Files
GDevelop/Extensions/ParticleSystem/ParticleEmitterObject.cpp
T
Florian Rival 1a27f689e0 Remove deprecated/unused/unmaintained GDCpp code (#2930)
* This also includes extensions code.

Only show in developer changelog
2021-08-17 14:34:58 +02:00

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16 KiB
C++

/**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#include "GDCore/Tools/Localization.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Project/InitialInstance.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "ParticleEmitterObject.h"
#if defined(GD_IDE_ONLY)
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/CommonTools.h"
#endif
using namespace std;
ParticleEmitterBase::ParticleEmitterBase()
: rendererType(Point),
rendererParam1(3.0f),
rendererParam2(1.0f),
additive(false),
tank(-1),
flow(45),
emitterForceMin(45.0f),
emitterForceMax(85.0f),
emitterXDirection(0.0f),
emitterYDirection(1.0f),
emitterZDirection(0.0f),
emitterAngleA(0),
emitterAngleB(90),
zoneRadius(3.0f),
particleGravityX(0.0f),
particleGravityY(0.0f),
particleGravityZ(0.0f),
friction(2.0f),
particleLifeTimeMin(0.5f),
particleLifeTimeMax(2.5f),
redParam(Enabled),
greenParam(Random),
blueParam(Random),
alphaParam(Mutable),
sizeParam(Mutable),
angleParam(Mutable),
particleRed1(255.0f),
particleRed2(255.0f),
particleGreen1(51),
particleGreen2(255),
particleBlue1(51),
particleBlue2(0.0f),
particleAlpha1(204),
particleAlpha2(0.0f),
particleSize1(100.0f),
particleSize2(100.0f),
particleAngle1(0.0f),
particleAngle2(0.0f),
particleAlphaRandomness1(0),
particleAlphaRandomness2(0),
particleSizeRandomness1(0),
particleSizeRandomness2(0),
particleAngleRandomness1(0),
particleAngleRandomness2(0),
maxParticleNb(300),
destroyWhenNoParticles(true) {}
ParticleEmitterObject::ParticleEmitterObject(gd::String name_)
: Object(name_)
#if defined(GD_IDE_ONLY)
,
particleEditionSimpleMode(true),
emissionEditionSimpleMode(true),
gravityEditionSimpleMode(true)
#endif
{
}
void ParticleEmitterObject::DoUnserializeFrom(
gd::Project& project, const gd::SerializerElement& element) {
ParticleEmitterBase::UnserializeParticleEmitterBaseFrom(element);
#if defined(GD_IDE_ONLY)
particleEditionSimpleMode =
element.GetBoolAttribute("particleEditionSimpleMode");
emissionEditionSimpleMode =
element.GetBoolAttribute("emissionEditionSimpleMode");
gravityEditionSimpleMode =
element.GetBoolAttribute("gravityEditionSimpleMode");
#endif
}
void ParticleEmitterBase::UnserializeParticleEmitterBaseFrom(
const gd::SerializerElement& element) {
tank = element.GetDoubleAttribute("tank");
flow = element.GetDoubleAttribute("flow");
emitterForceMin = element.GetDoubleAttribute("emitterForceMin");
emitterForceMax = element.GetDoubleAttribute("emitterForceMax");
emitterXDirection = element.GetDoubleAttribute("emitterXDirection");
emitterYDirection = element.GetDoubleAttribute("emitterYDirection");
emitterZDirection = element.GetDoubleAttribute("emitterZDirection");
emitterAngleA = element.GetDoubleAttribute("emitterAngleA");
emitterAngleB = element.GetDoubleAttribute("emitterAngleB");
zoneRadius = element.GetDoubleAttribute("zoneRadius");
particleGravityX = element.GetDoubleAttribute("particleGravityX");
particleGravityY = element.GetDoubleAttribute("particleGravityY");
particleGravityZ = element.GetDoubleAttribute("particleGravityZ");
friction = element.GetDoubleAttribute("friction");
particleLifeTimeMin = element.GetDoubleAttribute("particleLifeTimeMin");
particleLifeTimeMax = element.GetDoubleAttribute("particleLifeTimeMax");
particleRed1 = element.GetDoubleAttribute("particleRed1");
particleRed2 = element.GetDoubleAttribute("particleRed2");
particleGreen1 = element.GetDoubleAttribute("particleGreen1");
particleGreen2 = element.GetDoubleAttribute("particleGreen2");
particleBlue1 = element.GetDoubleAttribute("particleBlue1");
particleBlue2 = element.GetDoubleAttribute("particleBlue2");
particleAlpha1 = element.GetDoubleAttribute("particleAlpha1");
particleAlpha2 = element.GetDoubleAttribute("particleAlpha2");
rendererParam1 = element.GetDoubleAttribute("rendererParam1");
rendererParam2 = element.GetDoubleAttribute("rendererParam2");
particleSize1 = element.GetDoubleAttribute("particleSize1");
particleSize2 = element.GetDoubleAttribute("particleSize2");
particleAngle1 = element.GetDoubleAttribute("particleAngle1");
particleAngle2 = element.GetDoubleAttribute("particleAngle2");
particleAlphaRandomness1 =
element.GetDoubleAttribute("particleAlphaRandomness1");
particleAlphaRandomness2 =
element.GetDoubleAttribute("particleAlphaRandomness2");
particleSizeRandomness1 =
element.GetDoubleAttribute("particleSizeRandomness1");
particleSizeRandomness2 =
element.GetDoubleAttribute("particleSizeRandomness2");
particleAngleRandomness1 =
element.GetDoubleAttribute("particleAngleRandomness1");
particleAngleRandomness2 =
element.GetDoubleAttribute("particleAngleRandomness2");
additive = element.GetBoolAttribute("additive");
destroyWhenNoParticles =
element.GetBoolAttribute("destroyWhenNoParticles", false);
textureParticleName = element.GetStringAttribute("textureParticleName");
maxParticleNb = element.GetIntAttribute("maxParticleNb", 5000);
{
gd::String result = element.GetStringAttribute("rendererType");
if (result == "Line")
rendererType = Line;
else if (result == "Quad")
rendererType = Quad;
else
rendererType = Point;
}
{
gd::String result = element.GetStringAttribute("redParam");
if (result == "Mutable")
redParam = Mutable;
else if (result == "Random")
redParam = Random;
else
redParam = Enabled;
}
{
gd::String result = element.GetStringAttribute("greenParam");
if (result == "Mutable")
greenParam = Mutable;
else if (result == "Random")
greenParam = Random;
else
greenParam = Enabled;
}
{
gd::String result = element.GetStringAttribute("blueParam");
if (result == "Mutable")
blueParam = Mutable;
else if (result == "Random")
blueParam = Random;
else
blueParam = Enabled;
}
{
gd::String result = element.GetStringAttribute("alphaParam");
if (result == "Mutable")
alphaParam = Mutable;
else if (result == "Random")
alphaParam = Random;
else
alphaParam = Enabled;
}
{
gd::String result = element.GetStringAttribute("sizeParam");
if (result == "Mutable")
sizeParam = Mutable;
else if (result == "Random")
sizeParam = Random;
else
sizeParam = Nothing;
}
{
gd::String result = element.GetStringAttribute("angleParam");
if (result == "Mutable")
angleParam = Mutable;
else if (result == "Random")
angleParam = Random;
else
angleParam = Nothing;
}
}
#if defined(GD_IDE_ONLY)
void ParticleEmitterObject::DoSerializeTo(
gd::SerializerElement& element) const {
element.SetAttribute("particleEditionSimpleMode", particleEditionSimpleMode);
element.SetAttribute("emissionEditionSimpleMode", emissionEditionSimpleMode);
element.SetAttribute("gravityEditionSimpleMode", gravityEditionSimpleMode);
ParticleEmitterBase::SerializeParticleEmitterBaseTo(element);
}
void ParticleEmitterBase::SerializeParticleEmitterBaseTo(
gd::SerializerElement& element) const {
element.SetAttribute("tank", tank);
element.SetAttribute("flow", flow);
element.SetAttribute("emitterForceMin", emitterForceMin);
element.SetAttribute("emitterForceMax", emitterForceMax);
element.SetAttribute("emitterXDirection", emitterXDirection);
element.SetAttribute("emitterYDirection", emitterYDirection);
element.SetAttribute("emitterZDirection", emitterZDirection);
element.SetAttribute("emitterAngleA", emitterAngleA);
element.SetAttribute("emitterAngleB", emitterAngleB);
element.SetAttribute("zoneRadius", zoneRadius);
element.SetAttribute("particleGravityX", particleGravityX);
element.SetAttribute("particleGravityY", particleGravityY);
element.SetAttribute("particleGravityZ", particleGravityZ);
element.SetAttribute("friction", friction);
element.SetAttribute("particleLifeTimeMin", particleLifeTimeMin);
element.SetAttribute("particleLifeTimeMax", particleLifeTimeMax);
element.SetAttribute("particleRed1", particleRed1);
element.SetAttribute("particleRed2", particleRed2);
element.SetAttribute("particleGreen1", particleGreen1);
element.SetAttribute("particleGreen2", particleGreen2);
element.SetAttribute("particleBlue1", particleBlue1);
element.SetAttribute("particleBlue2", particleBlue2);
element.SetAttribute("particleAlpha1", particleAlpha1);
element.SetAttribute("particleAlpha2", particleAlpha2);
element.SetAttribute("particleSize1", particleSize1);
element.SetAttribute("particleSize2", particleSize2);
element.SetAttribute("particleAngle1", particleAngle1);
element.SetAttribute("particleAngle2", particleAngle2);
element.SetAttribute("rendererParam1", rendererParam1);
element.SetAttribute("rendererParam2", rendererParam2);
element.SetAttribute("particleAlphaRandomness1", particleAlphaRandomness1);
element.SetAttribute("particleAlphaRandomness2", particleAlphaRandomness2);
element.SetAttribute("particleSizeRandomness1", particleSizeRandomness1);
element.SetAttribute("particleSizeRandomness2", particleSizeRandomness2);
element.SetAttribute("particleAngleRandomness1", particleAngleRandomness1);
element.SetAttribute("particleAngleRandomness2", particleAngleRandomness2);
element.SetAttribute("additive", additive);
element.SetAttribute("destroyWhenNoParticles", destroyWhenNoParticles);
element.SetAttribute("textureParticleName", textureParticleName);
element.SetAttribute("maxParticleNb", (int)maxParticleNb);
gd::String rendererTypeStr = "Point";
if (rendererType == Line)
rendererTypeStr = "Line";
else if (rendererType == Quad)
rendererTypeStr = "Quad";
element.SetAttribute("rendererType", rendererTypeStr);
gd::String redParamStr = "Enabled";
if (redParam == Mutable)
redParamStr = "Mutable";
else if (redParam == Random)
redParamStr = "Random";
element.SetAttribute("redParam", redParamStr);
gd::String greenParamStr = "Enabled";
if (greenParam == Mutable)
greenParamStr = "Mutable";
else if (greenParam == Random)
greenParamStr = "Random";
element.SetAttribute("greenParam", greenParamStr);
gd::String blueParamStr = "Enabled";
if (blueParam == Mutable)
blueParamStr = "Mutable";
else if (blueParam == Random)
blueParamStr = "Random";
element.SetAttribute("blueParam", blueParamStr);
gd::String alphaParamStr = "Enabled";
if (alphaParam == Mutable)
alphaParamStr = "Mutable";
else if (alphaParam == Random)
alphaParamStr = "Random";
element.SetAttribute("alphaParam", alphaParamStr);
gd::String sizeParamStr = "Nothing";
if (sizeParam == Mutable)
sizeParamStr = "Mutable";
else if (sizeParam == Random)
sizeParamStr = "Random";
element.SetAttribute("sizeParam", sizeParamStr);
gd::String angleParamStr = "Nothing";
if (angleParam == Mutable)
angleParamStr = "Mutable";
else if (angleParam == Random)
angleParamStr = "Random";
element.SetAttribute("angleParam", angleParamStr);
}
#endif
ParticleEmitterBase::~ParticleEmitterBase() {}
#if defined(GD_IDE_ONLY)
void ParticleEmitterObject::ExposeResources(
gd::ArbitraryResourceWorker& worker) {
gd::String texture = GetParticleTexture();
worker.ExposeImage(texture);
SetParticleTexture(texture);
}
#endif
void ParticleEmitterBase::SetTank(float newValue) {
tank = newValue;
}
void ParticleEmitterBase::SetFlow(float newValue) {
flow = newValue;
}
void ParticleEmitterBase::SetEmitterForceMin(float newValue) {
emitterForceMin = newValue;
}
void ParticleEmitterBase::SetEmitterForceMax(float newValue) {
emitterForceMax = newValue;
}
void ParticleEmitterBase::SetParticleGravityX(float newValue) {
particleGravityX = newValue;
}
void ParticleEmitterBase::SetParticleGravityY(float newValue) {
particleGravityY = newValue;
}
void ParticleEmitterBase::SetParticleGravityZ(float newValue) {
particleGravityZ = newValue;
}
void ParticleEmitterBase::SetFriction(float newValue) {
friction = newValue;
}
void ParticleEmitterBase::SetEmitterXDirection(float newValue) {
emitterXDirection = newValue;
}
void ParticleEmitterBase::SetEmitterYDirection(float newValue) {
emitterYDirection = newValue;
}
void ParticleEmitterBase::SetEmitterZDirection(float newValue) {
emitterZDirection = newValue;
}
void ParticleEmitterBase::SetEmitterAngleA(float newValue) {
emitterAngleA = newValue;
}
void ParticleEmitterBase::SetEmitterAngleB(float newValue) {
emitterAngleB = newValue;
}
void ParticleEmitterBase::SetZoneRadius(float newValue) {
zoneRadius = newValue;
}
void ParticleEmitterBase::SetParticleGravityAngle(float newAngleInDegree) {
float length = sqrt(GetParticleGravityY() * GetParticleGravityY() +
GetParticleGravityX() * GetParticleGravityX());
SetParticleGravityX(cos(newAngleInDegree / 180.0f * 3.14159f) * length);
SetParticleGravityY(sin(newAngleInDegree / 180.0f * 3.14159f) * length);
}
void ParticleEmitterBase::SetParticleGravityLength(float length) {
float angle = atan2(GetParticleGravityY(), GetParticleGravityX());
SetParticleGravityX(cos(angle) * length);
SetParticleGravityY(sin(angle) * length);
}
float ParticleEmitterBase::GetParticleGravityAngle() const {
return atan2(GetParticleGravityY(), GetParticleGravityX()) * 180.0f /
3.14159f;
}
float ParticleEmitterBase::GetParticleGravityLength() const {
return sqrt(GetParticleGravityY() * GetParticleGravityY() +
GetParticleGravityX() * GetParticleGravityX());
}
void ParticleEmitterBase::SetParticleColor1(const gd::String& color) {
std::vector<gd::String> colors = color.Split(U';');
if (colors.size() < 3) return; // Color is incorrect
SetParticleRed1(colors[0].To<int>());
SetParticleGreen1(colors[1].To<int>());
SetParticleBlue1(colors[2].To<int>());
}
void ParticleEmitterBase::SetParticleColor2(const gd::String& color) {
std::vector<gd::String> colors = color.Split(U';');
if (colors.size() < 3) return; // Color is incorrect
SetParticleRed2(colors[0].To<int>());
SetParticleGreen2(colors[1].To<int>());
SetParticleBlue2(colors[2].To<int>());
}
/**
* Used by copy constructor and assignment operator.
* \warning Do not forget to update me if members were changed!
*/
void ParticleEmitterBase::Init(const ParticleEmitterBase& other) {
// TODO: might be useless to redefine the copy ctor/assignment operator.
textureParticleName = other.textureParticleName;
rendererType = other.rendererType;
rendererParam1 = other.rendererParam1;
rendererParam2 = other.rendererParam2;
additive = other.additive;
tank = other.tank;
flow = other.flow;
emitterForceMin = other.emitterForceMin;
emitterForceMax = other.emitterForceMax;
emitterXDirection = other.emitterXDirection;
emitterYDirection = other.emitterYDirection;
emitterZDirection = other.emitterZDirection;
emitterAngleA = other.emitterAngleA;
emitterAngleB = other.emitterAngleB;
zoneRadius = other.zoneRadius;
particleGravityX = other.particleGravityX;
particleGravityY = other.particleGravityY;
particleGravityZ = other.particleGravityZ;
friction = other.friction;
particleLifeTimeMin = other.particleLifeTimeMin;
particleLifeTimeMax = other.particleLifeTimeMax;
redParam = other.redParam;
greenParam = other.greenParam;
blueParam = other.blueParam;
alphaParam = other.alphaParam;
sizeParam = other.sizeParam;
angleParam = other.angleParam;
particleRed1 = other.particleRed1;
particleRed2 = other.particleRed2;
particleGreen1 = other.particleGreen1;
particleGreen2 = other.particleGreen2;
particleBlue1 = other.particleBlue1;
particleBlue2 = other.particleBlue2;
particleAlpha1 = other.particleAlpha1;
particleAlpha2 = other.particleAlpha2;
particleSize1 = other.particleSize1;
particleSize2 = other.particleSize2;
particleAngle1 = other.particleAngle1;
particleAngle2 = other.particleAngle2;
particleAlphaRandomness1 = other.particleAlphaRandomness1;
particleAlphaRandomness2 = other.particleAlphaRandomness2;
particleSizeRandomness1 = other.particleSizeRandomness1;
particleSizeRandomness2 = other.particleSizeRandomness2;
particleAngleRandomness1 = other.particleAngleRandomness1;
particleAngleRandomness2 = other.particleAngleRandomness2;
maxParticleNb = other.maxParticleNb;
destroyWhenNoParticles = other.destroyWhenNoParticles;
}