зеркало из https://github.com/microsoft/cocos2d-x.git
197 строки
5.6 KiB
C++
197 строки
5.6 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Leonardo Kasperavičius
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PARTICLE_SYSTEM_QUAD_H__
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#define __CC_PARTICLE_SYSTEM_QUAD_H__
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#include "2d/CCParticleSystem.h"
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#include "renderer/CCQuadCommand.h"
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NS_CC_BEGIN
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class SpriteFrame;
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class EventCustom;
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @class ParticleSystemQuad
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* @brief ParticleSystemQuad is a subclass of ParticleSystem.
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It includes all the features of ParticleSystem.
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Special features and Limitations:
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- Particle size can be any float number.
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- The system can be scaled.
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- The particles can be rotated.
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- It supports subrects.
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- It supports batched rendering since 1.1.
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@since v0.8
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@js NA
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*/
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class CC_DLL ParticleSystemQuad : public ParticleSystem
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{
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public:
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/** Creates a Particle Emitter.
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*
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* @return An autoreleased ParticleSystemQuad object.
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*/
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static ParticleSystemQuad * create();
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/** Creates a Particle Emitter with a number of particles.
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*
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* @param numberOfParticles A given number of particles.
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* @return An autoreleased ParticleSystemQuad object.
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*/
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static ParticleSystemQuad * createWithTotalParticles(int numberOfParticles);
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/** Creates an initializes a ParticleSystemQuad from a plist file.
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This plist files can be created manually or with Particle Designer.
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*
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* @param filename Particle plist file name.
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* @return An autoreleased ParticleSystemQuad object.
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*/
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static ParticleSystemQuad * create(const std::string& filename);
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/** Creates a Particle Emitter with a dictionary.
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*
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* @param dictionary Particle dictionary.
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* @return An autoreleased ParticleSystemQuad object.
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*/
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static ParticleSystemQuad * create(ValueMap &dictionary);
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/** Sets a new SpriteFrame as particle.
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WARNING: this method is experimental. Use setTextureWithRect instead.
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*
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* @param spriteFrame A given sprite frame as particle texture.
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@since v0.99.4
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*/
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void setDisplayFrame(SpriteFrame *spriteFrame);
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/** Sets a new texture with a rect. The rect is in Points.
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@since v0.99.4
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* @js NA
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* @lua NA
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*
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* @param texture A given texture.
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8 @param rect A given rect, in points.
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*/
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void setTextureWithRect(Texture2D *texture, const Rect& rect);
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/** Listen the event that renderer was recreated on Android/WP8.
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* @js NA
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* @lua NA
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*
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* @param event the event that renderer was recreated on Android/WP8.
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*/
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void listenRendererRecreated(EventCustom* event);
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setTexture(Texture2D* texture) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void updateQuadWithParticle(tParticle* particle, const Vec2& newPosition) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void postStep() override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setBatchNode(ParticleBatchNode* batchNode) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setTotalParticles(int tp) override;
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virtual std::string getDescription() const override;
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CC_CONSTRUCTOR_ACCESS:
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/**
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* @js ctor
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*/
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ParticleSystemQuad();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleSystemQuad();
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// Overrides
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/**
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* @js NA
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* @lua NA
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*/
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virtual bool initWithTotalParticles(int numberOfParticles) override;
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protected:
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/** initializes the indices for the vertices*/
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void initIndices();
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/** initializes the texture with a rectangle measured Points */
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void initTexCoordsWithRect(const Rect& rect);
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/** Updates texture coords */
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void updateTexCoords();
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void setupVBOandVAO();
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void setupVBO();
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bool allocMemory();
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V3F_C4B_T2F_Quad *_quads; // quads to be rendered
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GLushort *_indices; // indices
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GLuint _VAOname;
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GLuint _buffersVBO[2]; //0: vertex 1: indices
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QuadCommand _quadCommand; // quad command
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParticleSystemQuad);
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};
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// end of _2d group
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/// @}
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NS_CC_END
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#endif //__CC_PARTICLE_SYSTEM_QUAD_H__
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