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#include "ParticleSystem.h"
#include "../Base/Random.h"
#include "../Primitives/Vector2.h"
#include "Particle.h"
#include "ParticleInitializer.h"
#include "Texture.h"
#include "../Application.h"
#include "../tracy.h"
namespace nCine
{
ParticleSystem::ParticleSystem(SceneNode* parent, std::uint32_t count, Texture* texture)
: ParticleSystem(parent, count, texture, Recti(0, 0, texture->GetWidth(), texture->GetHeight()))
{
}
ParticleSystem::ParticleSystem(SceneNode* parent, std::uint32_t count, Texture* texture, Recti texRect)
: SceneNode(parent, 0, 0), poolSize_(count), poolTop_(count - 1), particlePool_(poolSize_),
particleArray_(poolSize_), affectors_(4), inLocalSpace_(false)
{
/*if (texture && texture->name() != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(texture->name(), strnlen(texture->name(), Object::MaxNameLength));
}*/
_type = ObjectType::ParticleSystem;
children_.reserve(poolSize_);
for (std::uint32_t i = 0; i < poolSize_; i++) {
Particle* particle = new Particle(nullptr, texture);
particle->setTexRect(texRect);
particlePool_.push_back(particle);
particleArray_.push_back(particle);
}
}
ParticleSystem::~ParticleSystem()
{
// Empty the children list before the mass deletion
children_.clear();
for (auto& affector : affectors_) {
delete affector;
}
for (auto& particle : particleArray_) {
delete particle;
}
}
ParticleSystem::ParticleSystem(ParticleSystem&&) = default;
ParticleSystem& ParticleSystem::operator=(ParticleSystem&&) = default;
void ParticleSystem::clearAffectors()
{
for (auto& affector : affectors_) {
delete affector;
}
affectors_.clear();
}
void ParticleSystem::emitParticles(const ParticleInitializer& init)
{
if (!updateEnabled_) {
return;
}
std::uint32_t amount = std::uint32_t(Random().Next(init.rndAmount.X, init.rndAmount.Y));
#if defined(WITH_TRACY)
// TODO: Tracy
//tracyInfoString.format("Count: %d", amount);
//ZoneText(tracyInfoString.data(), tracyInfoString.length());
#endif
Vector2f position(0.0f, 0.0f);
Vector2f velocity(0.0f, 0.0f);
for (std::uint32_t i = 0; i < amount; i++) {
// No more unused particles in the pool
if (poolTop_ < 0) {
break;
}
const float life = Random().NextFloat(init.rndLife.X, init.rndLife.Y);
position.X = Random().NextFloat(init.rndPositionX.X, init.rndPositionX.Y);
position.Y = Random().NextFloat(init.rndPositionY.X, init.rndPositionY.Y);
velocity.X = Random().NextFloat(init.rndVelocityX.X, init.rndVelocityX.Y);
velocity.Y = Random().NextFloat(init.rndVelocityY.X, init.rndVelocityY.Y);
float rotation = 0.0f;
if (init.emitterRotation) {
// Particles are rotated towards the emission vector
rotation = (atan2f(velocity.X, velocity.X) - atan2f(1.0f, 0.0f)) * 180.0f / fPi;
if (rotation < 0.0f) {
rotation += 360.0f;
}
} else {
rotation = Random().NextFloat(init.rndRotation.X, init.rndRotation.Y);
}
if (!inLocalSpace_) {
position += absPosition();
}
// Acquiring a particle from the pool
particlePool_[poolTop_]->init(life, position, velocity, rotation, inLocalSpace_);
addChildNode(particlePool_[poolTop_]);
poolTop_--;
}
}
void ParticleSystem::killParticles()
{
for (std::int32_t i = std::int32_t(children_.size()) - 1; i >= 0; i--) {
Particle* particle = static_cast<Particle*>(children_[i]);
if (particle->isAlive()) {
particle->life_ = 0.0f;
particle->setEnabled(false);
poolTop_++;
particlePool_[poolTop_] = particle;
removeChildNodeAt(i);
}
}
}
void ParticleSystem::setTexture(Texture* texture)
{
for (auto& particle : particleArray_) {
particle->setTexture(texture);
}
}
void ParticleSystem::setTexRect(const Recti& rect)
{
for (auto& particle : particleArray_) {
particle->setTexRect(rect);
}
}
void ParticleSystem::setAnchorPoint(float xx, float yy)
{
for (auto& particle : particleArray_) {
particle->setAnchorPoint(xx, yy);
}
}
void ParticleSystem::setAnchorPoint(Vector2f point)
{
for (auto& particle : particleArray_) {
particle->setAnchorPoint(point);
}
}
void ParticleSystem::setFlippedX(bool flippedX)
{
for (auto& particle : particleArray_) {
particle->setFlippedX(flippedX);
}
}
void ParticleSystem::setFlippedY(bool flippedY)
{
for (auto& particle : particleArray_) {
particle->setFlippedY(flippedY);
}
}
void ParticleSystem::setBlendingPreset(DrawableNode::BlendingPreset blendingPreset)
{
for (auto& particle : particleArray_) {
particle->setBlendingPreset(blendingPreset);
}
}
void ParticleSystem::setBlendingFactors(DrawableNode::BlendingFactor srcBlendingFactor, DrawableNode::BlendingFactor destBlendingFactor)
{
for (auto& particle : particleArray_) {
particle->setBlendingFactors(srcBlendingFactor, destBlendingFactor);
}
}
void ParticleSystem::setLayer(std::uint16_t layer)
{
for (auto& particle : particleArray_) {
particle->setLayer(layer);
}
}
void ParticleSystem::OnUpdate(float timeMult)
{
if (!updateEnabled_) {
return;
}
// Overridden `update()` method should call `transform()` like `SceneNode::update()` does
SceneNode::transform();
for (std::int32_t i = std::int32_t(children_.size()) - 1; i >= 0; i--) {
Particle* particle = static_cast<Particle*>(children_[i]);
// Update the particle if it's alive
if (particle->isAlive()) {
// Calculating the normalized age only once per particle
const float normalizedAge = 1.0f - particle->life_ / particle->startingLife;
for (auto& affector : affectors_) {
affector->affect(particle, normalizedAge);
}
particle->OnUpdate(timeMult);
// Releasing the particle if it has just died
if (!particle->isAlive()) {
poolTop_++;
particlePool_[poolTop_] = particle;
removeChildNodeAt(i);
continue;
}
// Transforming the particle only if it's still alive
particle->transform();
}
}
lastFrameUpdated_ = theApplication().GetFrameCount();
#if defined(WITH_TRACY)
// TODO: Tracy
//tracyInfoString.format("Alive: %d", numAliveParticles());
//ZoneText(tracyInfoString.data(), tracyInfoString.length());
#endif
}
ParticleSystem::ParticleSystem(const ParticleSystem& other)
: SceneNode(other), poolSize_(other.poolSize_), poolTop_(other.poolSize_ - 1), particlePool_(other.poolSize_),
particleArray_(other.poolSize_), affectors_(4), inLocalSpace_(other.inLocalSpace_)
{
_type = ObjectType::ParticleSystem;
for (std::uint32_t i = 0; i < other.affectors_.size(); i++) {
const ParticleAffector& affector = *other.affectors_[i];
switch (affector.type()) {
case ParticleAffector::Type::COLOR:
affectors_.push_back(new ColorAffector(static_cast<const ColorAffector&>(affector).clone()));
break;
case ParticleAffector::Type::SIZE:
affectors_.push_back(new SizeAffector(static_cast<const SizeAffector&>(affector).clone()));
break;
case ParticleAffector::Type::ROTATION:
affectors_.push_back(new RotationAffector(static_cast<const RotationAffector&>(affector).clone()));
break;
case ParticleAffector::Type::POSITION:
affectors_.push_back(new PositionAffector(static_cast<const PositionAffector&>(affector).clone()));
break;
case ParticleAffector::Type::VELOCITY:
affectors_.push_back(new VelocityAffector(static_cast<const VelocityAffector&>(affector).clone()));
break;
}
}
children_.reserve(poolSize_);
if (poolSize_ > 0) {
const Particle& otherParticle = *other.particlePool_.front();
// TODO: Tracy
/*if (otherParticle.texture() && otherParticle.texture()->name() != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(otherParticle.texture()->name(), strnlen(otherParticle.texture()->name(), Object::MaxNameLength));
}*/
for (std::uint32_t i = 0; i < poolSize_; i++) {
Particle* particle = new Particle(otherParticle.clone());
particlePool_.push_back(particle);
particleArray_.push_back(particle);
}
}
}
}
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