ParticleEmitter2D.cpp 13 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 "Camera.h"
  24. #include "Context.h"
  25. #include "ParticleEffect2D.h"
  26. #include "ParticleEmitter2D.h"
  27. #include "ResourceCache.h"
  28. #include "Scene.h"
  29. #include "SceneEvents.h"
  30. #include "DebugNew.h"
  31. namespace Urho3D
  32. {
  33. extern const char* URHO2D_CATEGORY;
  34. ParticleEmitter2D::ParticleEmitter2D(Context* context) :
  35. Drawable2D(context),
  36. numParticles_(0),
  37. emissionTime_(0.0f),
  38. emitParticleTime_(0.0f),
  39. boundingBoxMinPoint_(Vector3::ZERO),
  40. boundingBoxMaxPoint_(Vector3::ZERO)
  41. {
  42. }
  43. ParticleEmitter2D::~ParticleEmitter2D()
  44. {
  45. }
  46. void ParticleEmitter2D::RegisterObject(Context* context)
  47. {
  48. context->RegisterFactory<ParticleEmitter2D>(URHO2D_CATEGORY);
  49. MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef, ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  50. COPY_BASE_ATTRIBUTES(Drawable2D);
  51. }
  52. void ParticleEmitter2D::OnSetEnabled()
  53. {
  54. Drawable2D::OnSetEnabled();
  55. Scene* scene = GetScene();
  56. if (scene)
  57. {
  58. if (IsEnabledEffective())
  59. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  60. else
  61. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  62. }
  63. }
  64. void ParticleEmitter2D::Update(const FrameInfo& frame)
  65. {
  66. if (!effect_)
  67. return;
  68. float timeStep = frame.timeStep_;
  69. Vector3 worldPosition = GetNode()->GetWorldPosition();
  70. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  71. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, 0.0f);
  72. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, 0.0f);
  73. int particleIndex = 0;
  74. while (particleIndex < numParticles_)
  75. {
  76. Particle2D& particle = particles_[particleIndex];
  77. if (particle.timeToLive_ > 0.0f)
  78. {
  79. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  80. ++particleIndex;
  81. }
  82. else
  83. {
  84. if (particleIndex != numParticles_ - 1)
  85. particles_[particleIndex] = particles_[numParticles_ - 1];
  86. --numParticles_;
  87. }
  88. }
  89. if (emissionTime_ >= 0.0f)
  90. {
  91. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  92. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  93. emitParticleTime_ += timeStep;
  94. while (emitParticleTime_ > 0.0f)
  95. {
  96. if (EmitParticle(worldPosition, worldAngle, worldScale))
  97. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  98. emitParticleTime_ -= timeBetweenParticles;
  99. }
  100. if (emissionTime_ > 0.0f)
  101. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  102. }
  103. verticesDirty_ = true;
  104. OnMarkedDirty(node_);
  105. }
  106. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  107. {
  108. if (model == effect_)
  109. return;
  110. effect_ = model;
  111. MarkNetworkUpdate();
  112. if (!effect_)
  113. return;
  114. SetSprite(effect_->GetSprite());
  115. SetBlendMode(effect_->GetBlendMode());
  116. SetMaxParticles(effect_->GetMaxParticles());
  117. emitParticleTime_ = 0.0f;
  118. emissionTime_ = effect_->GetDuration();
  119. }
  120. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  121. {
  122. maxParticles = Max(maxParticles, 1);
  123. particles_.Resize(maxParticles);
  124. vertices_.Reserve(maxParticles * 4);
  125. numParticles_ = Min(maxParticles, numParticles_);
  126. }
  127. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  128. {
  129. return effect_;
  130. }
  131. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  132. {
  133. materialUpdatePending_ = true;
  134. ResourceCache* cache = GetSubsystem<ResourceCache>();
  135. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  136. }
  137. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  138. {
  139. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  140. }
  141. void ParticleEmitter2D::OnNodeSet(Node* node)
  142. {
  143. Drawable2D::OnNodeSet(node);
  144. if (node)
  145. {
  146. Scene* scene = GetScene();
  147. if (scene && IsEnabledEffective())
  148. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  149. }
  150. }
  151. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  152. {
  153. boundingBox_.Clear();
  154. boundingBox_.Merge(boundingBoxMinPoint_);
  155. boundingBox_.Merge(boundingBoxMaxPoint_);
  156. worldBoundingBox_ = boundingBox_;
  157. }
  158. void ParticleEmitter2D::UpdateVertices()
  159. {
  160. if (!verticesDirty_)
  161. return;
  162. vertices_.Clear();
  163. Texture2D* texture = GetTexture();
  164. if (!texture)
  165. return;
  166. const IntRect& rectangle_ = sprite_->GetRectangle();
  167. if (rectangle_.Width() == 0 || rectangle_.Height() == 0)
  168. return;
  169. Vertex2D vertex0;
  170. Vertex2D vertex1;
  171. Vertex2D vertex2;
  172. Vertex2D vertex3;
  173. vertex0.uv_ = Vector2(0.0f, 1.0f);
  174. vertex1.uv_ = Vector2(0.0f, 0.0f);
  175. vertex2.uv_ = Vector2(1.0f, 0.0f);
  176. vertex3.uv_ = Vector2(1.0f, 1.0f);
  177. for (int i = 0; i < numParticles_; ++i)
  178. {
  179. Particle2D& p = particles_[i];
  180. float rotation = -p.rotation_;
  181. float c = Cos(rotation);
  182. float s = Sin(rotation);
  183. float add = (c + s) * p.size_ * 0.5f;
  184. float sub = (c - s) * p.size_ * 0.5f;
  185. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, 0.0f);
  186. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, 0.0f);
  187. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, 0.0f);
  188. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, 0.0f);
  189. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  190. vertices_.Push(vertex0);
  191. vertices_.Push(vertex1);
  192. vertices_.Push(vertex2);
  193. vertices_.Push(vertex3);
  194. }
  195. verticesDirty_ = false;
  196. }
  197. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  198. {
  199. MarkForUpdate();
  200. }
  201. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  202. {
  203. if (numParticles_ >= effect_->GetMaxParticles())
  204. return false;
  205. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  206. if (lifespan <= 0.0f)
  207. return false;
  208. float invLifespan = 1.0f / lifespan;
  209. Particle2D& particle = particles_[numParticles_++];
  210. particle.timeToLive_ = lifespan;
  211. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  212. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  213. particle.startPos_.x_ = worldPosition.x_;
  214. particle.startPos_.y_ = worldPosition.y_;
  215. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  216. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  217. particle.velocity_.x_ = speed * Cos(angle);
  218. particle.velocity_.y_ = speed * Sin(angle);
  219. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  220. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  221. particle.emitRadius_ = maxRadius;
  222. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  223. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  224. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  225. particle.radialAcceleration_ = worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  226. particle.tangentialAcceleration_ = worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  227. float startSize = worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  228. float finishSize = worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  229. particle.size_ = startSize;
  230. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  231. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  232. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  233. particle.colorDelta_= (endColor - particle.color_) * invLifespan;
  234. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  235. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  236. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  237. return true;
  238. }
  239. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  240. {
  241. if (timeStep > particle.timeToLive_)
  242. timeStep = particle.timeToLive_;
  243. particle.timeToLive_ -= timeStep;
  244. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  245. {
  246. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  247. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  248. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  249. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  250. }
  251. else
  252. {
  253. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  254. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  255. float distanceScalar = Vector2(distanceX, distanceY).Length();
  256. if (distanceScalar < 0.0001f)
  257. distanceScalar = 0.0001f;
  258. float radialX = distanceX / distanceScalar;
  259. float radialY = distanceY / distanceScalar;
  260. float tangentialX = radialX;
  261. float tangentialY = radialY;
  262. radialX *= particle.radialAcceleration_;
  263. radialY *= particle.radialAcceleration_;
  264. float newY = tangentialX;
  265. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  266. tangentialY = newY * particle.tangentialAcceleration_;
  267. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  268. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  269. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  270. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  271. }
  272. particle.size_ += particle.sizeDelta_ * timeStep;
  273. particle.rotation_ += particle.rotationDelta_ * timeStep;
  274. particle.color_ += particle.colorDelta_ * timeStep;
  275. float halfSize = particle.size_ * 0.5f;
  276. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  277. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  278. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  279. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  280. }
  281. }