背景和头像缺失
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cocos2d/extensions/Particle3D/PU/CCPUForceField.h
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cocos2d/extensions/Particle3D/PU/CCPUForceField.h
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/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015 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_PU_PARTICLE_3D_FORCE_FIELD_H__
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#define __CC_PU_PARTICLE_3D_FORCE_FIELD_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "CCPUNoise.h"
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NS_CC_BEGIN
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/** Pure virtual ForceFieldCalculationFactory
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*/
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class PUForceFieldCalculationFactory
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{
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public:
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// Const
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static const Vec3 DEFAULT_WORLDSIZE;
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PUForceFieldCalculationFactory(void) :
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_octaves(2),
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_frequency(1.0f),
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_amplitude(1.0f),
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_persistence(1.0f),
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_worldSize(DEFAULT_WORLDSIZE)
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{
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};
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virtual ~PUForceFieldCalculationFactory(void){};
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/** Generates the force field
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@remarks
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This function takes several arguments.
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- forceFieldSize defines the internal dimensions of the force field.
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- octaves, frequency, amplitude and persistence define the noise that is being generated.
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- worldSize defines the dimensions in the real world (scene).
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*/
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virtual void generate(unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize) = 0;
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/** Determine force, based on the position of a particle.
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#remarks
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The position is the position of a particle. The argument 'delta' defines the radius around the position that contributes to the
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calculation of the force.
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*/
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virtual void determineForce(const Vec3& position, Vec3& force, float delta) = 0;
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/** Default Getters/Setters
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*/
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virtual unsigned short getOctaves(void) const;
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virtual void setOctaves(unsigned short octaves);
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virtual double getFrequency(void) const;
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virtual void setFrequency(double frequency);
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virtual double getAmplitude(void) const;
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virtual void setAmplitude(double amplitude);
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virtual double getPersistence(void) const;
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virtual void setPersistence(double persistence);
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virtual unsigned int getForceFieldSize(void) const;
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virtual void setForceFieldSize(unsigned int forceFieldSize);
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virtual Vec3 getWorldSize(void) const;
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virtual void setWorldSize(const Vec3& worldSize);
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protected:
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PUNoise3D _noise3D;
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unsigned short _octaves;
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double _frequency;
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double _amplitude;
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double _persistence;
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Vec3 _mapScale;
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Vec3 _worldSize;
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Vec3 _mappedPosition;
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};
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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/** Factory class to calculate forces in realtime
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*/
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class PURealTimeForceFieldCalculationFactory : public PUForceFieldCalculationFactory
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{
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public:
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PURealTimeForceFieldCalculationFactory(void) : PUForceFieldCalculationFactory() {};
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virtual ~PURealTimeForceFieldCalculationFactory(void){};
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/** Override from ForceFieldCalculationFactory
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*/
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virtual void generate(unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize);
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/** Override from ForceFieldCalculationFactory
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*/
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virtual void determineForce(const Vec3& position, Vec3& force, float delta);
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};
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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/** Force Field Affector Class:
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This class defines a force field to affect the particle direction. The force field is based on 3D noise. The force can be calculated in
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realtime or based on a precreated 3D force field matrix, which essentially involves one lookup. To speed things up, the 3d matrix can be
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precreated in a separate thread (optionally).
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*/
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class PUForceField
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{
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public:
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enum ForceFieldType
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{
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FF_REALTIME_CALC,
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FF_MATRIX_CALC
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};
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PUForceField();
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virtual ~PUForceField();
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/** Initialises a ForceField */
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virtual void initialise(ForceFieldType type,
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const Vec3& position,
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unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize);
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/** Initialises a ForceField */
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virtual void initialise(ForceFieldType type,
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unsigned int forceFieldSize,
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unsigned short octaves,
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double frequency,
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double amplitude,
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double persistence,
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const Vec3& worldSize);
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/** Get/Set the base position of the force field */
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const Vec3& getForceFieldPositionBase(void) const;
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void setForceFieldPositionBase(const Vec3& position);
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/** Calculate the force, based on a certain position */
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void determineForce(const Vec3& position, Vec3& force, float delta);
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/** Getters/Setters
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*/
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virtual unsigned short getOctaves(void) const;
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virtual void setOctaves(unsigned short octaves);
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virtual double getFrequency(void) const;
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virtual void setFrequency(double frequency);
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virtual double getAmplitude(void) const;
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virtual void setAmplitude(double amplitude);
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virtual double getPersistence(void) const;
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virtual void setPersistence(double persistence);
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virtual unsigned int getForceFieldSize(void) const;
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virtual void setForceFieldSize(unsigned int forceFieldSize);
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virtual Vec3 getWorldSize(void) const;
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virtual void setWorldSize(const Vec3& worldSize);
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/** Get/Set the Forcefield type
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*/
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const ForceFieldType getForceFieldType(void) const;
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void setForceFieldType(const ForceFieldType forceFieldType);
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protected:
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unsigned short _octaves;
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double _frequency;
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double _amplitude;
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double _persistence;
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Vec3 _worldSize;
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unsigned int _forceFieldSize;
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PUForceFieldCalculationFactory* _forceFieldCalculationFactory; // Internal factory that creates a certain force field type
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Vec3 _forceFieldPositionBase; // Position of the force field
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ForceFieldType _forceFieldType;
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/** Get/Set/Create ForceFieldCalculationFactory */
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PUForceFieldCalculationFactory* getForceFieldCalculationFactory() const;
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void setForceFieldCalculationFactory(PUForceFieldCalculationFactory* forceFieldCalculationFactory);
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PUForceFieldCalculationFactory* createForceFieldCalculationFactory(ForceFieldType type);
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};
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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NS_CC_END
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#endif
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