1 /** 2 * The Render Engine 3 * ParticleEmitter component 4 * 5 * @fileoverview An extension of the render component which allows the 6 * developer to attach a particle emitter to a game object. 7 * 8 * @author: Brett Fattori (brettf@renderengine.com) 9 * @author: $Author: bfattori $ 10 * @version: $Revision: 1555 $ 11 * 12 * Copyright (c) 2011 Brett Fattori (brettf@renderengine.com) 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a copy 15 * of this software and associated documentation files (the "Software"), to deal 16 * in the Software without restriction, including without limitation the rights 17 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 18 * copies of the Software, and to permit persons to whom the Software is 19 * furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included in 22 * all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 29 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 30 * THE SOFTWARE. 31 * 32 */ 33 34 // The class this file defines and its required classes 35 R.Engine.define({ 36 "class":"R.components.render.ParticleEmitter", 37 "requires":[ 38 "R.components.Render", 39 "R.particles.Emitter", 40 "R.math.Point2D" 41 ] 42 }); 43 44 /** 45 * @class A {@link R.components.Render render component} that allows the developer 46 * to link a particle emitter to a game object. 47 * 48 * @param name {String} The name of the component 49 * @param emitter {R.particles.Emitter} The particle emitter to use with the component 50 * @param [priority=0.1] {Number} The render priority 51 * @extends R.components.Render 52 * @constructor 53 * @description Creates a component which emits particles. 54 */ 55 R.components.render.ParticleEmitter = function () { 56 "use strict"; 57 return R.components.Render.extend(/** @scope R.components.render.ParticleEmitter.prototype */{ 58 59 emitter:null, 60 offset:null, 61 62 /** 63 * @private 64 */ 65 constructor:function (name, emitter, priority) { 66 this.base(name, priority); 67 this.emitter = emitter; 68 this.offset = R.math.Point2D.create(0, 0); 69 }, 70 71 /** 72 * Destroy the particle emitter component. 73 */ 74 destroy:function () { 75 this.offset.destroy(); 76 this.base(); 77 }, 78 79 /** 80 * Releases the component back into the object pool. See {@link R.engine.PooledObject#release} 81 * for more information. 82 */ 83 release:function () { 84 this.base(); 85 this.emitter = null; 86 this.offset = null; 87 }, 88 89 /** 90 * Set the particle emitter object. 91 * @param emitter {R.particles.Emitter} The particle emitter 92 */ 93 setEmitter:function (emitter) { 94 this.emitter = emitter; 95 }, 96 97 /** 98 * Get the particle emitter assigned to this component. 99 * @return {R.particles.Emitter} 100 */ 101 getEmitter:function () { 102 return this.emitter; 103 }, 104 105 /** 106 * Set the active state of the particle emitter. 107 * @param state {Boolean} <code>true</code> to set the emitter to generate particles 108 */ 109 setActive:function (state) { 110 this.emitter.setActive(state); 111 }, 112 113 /** 114 * Set the offset, from the rendering origin, where the particles are emitted 115 * from. This will default to the rendering origin. 116 * @param ptOrX {Number|R.math.Point2D} The X offset, or a point 117 * @param [y] {Number} The Y offset if <code>ptOrX</code> is a number 118 */ 119 setOffset:function (ptOrX, y) { 120 this.offset.set(ptOrX, y); 121 }, 122 123 /** 124 * Get the offset where the particles will be emitted, from the rendering origin. 125 * @return {R.math.Point2D} 126 */ 127 getOffset:function () { 128 return this.offset; 129 }, 130 131 /** 132 * Emit particles to the render context. 133 * 134 * @param renderContext {R.rendercontexts.AbstractRenderContext} The context to render to 135 * @param time {Number} The engine time in milliseconds 136 * @param dt {Number} The delta between the world time and the last time the world was updated 137 * in milliseconds. 138 */ 139 execute:function (renderContext, time, dt) { 140 if (!this.base(renderContext, time, dt)) { 141 return; 142 } 143 144 if (this.emitter) { 145 this.transformOrigin(renderContext, true); 146 this.emitter.emit(this.getOffset(), time, dt); 147 this.transformOrigin(renderContext, false); 148 } 149 } 150 }, /** @scope R.components.render.ParticleEmitter.prototype */{ 151 /** 152 * Get the class name of this object 153 * @return {String} "R.components.render.ParticleEmitter" 154 */ 155 getClassName:function () { 156 return "R.components.render.ParticleEmitter"; 157 } 158 }); 159 }; 160