariance(float radialAccelVariance)
  274. {
  275. radialAccelVariance_ = radialAccelVariance;
  276. }
  277. void ParticleEffect2D::SetTangentialAccelVariance(float tangentialAccelVariance)
  278. {
  279. tangentialAccelVariance_ = tangentialAccelVariance;
  280. }
  281. void ParticleEffect2D::SetStartColor(const Color& startColor)
  282. {
  283. startColor_ = startColor;
  284. }
  285. void ParticleEffect2D::SetStartColorVariance(const Color& startColorVariance)
  286. {
  287. startColorVariance_ = startColorVariance;
  288. }
  289. void ParticleEffect2D::SetFinishColor(const Color& finishColor)
  290. {
  291. finishColor_ = finishColor;
  292. }
  293. void ParticleEffect2D::SetFinishColorVariance(const Color& finishColorVariance)
  294. {
  295. finishColorVariance_ = finishColorVariance;
  296. }
  297. void ParticleEffect2D::SetMaxParticles(int maxParticles)
  298. {
  299. maxParticles_ = maxParticles;
  300. }
  301. void ParticleEffect2D::SetStartParticleSize(float startParticleSize)
  302. {
  303. startParticleSize_ = startParticleSize;
  304. }
  305. void ParticleEffect2D::SetStartParticleSizeVariance(float startParticleSizeVariance)
  306. {
  307. startParticleSizeVariance_ = startParticleSizeVariance;
  308. }
  309. void ParticleEffect2D::SetFinishParticleSize(float finishParticleSize)
  310. {
  311. finishParticleSize_ = finishParticleSize;
  312. }
  313. void ParticleEffect2D::SetFinishParticleSizeVariance(float FinishParticleSizeVariance)
  314. {
  315. FinishParticleSizeVariance_ = FinishParticleSizeVariance;
  316. }
  317. void ParticleEffect2D::SetDuration(float duration)
  318. {
  319. duration_ = duration;
  320. }
  321. void ParticleEffect2D::SetEmitterType(EmitterType2D emitterType)
  322. {
  323. emitterType_ = emitterType;
  324. }
  325. void ParticleEffect2D::SetMaxRadius(float maxRadius)
  326. {
  327. maxRadius_ = maxRadius;
  328. }
  329. void ParticleEffect2D::SetMaxRadiusVariance(float maxRadiusVariance)
  330. {
  331. maxRadiusVariance_ = maxRadiusVariance;
  332. }
  333. void ParticleEffect2D::SetMinRadius(float minRadius)
  334. {
  335. minRadius_ = minRadius;
  336. }
  337. void ParticleEffect2D::SetMinRadiusVariance(float minRadiusVariance)
  338. {
  339. minRadiusVariance_ = minRadiusVariance;
  340. }
  341. void ParticleEffect2D::SetRotatePerSecond(float rotatePerSecond)
  342. {
  343. rotatePerSecond_ = rotatePerSecond;
  344. }
  345. void ParticleEffect2D::SetRotatePerSecondVariance(float rotatePerSecondVariance)
  346. {
  347. rotatePerSecondVariance_ = rotatePerSecondVariance;
  348. }
  349. void ParticleEffect2D::SetBlendMode(BlendMode blendMode)
  350. {
  351. blendMode_ = blendMode;
  352. }
  353. void ParticleEffect2D::SetRotationStart(float rotationStart)
  354. {
  355. rotationStart_ = rotationStart;
  356. }
  357. void ParticleEffect2D::SetRotationStartVariance(float rotationStartVariance)
  358. {
  359. rotationStartVariance_ = rotationStartVariance;
  360. }
  361. void ParticleEffect2D::SetRotationEnd(float rotationEnd)
  362. {
  363. rotationEnd_ = rotationEnd;
  364. }
  365. void ParticleEffect2D::SetRotationEndVariance(float rotationEndVariance)
  366. {
  367. rotationEndVariance_ = rotationEndVariance;
  368. }
  369. int ParticleEffect2D::ReadInt(const XMLElement& element, const String& name) const
  370. {
  371. return element.GetChild(name).GetInt("value");
  372. }
  373. float ParticleEffect2D::ReadFloat(const XMLElement& element, const String& name) const
  374. {
  375. return element.GetChild(name).GetFloat("value");
  376. }
  377. Color ParticleEffect2D::ReadColor(const XMLElement& element, const String& name) const
  378. {
  379. XMLElement child = element.GetChild(name);
  380. return Color(child.GetFloat("red"), child.GetFloat("green"), child.GetFloat("blue"), child.GetFloat("alpha"));
  381. }
  382. Vector2 ParticleEffect2D::ReadVector2(const XMLElement& element, const String& name) const
  383. {
  384. XMLElement child = element.GetChild(name);
  385. return Vector2(child.GetFloat("x"), child.GetFloat("y"));
  386. }
  387. void ParticleEffect2D::WriteInt(XMLElement& element, const String& name, int value) const
  388. {
  389. XMLElement child = element.CreateChild(name);
  390. child.SetInt("value", value);
  391. }
  392. void ParticleEffect2D::WriteFloat(XMLElement& element, const String& name, float value) const
  393. {
  394. XMLElement child = element.CreateChild(name);
  395. child.SetFloat("value", value);
  396. }
  397. void ParticleEffect2D::WriteColor(XMLElement& element, const String& name, const Color& color) const
  398. {
  399. XMLElement child = element.CreateChild(name);
  400. child.SetFloat("red", color.r_);
  401. child.SetFloat("green", color.g_);
  402. child.SetFloat("blue", color.b_);
  403. child.SetFloat("alpha", color.a_);
  404. }
  405. void ParticleEffect2D::WriteVector2(XMLElement& element,const String& name,const Vector2& value) const
  406. {
  407. XMLElement child = element.CreateChild(name);
  408. child.SetFloat("x", value.x_);
  409. child.SetFloat("y", value.y_);
  410. }
  411. }