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 "../Urho2D/ParticleEffect2D.h"
  30. #include "../Urho2D/ParticleEmitter2D.h"
  31. #include "../Urho2D/Renderer2D.h"
  32. #include "../Urho2D/Sprite2D.h"
  33. #include "../Urho2D/Urho2DEvents.h"
  34. #include "../DebugNew.h"
  35. namespace Urho3D
  36. {
  37. extern const char* URHO2D_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. emitting_(true)
  48. {
  49. sourceBatches_.Resize(1);
  50. sourceBatches_[0].owner_ = this;
  51. }
  52. ParticleEmitter2D::~ParticleEmitter2D()
  53. {
  54. }
  55. void ParticleEmitter2D::RegisterObject(Context* context)
  56. {
  57. context->RegisterFactory<ParticleEmitter2D>(URHO2D_CATEGORY);
  58. URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  59. URHO3D_COPY_BASE_ATTRIBUTES(Drawable2D);
  60. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef,
  61. ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  62. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()),
  63. AM_DEFAULT);
  64. URHO3D_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, BLEND_ALPHA, AM_DEFAULT);
  65. URHO3D_ACCESSOR_ATTRIBUTE("Is Emitting", IsEmitting, SetEmitting, bool, true, AM_DEFAULT);
  66. }
  67. void ParticleEmitter2D::OnSetEnabled()
  68. {
  69. Drawable2D::OnSetEnabled();
  70. Scene* scene = GetScene();
  71. if (scene)
  72. {
  73. if (IsEnabledEffective())
  74. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, URHO3D_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  75. else
  76. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  77. }
  78. }
  79. void ParticleEmitter2D::SetEffect(ParticleEffect2D* model)
  80. {
  81. if (model == effect_)
  82. return;
  83. effect_ = model;
  84. MarkNetworkUpdate();
  85. if (!effect_)
  86. return;
  87. SetSprite(effect_->GetSprite());
  88. SetBlendMode(effect_->GetBlendMode());
  89. SetMaxParticles((unsigned)effect_->GetMaxParticles());
  90. emitParticleTime_ = 0.0f;
  91. emissionTime_ = effect_->GetDuration();
  92. }
  93. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  94. {
  95. if (sprite == sprite_)
  96. return;
  97. sprite_ = sprite;
  98. UpdateMaterial();
  99. MarkNetworkUpdate();
  100. }
  101. void ParticleEmitter2D::SetBlendMode(BlendMode blendMode)
  102. {
  103. if (blendMode == blendMode_)
  104. return;
  105. blendMode_ = blendMode;
  106. UpdateMaterial();
  107. MarkNetworkUpdate();
  108. }
  109. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  110. {
  111. maxParticles = Max(maxParticles, 1U);
  112. particles_.Resize(maxParticles);
  113. sourceBatches_[0].vertices_.Reserve(maxParticles * 4);
  114. numParticles_ = Min(maxParticles, numParticles_);
  115. }
  116. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  117. {
  118. return effect_;
  119. }
  120. Sprite2D* ParticleEmitter2D::GetSprite() const
  121. {
  122. return sprite_;
  123. }
  124. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  125. {
  126. ResourceCache* cache = GetSubsystem<ResourceCache>();
  127. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  128. }
  129. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  130. {
  131. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  132. }
  133. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  134. {
  135. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  136. if (sprite)
  137. SetSprite(sprite);
  138. }
  139. void ParticleEmitter2D::SetEmitting(bool enable)
  140. {
  141. if (enable != emitting_)
  142. {
  143. emitting_ = enable;
  144. emitParticleTime_ = 0.0f;
  145. }
  146. }
  147. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  148. {
  149. return Sprite2D::SaveToResourceRef(sprite_);
  150. }
  151. void ParticleEmitter2D::OnSceneSet(Scene* scene)
  152. {
  153. Drawable2D::OnSceneSet(scene);
  154. if (scene && IsEnabledEffective())
  155. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, URHO3D_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  156. else if (!scene)
  157. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  158. }
  159. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  160. {
  161. boundingBox_.Clear();
  162. boundingBox_.Merge(boundingBoxMinPoint_);
  163. boundingBox_.Merge(boundingBoxMaxPoint_);
  164. worldBoundingBox_ = boundingBox_;
  165. }
  166. void ParticleEmitter2D::OnDrawOrderChanged()
  167. {
  168. sourceBatches_[0].drawOrder_ = GetDrawOrder();
  169. }
  170. void ParticleEmitter2D::UpdateSourceBatches()
  171. {
  172. if (!sourceBatchesDirty_)
  173. return;
  174. Vector<Vertex2D>& vertices = sourceBatches_[0].vertices_;
  175. vertices.Clear();
  176. if (!sprite_)
  177. return;
  178. Rect textureRect;
  179. if (!sprite_->GetTextureRectangle(textureRect))
  180. return;
  181. /*
  182. V1---------V2
  183. | / |
  184. | / |
  185. | / |
  186. | / |
  187. | / |
  188. V0---------V3
  189. */
  190. Vertex2D vertex0;
  191. Vertex2D vertex1;
  192. Vertex2D vertex2;
  193. Vertex2D vertex3;
  194. vertex0.uv_ = textureRect.min_;
  195. vertex1.uv_ = Vector2(textureRect.min_.x_, textureRect.max_.y_);
  196. vertex2.uv_ = textureRect.max_;
  197. vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
  198. for (unsigned i = 0; i < numParticles_; ++i)
  199. {
  200. Particle2D& p = particles_[i];
  201. float rotation = -p.rotation_;
  202. float c = Cos(rotation);
  203. float s = Sin(rotation);
  204. float add = (c + s) * p.size_ * 0.5f;
  205. float sub = (c - s) * p.size_ * 0.5f;
  206. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, p.position_.z_);
  207. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, p.position_.z_);
  208. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, p.position_.z_);
  209. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, p.position_.z_);
  210. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  211. vertices.Push(vertex0);
  212. vertices.Push(vertex1);
  213. vertices.Push(vertex2);
  214. vertices.Push(vertex3);
  215. }
  216. sourceBatchesDirty_ = false;
  217. }
  218. void ParticleEmitter2D::UpdateMaterial()
  219. {
  220. if (sprite_ && renderer_)
  221. sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
  222. else
  223. sourceBatches_[0].material_ = 0;
  224. }
  225. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  226. {
  227. using namespace ScenePostUpdate;
  228. bool hasParticles = numParticles_ > 0;
  229. bool emitting = emissionTime_ > 0.0f;
  230. float timeStep = eventData[P_TIMESTEP].GetFloat();
  231. Update(timeStep);
  232. if (emitting && emissionTime_ == 0.0f)
  233. {
  234. // Make a weak pointer to self to check for destruction during event handling
  235. WeakPtr<ParticleEmitter2D> self(this);
  236. using namespace ParticlesDuration;
  237. VariantMap& eventData = GetEventDataMap();
  238. eventData[P_NODE] = node_;
  239. eventData[P_EFFECT] = effect_;
  240. SendEvent(E_PARTICLESDURATION, eventData); // Emitting particles stopped
  241. if (self.Expired())
  242. return;
  243. }
  244. if (hasParticles && numParticles_ == 0)
  245. {
  246. using namespace ParticlesEnd;
  247. VariantMap& eventData = GetEventDataMap();
  248. eventData[P_NODE] = node_;
  249. eventData[P_EFFECT] = effect_;
  250. SendEvent(E_PARTICLESEND, eventData); // All particles over
  251. }
  252. }
  253. void ParticleEmitter2D::Update(float timeStep)
  254. {
  255. if (!effect_)
  256. return;
  257. Vector3 worldPosition = GetNode()->GetWorldPosition();
  258. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  259. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, M_INFINITY);
  260. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, -M_INFINITY);
  261. unsigned particleIndex = 0;
  262. while (particleIndex < numParticles_)
  263. {
  264. Particle2D& particle = particles_[particleIndex];
  265. if (particle.timeToLive_ > 0.0f)
  266. {
  267. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  268. ++particleIndex;
  269. }
  270. else
  271. {
  272. if (particleIndex != numParticles_ - 1)
  273. particles_[particleIndex] = particles_[numParticles_ - 1];
  274. --numParticles_;
  275. }
  276. }
  277. if (emitting_ && emissionTime_ > 0.0f)
  278. {
  279. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  280. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  281. emitParticleTime_ += timeStep;
  282. while (emitParticleTime_ > 0.0f)
  283. {
  284. if (EmitParticle(worldPosition, worldAngle, worldScale))
  285. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  286. emitParticleTime_ -= timeBetweenParticles;
  287. }
  288. if (emissionTime_ > 0.0f)
  289. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  290. }
  291. sourceBatchesDirty_ = true;
  292. OnMarkedDirty(node_);
  293. }
  294. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  295. {
  296. if (numParticles_ >= (unsigned)effect_->GetMaxParticles() || numParticles_ >= particles_.Size())
  297. return false;
  298. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  299. if (lifespan <= 0.0f)
  300. return false;
  301. float invLifespan = 1.0f / lifespan;
  302. Particle2D& particle = particles_[numParticles_++];
  303. particle.timeToLive_ = lifespan;
  304. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  305. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  306. particle.position_.z_ = worldPosition.z_;
  307. particle.startPos_.x_ = worldPosition.x_;
  308. particle.startPos_.y_ = worldPosition.y_;
  309. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  310. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  311. particle.velocity_.x_ = speed * Cos(angle);
  312. particle.velocity_.y_ = speed * Sin(angle);
  313. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  314. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  315. particle.emitRadius_ = maxRadius;
  316. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  317. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  318. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  319. particle.radialAcceleration_ =
  320. worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  321. particle.tangentialAcceleration_ =
  322. worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  323. float startSize =
  324. worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  325. float finishSize =
  326. worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  327. particle.size_ = startSize;
  328. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  329. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  330. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  331. particle.colorDelta_ = (endColor - particle.color_) * invLifespan;
  332. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  333. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  334. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  335. return true;
  336. }
  337. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  338. {
  339. if (timeStep > particle.timeToLive_)
  340. timeStep = particle.timeToLive_;
  341. particle.timeToLive_ -= timeStep;
  342. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  343. {
  344. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  345. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  346. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  347. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  348. }
  349. else
  350. {
  351. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  352. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  353. float distanceScalar = Vector2(distanceX, distanceY).Length();
  354. if (distanceScalar < 0.0001f)
  355. distanceScalar = 0.0001f;
  356. float radialX = distanceX / distanceScalar;
  357. float radialY = distanceY / distanceScalar;
  358. float tangentialX = radialX;
  359. float tangentialY = radialY;
  360. radialX *= particle.radialAcceleration_;
  361. radialY *= particle.radialAcceleration_;
  362. float newY = tangentialX;
  363. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  364. tangentialY = newY * particle.tangentialAcceleration_;
  365. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  366. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  367. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  368. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  369. }
  370. particle.size_ += particle.sizeDelta_ * timeStep;
  371. particle.rotation_ += particle.rotationDelta_ * timeStep;
  372. particle.color_ += particle.colorDelta_ * timeStep;
  373. float halfSize = particle.size_ * 0.5f;
  374. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  375. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  376. boundingBoxMinPoint_.z_ = Min(boundingBoxMinPoint_.z_, particle.position_.z_);
  377. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  378. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  379. boundingBoxMaxPoint_.z_ = Max(boundingBoxMaxPoint_.z_, particle.position_.z_);
  380. }
  381. }