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 "Sprite2D.h"
  31. #include "DebugNew.h"
  32. namespace Urho3D
  33. {
  34. extern const char* URHO2D_CATEGORY;
  35. ParticleEmitter2D::ParticleEmitter2D(Context* context) :
  36. Drawable2D(context),
  37. numParticles_(0),
  38. emissionTime_(0.0f),
  39. emitParticleTime_(0.0f),
  40. boundingBoxMinPoint_(Vector3::ZERO),
  41. boundingBoxMaxPoint_(Vector3::ZERO)
  42. {
  43. }
  44. ParticleEmitter2D::~ParticleEmitter2D()
  45. {
  46. }
  47. void ParticleEmitter2D::RegisterObject(Context* context)
  48. {
  49. context->RegisterFactory<ParticleEmitter2D>(URHO2D_CATEGORY);
  50. MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef, ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  51. MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()), AM_DEFAULT);
  52. COPY_BASE_ATTRIBUTES(Drawable2D);
  53. }
  54. void ParticleEmitter2D::OnSetEnabled()
  55. {
  56. Drawable2D::OnSetEnabled();
  57. Scene* scene = GetScene();
  58. if (scene)
  59. {
  60. if (IsEnabledEffective())
  61. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  62. else
  63. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  64. }
  65. }
  66. void ParticleEmitter2D::Update(const FrameInfo& frame)
  67. {
  68. if (!effect_)
  69. return;
  70. float timeStep = frame.timeStep_;
  71. Vector3 worldPosition = GetNode()->GetWorldPosition();
  72. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  73. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, 0.0f);
  74. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, 0.0f);
  75. int particleIndex = 0;
  76. while (particleIndex < numParticles_)
  77. {
  78. Particle2D& particle = particles_[particleIndex];
  79. if (particle.timeToLive_ > 0.0f)
  80. {
  81. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  82. ++particleIndex;
  83. }
  84. else
  85. {
  86. if (particleIndex != numParticles_ - 1)
  87. particles_[particleIndex] = particles_[numParticles_ - 1];
  88. --numParticles_;
  89. }
  90. }
  91. if (emissionTime_ >= 0.0f)
  92. {
  93. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  94. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  95. emitParticleTime_ += timeStep;
  96. while (emitParticleTime_ > 0.0f)
  97. {
  98. if (EmitParticle(worldPosition, worldAngle, worldScale))
  99. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  100. emitParticleTime_ -= timeBetweenParticles;
  101. }
  102. if (emissionTime_ > 0.0f)
  103. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  104. }
  105. verticesDirty_ = true;
  106. OnMarkedDirty(node_);
  107. }
  108. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  109. {
  110. if (model == effect_)
  111. return;
  112. effect_ = model;
  113. MarkNetworkUpdate();
  114. if (!effect_)
  115. return;
  116. SetSprite(effect_->GetSprite());
  117. SetBlendMode(effect_->GetBlendMode());
  118. SetMaxParticles(effect_->GetMaxParticles());
  119. emitParticleTime_ = 0.0f;
  120. emissionTime_ = effect_->GetDuration();
  121. }
  122. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  123. {
  124. if (sprite == sprite_)
  125. return;
  126. sprite_ = sprite;
  127. SetTexture(sprite_ ? sprite_->GetTexture() : 0);
  128. }
  129. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  130. {
  131. maxParticles = Max(maxParticles, 1);
  132. particles_.Resize(maxParticles);
  133. vertices_.Reserve(maxParticles * 4);
  134. numParticles_ = Min(maxParticles, numParticles_);
  135. }
  136. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  137. {
  138. return effect_;
  139. }
  140. Sprite2D* ParticleEmitter2D::GetSprite() const
  141. {
  142. return sprite_;
  143. }
  144. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  145. {
  146. ResourceCache* cache = GetSubsystem<ResourceCache>();
  147. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  148. }
  149. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  150. {
  151. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  152. }
  153. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  154. {
  155. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  156. if (sprite)
  157. SetSprite(sprite);
  158. }
  159. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  160. {
  161. return Sprite2D::SaveToResourceRef(sprite_);
  162. }
  163. void ParticleEmitter2D::OnNodeSet(Node* node)
  164. {
  165. Drawable2D::OnNodeSet(node);
  166. if (node)
  167. {
  168. Scene* scene = GetScene();
  169. if (scene && IsEnabledEffective())
  170. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  171. }
  172. }
  173. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  174. {
  175. boundingBox_.Clear();
  176. boundingBox_.Merge(boundingBoxMinPoint_);
  177. boundingBox_.Merge(boundingBoxMaxPoint_);
  178. worldBoundingBox_ = boundingBox_;
  179. }
  180. void ParticleEmitter2D::UpdateVertices()
  181. {
  182. if (!verticesDirty_)
  183. return;
  184. vertices_.Clear();
  185. Texture2D* texture = GetTexture();
  186. if (!texture)
  187. return;
  188. const IntRect& rectangle_ = sprite_->GetRectangle();
  189. if (rectangle_.Width() == 0 || rectangle_.Height() == 0)
  190. return;
  191. Vertex2D vertex0;
  192. Vertex2D vertex1;
  193. Vertex2D vertex2;
  194. Vertex2D vertex3;
  195. vertex0.uv_ = Vector2(0.0f, 1.0f);
  196. vertex1.uv_ = Vector2(0.0f, 0.0f);
  197. vertex2.uv_ = Vector2(1.0f, 0.0f);
  198. vertex3.uv_ = Vector2(1.0f, 1.0f);
  199. for (int i = 0; i < numParticles_; ++i)
  200. {
  201. Particle2D& p = particles_[i];
  202. float rotation = -p.rotation_;
  203. float c = Cos(rotation);
  204. float s = Sin(rotation);
  205. float add = (c + s) * p.size_ * 0.5f;
  206. float sub = (c - s) * p.size_ * 0.5f;
  207. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, 0.0f);
  208. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, 0.0f);
  209. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, 0.0f);
  210. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, 0.0f);
  211. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  212. vertices_.Push(vertex0);
  213. vertices_.Push(vertex1);
  214. vertices_.Push(vertex2);
  215. vertices_.Push(vertex3);
  216. }
  217. verticesDirty_ = false;
  218. }
  219. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  220. {
  221. MarkForUpdate();
  222. }
  223. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  224. {
  225. if (numParticles_ >= effect_->GetMaxParticles())
  226. return false;
  227. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  228. if (lifespan <= 0.0f)
  229. return false;
  230. float invLifespan = 1.0f / lifespan;
  231. Particle2D& particle = particles_[numParticles_++];
  232. particle.timeToLive_ = lifespan;
  233. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  234. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  235. particle.startPos_.x_ = worldPosition.x_;
  236. particle.startPos_.y_ = worldPosition.y_;
  237. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  238. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  239. particle.velocity_.x_ = speed * Cos(angle);
  240. particle.velocity_.y_ = speed * Sin(angle);
  241. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  242. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  243. particle.emitRadius_ = maxRadius;
  244. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  245. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  246. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  247. particle.radialAcceleration_ = worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  248. particle.tangentialAcceleration_ = worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  249. float startSize = worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  250. float finishSize = worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  251. particle.size_ = startSize;
  252. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  253. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  254. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  255. particle.colorDelta_= (endColor - particle.color_) * invLifespan;
  256. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  257. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  258. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  259. return true;
  260. }
  261. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  262. {
  263. if (timeStep > particle.timeToLive_)
  264. timeStep = particle.timeToLive_;
  265. particle.timeToLive_ -= timeStep;
  266. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  267. {
  268. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  269. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  270. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  271. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  272. }
  273. else
  274. {
  275. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  276. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  277. float distanceScalar = Vector2(distanceX, distanceY).Length();
  278. if (distanceScalar < 0.0001f)
  279. distanceScalar = 0.0001f;
  280. float radialX = distanceX / distanceScalar;
  281. float radialY = distanceY / distanceScalar;
  282. float tangentialX = radialX;
  283. float tangentialY = radialY;
  284. radialX *= particle.radialAcceleration_;
  285. radialY *= particle.radialAcceleration_;
  286. float newY = tangentialX;
  287. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  288. tangentialY = newY * particle.tangentialAcceleration_;
  289. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  290. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  291. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  292. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  293. }
  294. particle.size_ += particle.sizeDelta_ * timeStep;
  295. particle.rotation_ += particle.rotationDelta_ * timeStep;
  296. particle.color_ += particle.colorDelta_ * timeStep;
  297. float halfSize = particle.size_ * 0.5f;
  298. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  299. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  300. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  301. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  302. }
  303. }