ParticleEmitter2D.cpp 16 KB

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  1. //
  2. // Copyright (c) 2008-2020 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() = default;
  53. void ParticleEmitter2D::RegisterObject(Context* context)
  54. {
  55. context->RegisterFactory<ParticleEmitter2D>(URHO2D_CATEGORY);
  56. URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  57. URHO3D_COPY_BASE_ATTRIBUTES(Drawable2D);
  58. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Particle Effect", GetParticleEffectAttr, SetParticleEffectAttr, ResourceRef,
  59. ResourceRef(ParticleEffect2D::GetTypeStatic()), AM_DEFAULT);
  60. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Sprite ", GetSpriteAttr, SetSpriteAttr, ResourceRef, ResourceRef(Sprite2D::GetTypeStatic()),
  61. AM_DEFAULT);
  62. URHO3D_ENUM_ACCESSOR_ATTRIBUTE("Blend Mode", GetBlendMode, SetBlendMode, BlendMode, blendModeNames, BLEND_ALPHA, AM_DEFAULT);
  63. URHO3D_ACCESSOR_ATTRIBUTE("Is Emitting", IsEmitting, SetEmitting, bool, true, AM_DEFAULT);
  64. }
  65. void ParticleEmitter2D::OnSetEnabled()
  66. {
  67. Drawable2D::OnSetEnabled();
  68. Scene* scene = GetScene();
  69. if (scene)
  70. {
  71. if (IsEnabledEffective())
  72. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, URHO3D_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  73. else
  74. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  75. }
  76. }
  77. void ParticleEmitter2D::SetEffect(ParticleEffect2D* effect)
  78. {
  79. if (effect == effect_)
  80. return;
  81. effect_ = effect;
  82. MarkNetworkUpdate();
  83. if (!effect_)
  84. return;
  85. SetSprite(effect_->GetSprite());
  86. SetBlendMode(effect_->GetBlendMode());
  87. SetMaxParticles((unsigned)effect_->GetMaxParticles());
  88. emitParticleTime_ = 0.0f;
  89. emissionTime_ = effect_->GetDuration();
  90. }
  91. void ParticleEmitter2D::SetSprite(Sprite2D* sprite)
  92. {
  93. if (sprite == sprite_)
  94. return;
  95. sprite_ = sprite;
  96. UpdateMaterial();
  97. MarkNetworkUpdate();
  98. }
  99. void ParticleEmitter2D::SetBlendMode(BlendMode blendMode)
  100. {
  101. if (blendMode == blendMode_)
  102. return;
  103. blendMode_ = blendMode;
  104. UpdateMaterial();
  105. MarkNetworkUpdate();
  106. }
  107. void ParticleEmitter2D::SetMaxParticles(unsigned maxParticles)
  108. {
  109. maxParticles = Max(maxParticles, 1U);
  110. particles_.Resize(maxParticles);
  111. sourceBatches_[0].vertices_.Reserve(maxParticles * 4);
  112. numParticles_ = Min(maxParticles, numParticles_);
  113. }
  114. ParticleEffect2D* ParticleEmitter2D::GetEffect() const
  115. {
  116. return effect_;
  117. }
  118. Sprite2D* ParticleEmitter2D::GetSprite() const
  119. {
  120. return sprite_;
  121. }
  122. void ParticleEmitter2D::SetParticleEffectAttr(const ResourceRef& value)
  123. {
  124. auto* cache = GetSubsystem<ResourceCache>();
  125. SetEffect(cache->GetResource<ParticleEffect2D>(value.name_));
  126. }
  127. ResourceRef ParticleEmitter2D::GetParticleEffectAttr() const
  128. {
  129. return GetResourceRef(effect_, ParticleEffect2D::GetTypeStatic());
  130. }
  131. void ParticleEmitter2D::SetSpriteAttr(const ResourceRef& value)
  132. {
  133. Sprite2D* sprite = Sprite2D::LoadFromResourceRef(this, value);
  134. if (sprite)
  135. SetSprite(sprite);
  136. }
  137. void ParticleEmitter2D::SetEmitting(bool enable)
  138. {
  139. if (enable == emitting_)
  140. return;
  141. emitting_ = enable;
  142. emitParticleTime_ = 0.0f;
  143. MarkNetworkUpdate();
  144. }
  145. ResourceRef ParticleEmitter2D::GetSpriteAttr() const
  146. {
  147. return Sprite2D::SaveToResourceRef(sprite_);
  148. }
  149. void ParticleEmitter2D::OnSceneSet(Scene* scene)
  150. {
  151. Drawable2D::OnSceneSet(scene);
  152. if (scene && IsEnabledEffective())
  153. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, URHO3D_HANDLER(ParticleEmitter2D, HandleScenePostUpdate));
  154. else if (!scene)
  155. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  156. }
  157. void ParticleEmitter2D::OnWorldBoundingBoxUpdate()
  158. {
  159. boundingBox_.Clear();
  160. boundingBox_.Merge(boundingBoxMinPoint_);
  161. boundingBox_.Merge(boundingBoxMaxPoint_);
  162. worldBoundingBox_ = boundingBox_;
  163. }
  164. void ParticleEmitter2D::OnDrawOrderChanged()
  165. {
  166. sourceBatches_[0].drawOrder_ = GetDrawOrder();
  167. }
  168. void ParticleEmitter2D::UpdateSourceBatches()
  169. {
  170. if (!sourceBatchesDirty_)
  171. return;
  172. Vector<Vertex2D>& vertices = sourceBatches_[0].vertices_;
  173. vertices.Clear();
  174. if (!sprite_)
  175. return;
  176. Rect textureRect;
  177. if (!sprite_->GetTextureRectangle(textureRect))
  178. return;
  179. /*
  180. V1---------V2
  181. | / |
  182. | / |
  183. | / |
  184. | / |
  185. | / |
  186. V0---------V3
  187. */
  188. Vertex2D vertex0;
  189. Vertex2D vertex1;
  190. Vertex2D vertex2;
  191. Vertex2D vertex3;
  192. vertex0.uv_ = textureRect.min_;
  193. vertex1.uv_ = Vector2(textureRect.min_.x_, textureRect.max_.y_);
  194. vertex2.uv_ = textureRect.max_;
  195. vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
  196. for (unsigned i = 0; i < numParticles_; ++i)
  197. {
  198. Particle2D& p = particles_[i];
  199. float rotation = -p.rotation_;
  200. float c = Cos(rotation);
  201. float s = Sin(rotation);
  202. float add = (c + s) * p.size_ * 0.5f;
  203. float sub = (c - s) * p.size_ * 0.5f;
  204. vertex0.position_ = Vector3(p.position_.x_ - sub, p.position_.y_ - add, p.position_.z_);
  205. vertex1.position_ = Vector3(p.position_.x_ - add, p.position_.y_ + sub, p.position_.z_);
  206. vertex2.position_ = Vector3(p.position_.x_ + sub, p.position_.y_ + add, p.position_.z_);
  207. vertex3.position_ = Vector3(p.position_.x_ + add, p.position_.y_ - sub, p.position_.z_);
  208. vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = p.color_.ToUInt();
  209. vertices.Push(vertex0);
  210. vertices.Push(vertex1);
  211. vertices.Push(vertex2);
  212. vertices.Push(vertex3);
  213. }
  214. sourceBatchesDirty_ = false;
  215. }
  216. void ParticleEmitter2D::UpdateMaterial()
  217. {
  218. if (sprite_ && renderer_)
  219. sourceBatches_[0].material_ = renderer_->GetMaterial(sprite_->GetTexture(), blendMode_);
  220. else
  221. sourceBatches_[0].material_ = nullptr;
  222. }
  223. void ParticleEmitter2D::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  224. {
  225. using namespace ScenePostUpdate;
  226. bool hasParticles = numParticles_ > 0;
  227. bool emitting = emissionTime_ > 0.0f;
  228. float timeStep = eventData[P_TIMESTEP].GetFloat();
  229. Update(timeStep);
  230. if (emitting && emissionTime_ == 0.0f)
  231. {
  232. // Make a weak pointer to self to check for destruction during event handling
  233. WeakPtr<ParticleEmitter2D> self(this);
  234. using namespace ParticlesDuration;
  235. VariantMap& eventData = GetEventDataMap();
  236. eventData[P_NODE] = node_;
  237. eventData[P_EFFECT] = effect_;
  238. SendEvent(E_PARTICLESDURATION, eventData); // Emitting particles stopped
  239. if (self.Expired())
  240. return;
  241. }
  242. if (hasParticles && numParticles_ == 0)
  243. {
  244. using namespace ParticlesEnd;
  245. VariantMap& eventData = GetEventDataMap();
  246. eventData[P_NODE] = node_;
  247. eventData[P_EFFECT] = effect_;
  248. SendEvent(E_PARTICLESEND, eventData); // All particles over
  249. }
  250. }
  251. void ParticleEmitter2D::Update(float timeStep)
  252. {
  253. if (!effect_)
  254. return;
  255. Vector3 worldPosition = GetNode()->GetWorldPosition();
  256. float worldScale = GetNode()->GetWorldScale().x_ * PIXEL_SIZE;
  257. boundingBoxMinPoint_ = Vector3(M_INFINITY, M_INFINITY, M_INFINITY);
  258. boundingBoxMaxPoint_ = Vector3(-M_INFINITY, -M_INFINITY, -M_INFINITY);
  259. unsigned particleIndex = 0;
  260. while (particleIndex < numParticles_)
  261. {
  262. Particle2D& particle = particles_[particleIndex];
  263. if (particle.timeToLive_ > 0.0f)
  264. {
  265. UpdateParticle(particle, timeStep, worldPosition, worldScale);
  266. ++particleIndex;
  267. }
  268. else
  269. {
  270. if (particleIndex != numParticles_ - 1)
  271. particles_[particleIndex] = particles_[numParticles_ - 1];
  272. --numParticles_;
  273. }
  274. }
  275. if (emitting_ && emissionTime_ > 0.0f)
  276. {
  277. float worldAngle = GetNode()->GetWorldRotation().RollAngle();
  278. float timeBetweenParticles = effect_->GetParticleLifeSpan() / particles_.Size();
  279. emitParticleTime_ += timeStep;
  280. while (emitParticleTime_ > 0.0f)
  281. {
  282. if (EmitParticle(worldPosition, worldAngle, worldScale))
  283. UpdateParticle(particles_[numParticles_ - 1], emitParticleTime_, worldPosition, worldScale);
  284. emitParticleTime_ -= timeBetweenParticles;
  285. }
  286. if (emissionTime_ > 0.0f)
  287. emissionTime_ = Max(0.0f, emissionTime_ - timeStep);
  288. }
  289. sourceBatchesDirty_ = true;
  290. OnMarkedDirty(node_);
  291. }
  292. bool ParticleEmitter2D::EmitParticle(const Vector3& worldPosition, float worldAngle, float worldScale)
  293. {
  294. if (numParticles_ >= (unsigned)effect_->GetMaxParticles() || numParticles_ >= particles_.Size())
  295. return false;
  296. float lifespan = effect_->GetParticleLifeSpan() + effect_->GetParticleLifespanVariance() * Random(-1.0f, 1.0f);
  297. if (lifespan <= 0.0f)
  298. return false;
  299. float invLifespan = 1.0f / lifespan;
  300. Particle2D& particle = particles_[numParticles_++];
  301. particle.timeToLive_ = lifespan;
  302. particle.position_.x_ = worldPosition.x_ + worldScale * effect_->GetSourcePositionVariance().x_ * Random(-1.0f, 1.0f);
  303. particle.position_.y_ = worldPosition.y_ + worldScale * effect_->GetSourcePositionVariance().y_ * Random(-1.0f, 1.0f);
  304. particle.position_.z_ = worldPosition.z_;
  305. particle.startPos_.x_ = worldPosition.x_;
  306. particle.startPos_.y_ = worldPosition.y_;
  307. float angle = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  308. float speed = worldScale * (effect_->GetSpeed() + effect_->GetSpeedVariance() * Random(-1.0f, 1.0f));
  309. particle.velocity_.x_ = speed * Cos(angle);
  310. particle.velocity_.y_ = speed * Sin(angle);
  311. float maxRadius = Max(0.0f, worldScale * (effect_->GetMaxRadius() + effect_->GetMaxRadiusVariance() * Random(-1.0f, 1.0f)));
  312. float minRadius = Max(0.0f, worldScale * (effect_->GetMinRadius() + effect_->GetMinRadiusVariance() * Random(-1.0f, 1.0f)));
  313. particle.emitRadius_ = maxRadius;
  314. particle.emitRadiusDelta_ = (minRadius - maxRadius) * invLifespan;
  315. particle.emitRotation_ = worldAngle + effect_->GetAngle() + effect_->GetAngleVariance() * Random(-1.0f, 1.0f);
  316. particle.emitRotationDelta_ = effect_->GetRotatePerSecond() + effect_->GetRotatePerSecondVariance() * Random(-1.0f, 1.0f);
  317. particle.radialAcceleration_ =
  318. worldScale * (effect_->GetRadialAcceleration() + effect_->GetRadialAccelVariance() * Random(-1.0f, 1.0f));
  319. particle.tangentialAcceleration_ =
  320. worldScale * (effect_->GetTangentialAcceleration() + effect_->GetTangentialAccelVariance() * Random(-1.0f, 1.0f));
  321. float startSize =
  322. worldScale * Max(0.1f, effect_->GetStartParticleSize() + effect_->GetStartParticleSizeVariance() * Random(-1.0f, 1.0f));
  323. float finishSize =
  324. worldScale * Max(0.1f, effect_->GetFinishParticleSize() + effect_->GetFinishParticleSizeVariance() * Random(-1.0f, 1.0f));
  325. particle.size_ = startSize;
  326. particle.sizeDelta_ = (finishSize - startSize) * invLifespan;
  327. particle.color_ = effect_->GetStartColor() + effect_->GetStartColorVariance() * Random(-1.0f, 1.0f);
  328. Color endColor = effect_->GetFinishColor() + effect_->GetFinishColorVariance() * Random(-1.0f, 1.0f);
  329. particle.colorDelta_ = (endColor - particle.color_) * invLifespan;
  330. particle.rotation_ = worldAngle + effect_->GetRotationStart() + effect_->GetRotationStartVariance() * Random(-1.0f, 1.0f);
  331. float endRotation = worldAngle + effect_->GetRotationEnd() + effect_->GetRotationEndVariance() * Random(-1.0f, 1.0f);
  332. particle.rotationDelta_ = (endRotation - particle.rotation_) * invLifespan;
  333. return true;
  334. }
  335. void ParticleEmitter2D::UpdateParticle(Particle2D& particle, float timeStep, const Vector3& worldPosition, float worldScale)
  336. {
  337. if (timeStep > particle.timeToLive_)
  338. timeStep = particle.timeToLive_;
  339. particle.timeToLive_ -= timeStep;
  340. if (effect_->GetEmitterType() == EMITTER_TYPE_RADIAL)
  341. {
  342. particle.emitRotation_ += particle.emitRotationDelta_ * timeStep;
  343. particle.emitRadius_ += particle.emitRadiusDelta_ * timeStep;
  344. particle.position_.x_ = particle.startPos_.x_ - Cos(particle.emitRotation_) * particle.emitRadius_;
  345. particle.position_.y_ = particle.startPos_.y_ + Sin(particle.emitRotation_) * particle.emitRadius_;
  346. }
  347. else
  348. {
  349. float distanceX = particle.position_.x_ - particle.startPos_.x_;
  350. float distanceY = particle.position_.y_ - particle.startPos_.y_;
  351. float distanceScalar = Vector2(distanceX, distanceY).Length();
  352. if (distanceScalar < 0.0001f)
  353. distanceScalar = 0.0001f;
  354. float radialX = distanceX / distanceScalar;
  355. float radialY = distanceY / distanceScalar;
  356. float tangentialX = radialX;
  357. float tangentialY = radialY;
  358. radialX *= particle.radialAcceleration_;
  359. radialY *= particle.radialAcceleration_;
  360. float newY = tangentialX;
  361. tangentialX = -tangentialY * particle.tangentialAcceleration_;
  362. tangentialY = newY * particle.tangentialAcceleration_;
  363. particle.velocity_.x_ += (effect_->GetGravity().x_ * worldScale + radialX - tangentialX) * timeStep;
  364. particle.velocity_.y_ -= (effect_->GetGravity().y_ * worldScale - radialY + tangentialY) * timeStep;
  365. particle.position_.x_ += particle.velocity_.x_ * timeStep;
  366. particle.position_.y_ += particle.velocity_.y_ * timeStep;
  367. }
  368. particle.size_ += particle.sizeDelta_ * timeStep;
  369. particle.rotation_ += particle.rotationDelta_ * timeStep;
  370. particle.color_ += particle.colorDelta_ * timeStep;
  371. float halfSize = particle.size_ * 0.5f;
  372. boundingBoxMinPoint_.x_ = Min(boundingBoxMinPoint_.x_, particle.position_.x_ - halfSize);
  373. boundingBoxMinPoint_.y_ = Min(boundingBoxMinPoint_.y_, particle.position_.y_ - halfSize);
  374. boundingBoxMinPoint_.z_ = Min(boundingBoxMinPoint_.z_, particle.position_.z_);
  375. boundingBoxMaxPoint_.x_ = Max(boundingBoxMaxPoint_.x_, particle.position_.x_ + halfSize);
  376. boundingBoxMaxPoint_.y_ = Max(boundingBoxMaxPoint_.y_, particle.position_.y_ + halfSize);
  377. boundingBoxMaxPoint_.z_ = Max(boundingBoxMaxPoint_.z_, particle.position_.z_);
  378. }
  379. }