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. if (GetName().Empty())
  102. SetName(source.GetName());
  103. loadSpriteName_.Clear();
  104. XMLFile xmlFile(context_);
  105. if (!xmlFile.Load(source))
  106. return false;
  107. XMLElement rootElem = xmlFile.GetRoot("particleEmitterConfig");
  108. if (!rootElem)
  109. return false;
  110. String texture = rootElem.GetChild("texture").GetAttribute("name");
  111. loadSpriteName_ = GetParentPath(GetName()) + texture;
  112. // If async loading, request the sprite beforehand
  113. if (GetAsyncLoadState() == ASYNC_LOADING)
  114. GetSubsystem<ResourceCache>()->BackgroundLoadResource<Sprite2D>(loadSpriteName_, true, this);
  115. sourcePositionVariance_ = ReadVector2(rootElem, "sourcePositionVariance");
  116. speed_ = ReadFloat(rootElem, "speed");
  117. speedVariance_ = ReadFloat(rootElem, "speedVariance");
  118. particleLifeSpan_ = Max(0.01f, ReadFloat(rootElem, "particleLifeSpan"));
  119. particleLifespanVariance_ = ReadFloat(rootElem, "particleLifespanVariance");
  120. angle_ = ReadFloat(rootElem, "angle");
  121. angleVariance_ = ReadFloat(rootElem, "angleVariance");
  122. gravity_ = ReadVector2(rootElem, "gravity");
  123. radialAcceleration_ = ReadFloat(rootElem, "radialAcceleration");
  124. tangentialAcceleration_ = ReadFloat(rootElem, "tangentialAcceleration");
  125. radialAccelVariance_ = ReadFloat(rootElem, "radialAccelVariance");
  126. tangentialAccelVariance_ = ReadFloat(rootElem, "tangentialAccelVariance");
  127. startColor_ = ReadColor(rootElem, "startColor");
  128. startColorVariance_ = ReadColor(rootElem, "startColorVariance");
  129. finishColor_ = ReadColor(rootElem, "finishColor");
  130. finishColorVariance_ = ReadColor(rootElem, "finishColorVariance");
  131. maxParticles_ = ReadInt(rootElem, "maxParticles");
  132. startParticleSize_ = ReadFloat(rootElem, "startParticleSize");
  133. startParticleSizeVariance_ = ReadFloat(rootElem, "startParticleSizeVariance");
  134. finishParticleSize_ = ReadFloat(rootElem, "finishParticleSize");
  135. // Typo in pex file
  136. FinishParticleSizeVariance_ = ReadFloat(rootElem, "FinishParticleSizeVariance");
  137. duration_ = M_INFINITY;
  138. if (rootElem.HasChild("duration"))
  139. {
  140. float duration = ReadFloat(rootElem, "duration");
  141. if (duration > 0.0f)
  142. duration_ = duration;
  143. }
  144. emitterType_ = (EmitterType2D)ReadInt(rootElem, "emitterType");
  145. maxRadius_ = ReadFloat(rootElem, "maxRadius");
  146. maxRadiusVariance_ = ReadFloat(rootElem, "maxRadiusVariance");
  147. minRadius_ = ReadFloat(rootElem, "minRadius");
  148. minRadiusVariance_ = ReadFloat(rootElem, "minRadiusVariance");
  149. rotatePerSecond_ = ReadFloat(rootElem, "rotatePerSecond");
  150. rotatePerSecondVariance_ = ReadFloat(rootElem, "rotatePerSecondVariance");
  151. int blendFuncSource = ReadInt(rootElem, "blendFuncSource");
  152. int blendFuncDestination = ReadInt(rootElem, "blendFuncDestination");
  153. blendMode_ = BLEND_ALPHA;
  154. for (int i = 0; i < MAX_BLENDMODES; ++i)
  155. {
  156. if (blendFuncSource == srcBlendFuncs[i] && blendFuncDestination == destBlendFuncs[i])
  157. {
  158. blendMode_ = (BlendMode)i;
  159. break;
  160. }
  161. }
  162. rotationStart_ = ReadFloat(rootElem, "rotationStart");
  163. rotationStartVariance_ = ReadFloat(rootElem, "rotationStartVariance");
  164. rotationEnd_ = ReadFloat(rootElem, "rotationEnd");
  165. rotationEndVariance_ = ReadFloat(rootElem, "rotationEndVariance");
  166. return true;
  167. }
  168. bool ParticleEffect2D::EndLoad()
  169. {
  170. // Apply the sprite now
  171. if (!loadSpriteName_.Empty())
  172. {
  173. ResourceCache* cache = GetSubsystem<ResourceCache>();
  174. sprite_ = cache->GetResource<Sprite2D>(loadSpriteName_);
  175. if (!sprite_)
  176. LOGERROR("Could not load sprite " + loadSpriteName_ + " for particle effect");
  177. loadSpriteName_.Clear();
  178. }
  179. return true;
  180. }
  181. bool ParticleEffect2D::Save(Serializer& dest) const
  182. {
  183. if (!sprite_)
  184. return false;
  185. XMLFile xmlFile(context_);
  186. XMLElement rootElem = xmlFile.CreateRoot("particleEmitterConfig");
  187. String fileName = GetFileNameAndExtension(sprite_->GetName());
  188. rootElem.CreateChild("texture").SetAttribute("name", fileName);
  189. WriteVector2(rootElem, "sourcePosition", Vector2::ZERO);
  190. WriteVector2(rootElem, "sourcePositionVariance", sourcePositionVariance_);
  191. WriteFloat(rootElem, "speed", speed_);
  192. WriteFloat(rootElem, "speedVariance", speedVariance_);
  193. WriteFloat(rootElem, "particleLifeSpan", particleLifeSpan_);
  194. WriteFloat(rootElem, "particleLifespanVariance", particleLifespanVariance_);
  195. WriteFloat(rootElem, "angle", angle_);
  196. WriteFloat(rootElem, "angleVariance", angleVariance_);
  197. WriteVector2(rootElem, "gravity", gravity_);
  198. WriteFloat(rootElem, "radialAcceleration", radialAcceleration_);
  199. WriteFloat(rootElem, "tangentialAcceleration", tangentialAcceleration_);
  200. WriteFloat(rootElem, "radialAccelVariance", radialAccelVariance_);
  201. WriteFloat(rootElem, "tangentialAccelVariance", tangentialAccelVariance_);
  202. WriteColor(rootElem, "startColor", startColor_);
  203. WriteColor(rootElem, "startColorVariance", startColorVariance_);
  204. WriteColor(rootElem, "finishColor", finishColor_);
  205. WriteColor(rootElem, "finishColorVariance", finishColorVariance_);
  206. WriteInt(rootElem, "maxParticles", maxParticles_);
  207. WriteFloat(rootElem, "startParticleSize", startParticleSize_);
  208. WriteFloat(rootElem, "startParticleSizeVariance", startParticleSizeVariance_);
  209. WriteFloat(rootElem, "finishParticleSize", finishParticleSize_);
  210. // Typo in pex file
  211. WriteFloat(rootElem, "FinishParticleSizeVariance", FinishParticleSizeVariance_);
  212. float duration = duration_;
  213. if (duration == M_INFINITY)
  214. duration = -1.0f;
  215. WriteFloat(rootElem, "duration", duration);
  216. WriteInt(rootElem, "emitterType", (int)emitterType_);
  217. WriteFloat(rootElem, "maxRadius", maxRadius_);
  218. WriteFloat(rootElem, "maxRadiusVariance", maxRadiusVariance_);
  219. WriteFloat(rootElem, "minRadius", minRadius_);
  220. WriteFloat(rootElem, "minRadiusVariance", minRadiusVariance_);
  221. WriteFloat(rootElem, "rotatePerSecond", rotatePerSecond_);
  222. WriteFloat(rootElem, "rotatePerSecondVariance", rotatePerSecondVariance_);
  223. WriteInt(rootElem, "blendFuncSource", srcBlendFuncs[blendMode_]);
  224. WriteInt(rootElem, "blendFuncDestination", destBlendFuncs[blendMode_]);
  225. WriteFloat(rootElem, "rotationStart", rotationStart_);
  226. WriteFloat(rootElem, "rotationStartVariance", rotationStartVariance_);
  227. WriteFloat(rootElem, "rotationEnd", rotationEnd_);
  228. WriteFloat(rootElem, "rotationEndVariance", rotationEndVariance_);
  229. return xmlFile.Save(dest);
  230. }
  231. void ParticleEffect2D::SetSprite(Sprite2D* sprite)
  232. {
  233. sprite_ = sprite;
  234. }
  235. void ParticleEffect2D::SetSourcePositionVariance(const Vector2& sourcePositionVariance)
  236. {
  237. sourcePositionVariance_ = sourcePositionVariance;
  238. }
  239. void ParticleEffect2D::SetSpeed(float speed)
  240. {
  241. speed_ = speed;
  242. }
  243. void ParticleEffect2D::SetSpeedVariance(float speedVariance)
  244. {
  245. speedVariance_ = speedVariance;
  246. }
  247. void ParticleEffect2D::SetParticleLifeSpan(float particleLifeSpan)
  248. {
  249. particleLifeSpan_ = particleLifeSpan;
  250. }
  251. void ParticleEffect2D::SetParticleLifespanVariance(float particleLifespanVariance)
  252. {
  253. particleLifespanVariance_ = particleLifespanVariance;
  254. }
  255. void ParticleEffect2D::SetAngle(float angle)
  256. {
  257. angle_ = angle;
  258. }
  259. void ParticleEffect2D::SetAngleVariance(float angleVariance)
  260. {
  261. angleVariance_ = angleVariance;
  262. }
  263. void ParticleEffect2D::SetGravity(const Vector2& gravity)
  264. {
  265. gravity_ = gravity;
  266. }
  267. void ParticleEffect2D::SetRadialAcceleration(float radialAcceleration)
  268. {
  269. radialAcceleration_ = radialAcceleration;
  270. }
  271. void ParticleEffect2D::SetTangentialAcceleration(float tangentialAcceleration)
  272. {
  273. tangentialAcceleration_ = tangentialAcceleration;
  274. }
  275. void ParticleEffect2D::SetRadialAccelVariance(float radialAccelVariance)
  276. {
  277. radialAccelVariance_ = radialAccelVariance;
  278. }
  279. void ParticleEffect2D::SetTangentialAccelVariance(float tangentialAccelVariance)
  280. {
  281. tangentialAccelVariance_ = tangentialAccelVariance;
  282. }
  283. void ParticleEffect2D::SetStartColor(const Color& startColor)
  284. {
  285. startColor_ = startColor;
  286. }
  287. void ParticleEffect2D::SetStartColorVariance(const Color& startColorVariance)
  288. {
  289. startColorVariance_ = startColorVariance;
  290. }
  291. void ParticleEffect2D::SetFinishColor(const Color& finishColor)
  292. {
  293. finishColor_ = finishColor;
  294. }
  295. void ParticleEffect2D::SetFinishColorVariance(const Color& finishColorVariance)
  296. {
  297. finishColorVariance_ = finishColorVariance;
  298. }
  299. void ParticleEffect2D::SetMaxParticles(int maxParticles)
  300. {
  301. maxParticles_ = maxParticles;
  302. }
  303. void ParticleEffect2D::SetStartParticleSize(float startParticleSize)
  304. {
  305. startParticleSize_ = startParticleSize;
  306. }
  307. void ParticleEffect2D::SetStartParticleSizeVariance(float startParticleSizeVariance)
  308. {
  309. startParticleSizeVariance_ = startParticleSizeVariance;
  310. }
  311. void ParticleEffect2D::SetFinishParticleSize(float finishParticleSize)
  312. {
  313. finishParticleSize_ = finishParticleSize;
  314. }
  315. void ParticleEffect2D::SetFinishParticleSizeVariance(float FinishParticleSizeVariance)
  316. {
  317. FinishParticleSizeVariance_ = FinishParticleSizeVariance;
  318. }
  319. void ParticleEffect2D::SetDuration(float duration)
  320. {
  321. duration_ = duration;
  322. }
  323. void ParticleEffect2D::SetEmitterType(EmitterType2D emitterType)
  324. {
  325. emitterType_ = emitterType;
  326. }
  327. void ParticleEffect2D::SetMaxRadius(float maxRadius)
  328. {
  329. maxRadius_ = maxRadius;
  330. }
  331. void ParticleEffect2D::SetMaxRadiusVariance(float maxRadiusVariance)
  332. {
  333. maxRadiusVariance_ = maxRadiusVariance;
  334. }
  335. void ParticleEffect2D::SetMinRadius(float minRadius)
  336. {
  337. minRadius_ = minRadius;
  338. }
  339. void ParticleEffect2D::SetMinRadiusVariance(float minRadiusVariance)
  340. {
  341. minRadiusVariance_ = minRadiusVariance;
  342. }
  343. void ParticleEffect2D::SetRotatePerSecond(float rotatePerSecond)
  344. {
  345. rotatePerSecond_ = rotatePerSecond;
  346. }
  347. void ParticleEffect2D::SetRotatePerSecondVariance(float rotatePerSecondVariance)
  348. {
  349. rotatePerSecondVariance_ = rotatePerSecondVariance;
  350. }
  351. void ParticleEffect2D::SetBlendMode(BlendMode blendMode)
  352. {
  353. blendMode_ = blendMode;
  354. }
  355. void ParticleEffect2D::SetRotationStart(float rotationStart)
  356. {
  357. rotationStart_ = rotationStart;
  358. }
  359. void ParticleEffect2D::SetRotationStartVariance(float rotationStartVariance)
  360. {
  361. rotationStartVariance_ = rotationStartVariance;
  362. }
  363. void ParticleEffect2D::SetRotationEnd(float rotationEnd)
  364. {
  365. rotationEnd_ = rotationEnd;
  366. }
  367. void ParticleEffect2D::SetRotationEndVariance(float rotationEndVariance)
  368. {
  369. rotationEndVariance_ = rotationEndVariance;
  370. }
  371. int ParticleEffect2D::ReadInt(const XMLElement& element, const String& name) const
  372. {
  373. return element.GetChild(name).GetInt("value");
  374. }
  375. float ParticleEffect2D::ReadFloat(const XMLElement& element, const String& name) const
  376. {
  377. return element.GetChild(name).GetFloat("value");
  378. }
  379. Color ParticleEffect2D::ReadColor(const XMLElement& element, const String& name) const
  380. {
  381. XMLElement child = element.GetChild(name);
  382. return Color(child.GetFloat("red"), child.GetFloat("green"), child.GetFloat("blue"), child.GetFloat("alpha"));
  383. }
  384. Vector2 ParticleEffect2D::ReadVector2(const XMLElement& element, const String& name) const
  385. {
  386. XMLElement child = element.GetChild(name);
  387. return Vector2(child.GetFloat("x"), child.GetFloat("y"));
  388. }
  389. void ParticleEffect2D::WriteInt(XMLElement& element, const String& name, int value) const
  390. {
  391. XMLElement child = element.CreateChild(name);
  392. child.SetInt("value", value);
  393. }
  394. void ParticleEffect2D::WriteFloat(XMLElement& element, const String& name, float value) const
  395. {
  396. XMLElement child = element.CreateChild(name);
  397. child.SetFloat("value", value);
  398. }
  399. void ParticleEffect2D::WriteColor(XMLElement& element, const String& name, const Color& color) const
  400. {
  401. XMLElement child = element.CreateChild(name);
  402. child.SetFloat("red", color.r_);
  403. child.SetFloat("green", color.g_);
  404. child.SetFloat("blue", color.b_);
  405. child.SetFloat("alpha", color.a_);
  406. }
  407. void ParticleEffect2D::WriteVector2(XMLElement& element,const String& name,const Vector2& value) const
  408. {
  409. XMLElement child = element.CreateChild(name);
  410. child.SetFloat("x", value.x_);
  411. child.SetFloat("y", value.y_);
  412. }
  413. }