776 lines
26 KiB
C++
776 lines
26 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file spriteParticleRenderer.cxx
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* @author charles
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* @date 2000-07-13
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*/
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#include "spriteParticleRenderer.h"
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#include "boundingSphere.h"
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#include "geomNode.h"
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#include "sequenceNode.h"
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#include "nodePath.h"
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#include "dcast.h"
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#include "geom.h"
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#include "geomVertexReader.h"
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#include "geomVertexWriter.h"
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#include "renderModeAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texGenAttrib.h"
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#include "textureAttrib.h"
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#include "textureCollection.h"
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#include "nodePathCollection.h"
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#include "indent.h"
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#include "config_particlesystem.h"
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#include "pStatTimer.h"
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PStatCollector SpriteParticleRenderer::_render_collector("App:Particles:Sprite:Render");
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/**
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* constructor
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*/
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SpriteParticleRenderer::
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SpriteParticleRenderer(Texture *tex) :
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BaseParticleRenderer(PR_ALPHA_NONE),
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_color(LColor(1.0f, 1.0f, 1.0f, 1.0f)),
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_height(1.0f),
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_width(1.0f),
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_initial_x_scale(1.0f),
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_final_x_scale(1.0f),
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_initial_y_scale(1.0f),
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_final_y_scale(1.0f),
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_theta(0.0f),
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_base_y_scale(1.0f),
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_aspect_ratio(1.0f),
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_animate_frames_rate(0.0f),
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_animate_frames_index(0),
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_animate_x_ratio(false),
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_animate_y_ratio(false),
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_animate_theta(false),
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_alpha_disable(false),
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_animate_frames(false),
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_animation_removed(true),
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_blend_method(PP_BLEND_LINEAR),
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_color_interpolation_manager(new ColorInterpolationManager(_color)),
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_pool_size(0) {
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set_texture(tex);
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init_geoms();
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}
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/**
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* copy constructor
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*/
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SpriteParticleRenderer::
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SpriteParticleRenderer(const SpriteParticleRenderer& copy) :
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BaseParticleRenderer(copy),
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_anims(copy._anims),
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_color(copy._color),
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_height(copy._height),
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_width(copy._width),
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_initial_x_scale(copy._initial_x_scale),
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_final_x_scale(copy._final_x_scale),
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_initial_y_scale(copy._initial_y_scale),
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_final_y_scale(copy._final_y_scale),
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_theta(copy._theta),
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_base_y_scale(copy._base_y_scale),
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_aspect_ratio(copy._aspect_ratio),
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_animate_frames_rate(copy._animate_frames_rate),
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_animate_frames_index(copy._animate_frames_index),
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_animate_x_ratio(copy._animate_x_ratio),
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_animate_y_ratio(copy._animate_y_ratio),
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_animate_theta(copy._animate_theta),
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_alpha_disable(copy._alpha_disable),
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_animate_frames(copy._animate_frames),
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_animation_removed(true),
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_blend_method(copy._blend_method),
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_color_interpolation_manager(copy._color_interpolation_manager),
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_pool_size(0),
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_birth_list(copy._birth_list) {
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init_geoms();
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}
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/**
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* destructor
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*/
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SpriteParticleRenderer::
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~SpriteParticleRenderer() {
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get_render_node()->remove_all_geoms();
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}
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/**
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* child dynamic copy
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*/
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BaseParticleRenderer *SpriteParticleRenderer::
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make_copy() {
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return new SpriteParticleRenderer(*this);
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}
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/**
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* Pull either a set of textures from a SequenceNode or a single texture from
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* a GeomNode. This function is called in both set_from_node() and
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* add_from_node(). Notice the second parameter. This nodepath will
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* reference the GeomNode holding the first texture in the returned
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* TextureCollection.
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*/
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int SpriteParticleRenderer::
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extract_textures_from_node(const NodePath &node_path, NodePathCollection &np_col, TextureCollection &tex_col) {
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NodePath tex_node_path = node_path;
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NodePath geom_node_path;
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// Look for a sequence node first, in case they want animated texture
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// sprites
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if (!tex_node_path.is_empty() && tex_node_path.node()->get_type() != SequenceNode::get_class_type()) {
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tex_node_path = node_path.find("**/+SequenceNode");
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}
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// Nodepath contains a sequence node, attempt to read its textures.
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if (!tex_node_path.is_empty()) {
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int frame_count = tex_node_path.get_num_children();
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// We do it this way in order to preserve the order of the textures in the
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// sequence. If we use a find_all_textures() that order is lost.
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for (int i = 0; i < frame_count; ++i) {
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geom_node_path = tex_node_path.get_child(i);
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if (!geom_node_path.is_empty()) {
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// Since this is a SequenceNode, there will be only one texture on
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// this geom_node_path.
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tex_col.add_textures_from(geom_node_path.find_all_textures());
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np_col.add_path(geom_node_path);
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}
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}
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// If unsuccessful, try again as if the node were a normal GeomNode.
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if (tex_col.get_num_textures() == 0) {
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geom_node_path = NodePath();
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tex_col.clear();
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np_col.clear();
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}
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}
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// If a sequence node is not found, we just want to look for a regular geom
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// node.
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if (geom_node_path.is_empty()) {
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// Find the first GeomNode.
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if (!node_path.is_empty() && node_path.node()->get_type() != GeomNode::get_class_type()) {
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geom_node_path = node_path.find("**/+GeomNode");
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if (geom_node_path.is_empty()) {
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particlesystem_cat.error();
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return 0;
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}
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} else {
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geom_node_path = node_path;
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}
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// Grab the first texture.
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tex_col.add_texture(geom_node_path.find_texture("*"));
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if (tex_col.get_num_textures() < 1) {
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particlesystem_cat.error()
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<< geom_node_path << " does not contain a texture.\n";
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return 0;
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} else {
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np_col.add_path(geom_node_path);
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}
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}
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return 1;
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}
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/**
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* If the source type is important, use this one.
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*
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* model and node should lead to node_path like this: node_path =
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* loader.loadModel(model).find(node)
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*
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* This will remove all previously add textures and resize the renderer to
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* match the new geometry.
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*/
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void SpriteParticleRenderer::
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set_from_node(const NodePath &node_path, const string &model, const string &node, bool size_from_texels) {
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// Clear all texture information
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_anims.clear();
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add_from_node(node_path,model,node,size_from_texels,true);
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}
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/**
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* Sets the properties on this renderer from the geometry referenced by the
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* indicated NodePath. This should be a reference to a GeomNode or a
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* SequenceNode; it extracts out the texture and UV range from the node.
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*
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* This will remove all previously added textures and animations. It will
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* also resize the renderer to match this new geometry.
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*
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* If node_path refers to a GeomNode(or has one beneath it) the texture, its
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* size, and UV data will be extracted from that.
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*
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* If node_path references a SequenceNode(or has one beneath it) with multiple
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* GeomNodes beneath it, the size data will correspond only to the first
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* GeomNode found with a valid texture, while the texture and UV information
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* will be stored for each individual node.
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*
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* If size_from_texels is true, the particle size is based on the number of
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* texels in the source image; otherwise, it is based on the size of the first
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* polygon found in the node.
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*
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* model and node are the two items used to construct node_path. If the
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* source type is important, use set_from_node(NodePath,string,string,bool)
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* instead.
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*/
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void SpriteParticleRenderer::
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set_from_node(const NodePath &node_path, bool size_from_texels) {
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nassertv(!node_path.is_empty());
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// Clear all texture information
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_anims.clear();
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add_from_node(node_path,size_from_texels,true);
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}
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/**
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* This will allow the renderer to randomly choose from more than one texture
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* or sequence at particle birth.
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*
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* If the source type is important, use this one.
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*
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* model and node should lead to node_path like this: node_path =
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* loader.loadModel(model).find(node)
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*
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* If resize is true, or if there are no textures currently on the renderer,
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* it will force the renderer to use the size information from this node from
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* now on. (Default is false)
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*/
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void SpriteParticleRenderer::
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add_from_node(const NodePath &node_path, const string &model, const string &node, bool size_from_texels, bool resize) {
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int anim_count = _anims.size();
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if (anim_count == 0)
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resize = true;
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add_from_node(node_path,size_from_texels,resize);
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if (anim_count < (int)_anims.size()) {
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get_last_anim()->set_source_info(model,node);
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}
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}
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/**
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* This will allow the renderer to randomly choose from more than one texture
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* or sequence at particle birth.
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*
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* If resize is true, or if there are no textures currently on the renderer,
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* it will force the renderer to use the size information from this node from
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* now on. (Default is false)
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*/
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void SpriteParticleRenderer::
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add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
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nassertv(!node_path.is_empty());
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NodePathCollection np_col;
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TextureCollection tex_col;
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if (_anims.empty())
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resize = true;
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// Load the found textures into the renderer.
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if (extract_textures_from_node(node_path,np_col,tex_col)) {
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pvector< LTexCoord > ll,ur;
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GeomNode *gnode = NULL;
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const Geom *geom;
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const GeomPrimitive *primitive;
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for (int i = 0; i < np_col.get_num_paths(); ++i) {
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// Get the node from which we'll extract the geometry information.
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gnode = DCAST(GeomNode, np_col[i].node());
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// Now examine the UV's of the first Geom within the GeomNode.
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nassertv(gnode->get_num_geoms() > 0);
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geom = gnode->get_geom(0);
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bool got_texcoord = false;
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LTexCoord min_uv(0.0f, 0.0f);
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LTexCoord max_uv(0.0f, 0.0f);
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GeomVertexReader texcoord(geom->get_vertex_data(),
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InternalName::get_texcoord());
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if (texcoord.has_column()) {
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for (int pi = 0; pi < geom->get_num_primitives(); ++pi) {
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primitive = geom->get_primitive(pi);
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for (int vi = 0; vi < primitive->get_num_vertices(); ++vi) {
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int vert = primitive->get_vertex(vi);
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texcoord.set_row_unsafe(vert);
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if (!got_texcoord) {
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min_uv = max_uv = texcoord.get_data2();
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got_texcoord = true;
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} else {
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const LVecBase2 &uv = texcoord.get_data2();
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min_uv[0] = min(min_uv[0], uv[0]);
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max_uv[0] = max(max_uv[0], uv[0]);
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min_uv[1] = min(min_uv[1], uv[1]);
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max_uv[1] = max(max_uv[1], uv[1]);
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}
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}
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}
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}
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if (got_texcoord) {
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// We don't really pay attention to orientation of UV's here; a minor
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// flaw. We assume the minimum is in the lower-left, and the maximum
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// is in the upper-right.
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ll.push_back(min_uv);
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ur.push_back(max_uv);
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}
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}
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_anims.push_back(new SpriteAnim(tex_col,ll,ur));
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if (resize) {
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gnode = DCAST(GeomNode, np_col[0].node());
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geom = gnode->get_geom(0);
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bool got_vertex = false;
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LVertex min_xyz(0.0f, 0.0f, 0.0f);
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LVertex max_xyz(0.0f, 0.0f, 0.0f);
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GeomVertexReader vertex(geom->get_vertex_data(),
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InternalName::get_vertex());
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if (vertex.has_column()) {
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for (int pi = 0; pi < geom->get_num_primitives(); ++pi) {
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primitive = geom->get_primitive(pi);
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for (int vi = 0; vi < primitive->get_num_vertices(); ++vi) {
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int vert = primitive->get_vertex(vi);
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vertex.set_row_unsafe(vert);
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if (!got_vertex) {
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min_xyz = max_xyz = vertex.get_data3();
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got_vertex = true;
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} else {
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const LVecBase3 &xyz = vertex.get_data3();
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min_xyz[0] = min(min_xyz[0], xyz[0]);
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max_xyz[0] = max(max_xyz[0], xyz[0]);
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min_xyz[1] = min(min_xyz[1], xyz[1]);
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max_xyz[1] = max(max_xyz[1], xyz[1]);
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min_xyz[2] = min(min_xyz[2], xyz[2]);
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max_xyz[2] = max(max_xyz[2], xyz[2]);
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}
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}
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}
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}
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if (got_vertex) {
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PN_stdfloat width = max_xyz[0] - min_xyz[0];
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PN_stdfloat height = max(max_xyz[1] - min_xyz[1],
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max_xyz[2] - min_xyz[2]);
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if (size_from_texels) {
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// If size_from_texels is true, we get the particle size from the
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// number of texels in the source image.
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PN_stdfloat y_texels = _anims[0]->get_frame(0)->get_y_size() * fabs(_anims[0]->get_ur(0)[1] - _anims[0]->get_ll(0)[1]);
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set_size(y_texels * width / height, y_texels);
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} else {
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// If size_from_texels is false, we get the particle size from the
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// size of the polygon.
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set_size(width, height);
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}
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} else {
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// With no vertices, just punt.
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set_size(1.0f, 1.0f);
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}
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}
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init_geoms();
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}
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}
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/**
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* reallocate the vertex pool.
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*/
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void SpriteParticleRenderer::
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resize_pool(int new_size) {
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if (new_size != _pool_size) {
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_pool_size = new_size;
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init_geoms();
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}
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}
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/**
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* initializes everything, called on traumatic events such as construction and
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* serious particlesystem modifications
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*/
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void SpriteParticleRenderer::
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init_geoms() {
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CPT(RenderState) state = _render_state;
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SpriteAnim *anim;
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int anim_count = _anims.size();
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int i,j;
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// Setup format
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PT(GeomVertexArrayFormat) array_format = new GeomVertexArrayFormat
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(InternalName::get_vertex(), 3, Geom::NT_stdfloat, Geom::C_point,
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InternalName::get_color(), 1, Geom::NT_packed_dabc, Geom::C_color);
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if (_animate_theta || _theta != 0.0f) {
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array_format->add_column
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(InternalName::get_rotate(), 1, Geom::NT_stdfloat, Geom::C_other);
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}
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_base_y_scale = _initial_y_scale;
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_aspect_ratio = _width / _height;
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PN_stdfloat final_x_scale = _animate_x_ratio ? _final_x_scale : _initial_x_scale;
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PN_stdfloat final_y_scale = _animate_y_ratio ? _final_y_scale : _initial_y_scale;
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if (_animate_y_ratio) {
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_base_y_scale = max(_initial_y_scale, _final_y_scale);
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array_format->add_column
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(InternalName::get_size(), 1, Geom::NT_stdfloat, Geom::C_other);
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}
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if (_aspect_ratio * _initial_x_scale != _initial_y_scale ||
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_aspect_ratio * final_x_scale != final_y_scale) {
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array_format->add_column
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(InternalName::get_aspect_ratio(), 1, Geom::NT_stdfloat,
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Geom::C_other);
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}
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CPT(GeomVertexFormat) format = GeomVertexFormat::register_format
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(new GeomVertexFormat(array_format));
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// Reset render() data structures
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for (i = 0; i < (int)_ttl_count.size(); ++i) {
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PANDA_FREE_ARRAY(_ttl_count[i]);
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}
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_anim_size.resize(anim_count);
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_ttl_count.clear();
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_ttl_count.resize(anim_count);
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// Reset sprite primitive data in order to prepare for next pass.
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_sprite_primitive.clear();
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_sprites.clear();
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_vdata.clear();
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_sprite_writer.clear();
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GeomNode *render_node = get_render_node();
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render_node->remove_all_geoms();
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// For each animation...
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for (i = 0; i < anim_count; ++i) {
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anim = _anims[i];
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_anim_size[i] = anim->get_num_frames();
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_sprite_primitive.push_back(pvector<PT(Geom)>());
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_sprites.push_back(pvector<PT(GeomPoints)>());
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_vdata.push_back(pvector<PT(GeomVertexData)>());
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_sprite_writer.push_back(pvector<SpriteWriter>());
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// For each frame of the animation...
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for (j = 0; j < _anim_size[i]; ++j) {
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_ttl_count[i] = (int *)PANDA_MALLOC_ARRAY(_anim_size[i] * sizeof(int));
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_vdata[i].push_back(new GeomVertexData("sprite_particles", format, Geom::UH_stream));
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PT(Geom) geom = new Geom(_vdata[i][j]);
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_sprite_primitive[i].push_back((Geom*)geom);
|
|
_sprites[i].push_back(new GeomPoints(Geom::UH_stream));
|
|
geom->add_primitive(_sprites[i][j]);
|
|
|
|
// This will be overwritten in render(), but we had to have some initial
|
|
// value
|
|
_sprite_writer[i].push_back(SpriteWriter());
|
|
|
|
state = state->add_attrib(RenderModeAttrib::make(RenderModeAttrib::M_unchanged, _base_y_scale * _height, true));
|
|
if (anim->get_frame(j) != (Texture *)NULL) {
|
|
state = state->add_attrib(TextureAttrib::make(anim->get_frame(j)));
|
|
state = state->add_attrib(TexGenAttrib::make(TextureStage::get_default(), TexGenAttrib::M_point_sprite));
|
|
|
|
// Build a transform to convert the texture coordinates to the ll, ur
|
|
// space.
|
|
LPoint2 ul(anim->get_ll(j)[0], anim->get_ur(j)[1]);
|
|
LPoint2 lr(anim->get_ur(j)[0], anim->get_ll(j)[1]);
|
|
LVector2 sc = lr - ul;
|
|
|
|
CPT(TransformState) ts = TransformState::make_pos_rotate_scale2d(ul, 0.0f, sc);
|
|
state = state->add_attrib(TexMatrixAttrib::make(TextureStage::get_default(), ts));
|
|
}
|
|
|
|
render_node->add_geom(_sprite_primitive[i][j], state);
|
|
}
|
|
}
|
|
|
|
nassertv(render_node->check_valid());
|
|
}
|
|
|
|
/**
|
|
* child birth, one of those 'there-if-we-want-it' things. not really too
|
|
* useful here, so it turns out we don't really want it.
|
|
*/
|
|
void SpriteParticleRenderer::
|
|
birth_particle(int index) {
|
|
_birth_list.push_back(index);
|
|
}
|
|
|
|
/**
|
|
* child death
|
|
*/
|
|
void SpriteParticleRenderer::
|
|
kill_particle(int) {
|
|
}
|
|
|
|
/**
|
|
* big child render. populates the geom node.
|
|
*/
|
|
void SpriteParticleRenderer::
|
|
render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
|
|
PStatTimer t1(_render_collector);
|
|
// There is no texture data available, exit.
|
|
if (_anims.empty()) {
|
|
return;
|
|
}
|
|
|
|
BaseParticle *cur_particle;
|
|
int remaining_particles = ttl_particles;
|
|
int i,j; // loop counters
|
|
int anim_count = _anims.size(); // number of animations
|
|
int frame; // frame index, used in indicating which frame to use when not animated
|
|
// First, since this is the only time we have access to the actual
|
|
// particles, do some delayed initialization.
|
|
if (_animate_frames || anim_count) {
|
|
if (!_birth_list.empty()) {
|
|
for (vector_int::iterator vIter = _birth_list.begin(); vIter != _birth_list.end(); ++vIter) {
|
|
cur_particle = (BaseParticle*)po_vector[*vIter].p();
|
|
i = int(NORMALIZED_RAND()*anim_count);
|
|
|
|
// If there are multiple animations to choose from, choose one at
|
|
// random for this new particle
|
|
cur_particle->set_index(i < anim_count?i:i-1);
|
|
|
|
// This is an experimental age offset so that the animations don't
|
|
// appear synchronized. If we are using animations, try to vary the
|
|
// frame flipping a bit for particles in the same litter. A similar
|
|
// effect might be a achieved by using a small lifespan spread value
|
|
// on the factory.
|
|
|
|
// Perhaps we should look into other methods. The age offset doesn't
|
|
// seem to be cutting it.
|
|
if (_animate_frames) {
|
|
cur_particle->set_age(cur_particle->get_age()+i/10.0*cur_particle->get_lifespan());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_birth_list.clear();
|
|
|
|
// Create vertex writers for each of the possible geoms. Could possibly be
|
|
// changed to only create writers for geoms that would be used according to
|
|
// the animation configuration.
|
|
for (i = 0; i < anim_count; ++i) {
|
|
for (j = 0; j < _anim_size[i]; ++j) {
|
|
// Set the particle per frame counts to 0.
|
|
memset(_ttl_count[i], 0, _anim_size[i]*sizeof(int));
|
|
_sprite_writer[i][j].vertex = GeomVertexWriter(_vdata[i][j], InternalName::get_vertex());
|
|
_sprite_writer[i][j].color = GeomVertexWriter(_vdata[i][j], InternalName::get_color());
|
|
_sprite_writer[i][j].rotate = GeomVertexWriter(_vdata[i][j], InternalName::get_rotate());
|
|
_sprite_writer[i][j].size = GeomVertexWriter(_vdata[i][j], InternalName::get_size());
|
|
_sprite_writer[i][j].aspect_ratio = GeomVertexWriter(_vdata[i][j], InternalName::get_aspect_ratio());
|
|
}
|
|
}
|
|
|
|
// init the aabb
|
|
_aabb_min.set(99999.0f, 99999.0f, 99999.0f);
|
|
_aabb_max.set(-99999.0f, -99999.0f, -99999.0f);
|
|
|
|
// run through every filled slot
|
|
for (i = 0; i < (int)po_vector.size(); i++) {
|
|
cur_particle = (BaseParticle *) po_vector[i].p();
|
|
|
|
if (!cur_particle->get_alive()) {
|
|
continue;
|
|
}
|
|
|
|
LPoint3 position = cur_particle->get_position();
|
|
|
|
// x aabb adjust
|
|
if (position[0] > _aabb_max[0])
|
|
_aabb_max[0] = position[0];
|
|
else if (position[0] < _aabb_min[0])
|
|
_aabb_min[0] = position[0];
|
|
|
|
// y aabb adjust
|
|
if (position[1] > _aabb_max[1])
|
|
_aabb_max[1] = position[1];
|
|
else if (position[1] < _aabb_min[1])
|
|
_aabb_min[1] = position[1];
|
|
|
|
// z aabb adjust
|
|
if (position[2] > _aabb_max[2])
|
|
_aabb_max[2] = position[2];
|
|
else if (position[2] < _aabb_min[2])
|
|
_aabb_min[2] = position[2];
|
|
|
|
|
|
PN_stdfloat t = cur_particle->get_parameterized_age();
|
|
int anim_index = cur_particle->get_index();
|
|
|
|
// If an animation has been removed, we need to reassign those particles
|
|
// assigned to the removed animation.
|
|
if(_animation_removed && (anim_index >= anim_count)) {
|
|
anim_index = int(NORMALIZED_RAND()*anim_count);
|
|
anim_index = anim_index<anim_count?anim_index:anim_index-1;
|
|
cur_particle->set_index(anim_index);
|
|
}
|
|
|
|
// Find the frame
|
|
if (_animate_frames) {
|
|
if (_animate_frames_rate == 0.0f) {
|
|
frame = (int)(t*_anim_size[anim_index]);
|
|
} else {
|
|
frame = (int)fmod(cur_particle->get_age()*_animate_frames_rate+1,_anim_size[anim_index]);
|
|
}
|
|
} else {
|
|
frame = _animate_frames_index;
|
|
}
|
|
|
|
// Quick check make sure our math above didn't result in an invalid frame.
|
|
frame = (frame < _anim_size[anim_index]) ? frame : (_anim_size[anim_index]-1);
|
|
++_ttl_count[anim_index][frame];
|
|
|
|
// Calculate the color This is where we'll want to give the renderer the
|
|
// new color
|
|
LColor c = _color_interpolation_manager->generateColor(t);
|
|
|
|
int alphamode=get_alpha_mode();
|
|
if (alphamode != PR_ALPHA_NONE) {
|
|
if (alphamode == PR_ALPHA_OUT)
|
|
c[3] *= (1.0f - t) * get_user_alpha();
|
|
else if (alphamode == PR_ALPHA_IN)
|
|
c[3] *= t * get_user_alpha();
|
|
else if (alphamode == PR_ALPHA_IN_OUT) {
|
|
c[3] *= 2.0f * min(t, 1.0f - t) * get_user_alpha();
|
|
}
|
|
else {
|
|
assert(alphamode == PR_ALPHA_USER);
|
|
c[3] *= get_user_alpha();
|
|
}
|
|
}
|
|
|
|
// Send the data on its way...
|
|
_sprite_writer[anim_index][frame].vertex.add_data3(position);
|
|
_sprite_writer[anim_index][frame].color.add_data4(c);
|
|
|
|
PN_stdfloat current_x_scale = _initial_x_scale;
|
|
PN_stdfloat current_y_scale = _initial_y_scale;
|
|
|
|
if (_animate_x_ratio || _animate_y_ratio) {
|
|
if (_blend_method == PP_BLEND_CUBIC) {
|
|
t = CUBIC_T(t);
|
|
}
|
|
|
|
if (_animate_x_ratio) {
|
|
current_x_scale = (_initial_x_scale +
|
|
(t * (_final_x_scale - _initial_x_scale)));
|
|
}
|
|
if (_animate_y_ratio) {
|
|
current_y_scale = (_initial_y_scale +
|
|
(t * (_final_y_scale - _initial_y_scale)));
|
|
}
|
|
}
|
|
|
|
if (_sprite_writer[anim_index][frame].size.has_column()) {
|
|
_sprite_writer[anim_index][frame].size.add_data1f(current_y_scale * _height);
|
|
}
|
|
if (_sprite_writer[anim_index][frame].aspect_ratio.has_column()) {
|
|
_sprite_writer[anim_index][frame].aspect_ratio.add_data1f(_aspect_ratio * current_x_scale / current_y_scale);
|
|
}
|
|
if (_animate_theta) {
|
|
_sprite_writer[anim_index][frame].rotate.add_data1f(cur_particle->get_theta());
|
|
} else if (_sprite_writer[anim_index][frame].rotate.has_column()) {
|
|
_sprite_writer[anim_index][frame].rotate.add_data1f(_theta);
|
|
}
|
|
|
|
// maybe jump out early?
|
|
remaining_particles--;
|
|
if (remaining_particles == 0) {
|
|
break;
|
|
}
|
|
}
|
|
int n = 0;
|
|
GeomNode *render_node = get_render_node();
|
|
|
|
for (i = 0; i < anim_count; ++i) {
|
|
for (j = 0; j < _anim_size[i]; ++j) {
|
|
_sprites[i][j]->clear_vertices();
|
|
_sprite_writer[i][j].clear();
|
|
|
|
// We have to reassign the GeomVertexData and GeomPrimitive to the Geom,
|
|
// and the Geom to the GeomNode, in case it got flattened away.
|
|
_sprite_primitive[i][j]->set_primitive(0, _sprites[i][j]);
|
|
_sprite_primitive[i][j]->set_vertex_data(_vdata[i][j]);
|
|
|
|
render_node->set_geom(n, _sprite_primitive[i][j]);
|
|
++n;
|
|
}
|
|
}
|
|
|
|
if (_animate_frames) {
|
|
for (i = 0; i < anim_count; ++i) {
|
|
for (j = 0; j < _anim_size[i]; ++j) {
|
|
_sprites[i][j]->add_next_vertices(_ttl_count[i][j]);
|
|
}
|
|
}
|
|
} else {
|
|
for (i = 0; i < anim_count; ++i) {
|
|
_sprites[i][_animate_frames_index]->add_next_vertices(_ttl_count[i][_animate_frames_index]);
|
|
}
|
|
}
|
|
|
|
// done filling geompoint node, now do the bb stuff
|
|
LPoint3 aabb_center = _aabb_min + ((_aabb_max - _aabb_min) * 0.5f);
|
|
PN_stdfloat radius = (aabb_center - _aabb_min).length();
|
|
|
|
for (i = 0; i < anim_count; ++i) {
|
|
for (j = 0; j < _anim_size[i]; ++j) {
|
|
nassertv(_sprite_primitive[i][j]->check_valid());
|
|
BoundingSphere sphere(aabb_center, radius);
|
|
_sprite_primitive[i][j]->set_bounds(&sphere);
|
|
}
|
|
}
|
|
|
|
get_render_node()->mark_internal_bounds_stale();
|
|
nassertv(render_node->check_valid());
|
|
_animation_removed = false;
|
|
}
|
|
|
|
/**
|
|
* Write a string representation of this instance to <out>.
|
|
*/
|
|
void SpriteParticleRenderer::
|
|
output(ostream &out) const {
|
|
#ifndef NDEBUG //[
|
|
out<<"SpriteParticleRenderer";
|
|
#endif //] NDEBUG
|
|
}
|
|
|
|
/**
|
|
* Write a string representation of this instance to <out>.
|
|
*/
|
|
void SpriteParticleRenderer::
|
|
write(ostream &out, int indent_level) const {
|
|
indent(out, indent_level) << "SpriteParticleRenderer:\n";
|
|
// indent(out, indent_level + 2) << "_sprite_primitive
|
|
// "<<_sprite_primitive<<"\n";
|
|
indent(out, indent_level + 2) << "_color "<<_color<<"\n";
|
|
indent(out, indent_level + 2) << "_initial_x_scale "<<_initial_x_scale<<"\n";
|
|
indent(out, indent_level + 2) << "_final_x_scale "<<_final_x_scale<<"\n";
|
|
indent(out, indent_level + 2) << "_initial_y_scale "<<_initial_y_scale<<"\n";
|
|
indent(out, indent_level + 2) << "_final_y_scale "<<_final_y_scale<<"\n";
|
|
indent(out, indent_level + 2) << "_theta "<<_theta<<"\n";
|
|
indent(out, indent_level + 2) << "_animate_x_ratio "<<_animate_x_ratio<<"\n";
|
|
indent(out, indent_level + 2) << "_animate_y_ratio "<<_animate_y_ratio<<"\n";
|
|
indent(out, indent_level + 2) << "_animate_theta "<<_animate_theta<<"\n";
|
|
indent(out, indent_level + 2) << "_blend_method "<<_blend_method<<"\n";
|
|
indent(out, indent_level + 2) << "_aabb_min "<<_aabb_min<<"\n";
|
|
indent(out, indent_level + 2) << "_aabb_max "<<_aabb_max<<"\n";
|
|
indent(out, indent_level + 2) << "_pool_size "<<_pool_size<<"\n";
|
|
BaseParticleRenderer::write(out, indent_level + 2);
|
|
}
|