Creating own particle system for cocos2d-x - cocos2d-iphone

I've decided to create my own particle system because my customer has specific wishes as for visual performance. I'd chosen standard architecture, one class is a ParticleSystem which contains particles and second class is ParticleElement which contains methods for handling a particle. BUT, right now I've made "ParticleElement" class a heritor of Sprite, but I'm pretty sure that was wrong solution) So, my question is - how would you recommend to build the class for Particle? What cocos2d-x class should I pick for inheritance? What way need to be picked for visual performance (render the texture)? I appreciate any help from you guys.

cocos2d::ParticleSystemQuad *m_emitter;
m_emitter=ParticleSystemQuad::create("file.plist");
m_emitter->setVisible(true);
this->addChild(m_emitter,50);
m_emitter->setPosition(ccp(512,384));
m_emitter->runAction(Sequence::create(DelayTime::create(3.0),RemoveSelf::create(), NULL));

try out this url http://particle2dx.com/.
It gives you a plist for the particle system which you can easily import into cocos2d-x using
_emitter = ParticleSystemQuad::create("Particles/SpinningPeas.plist");
_emitter->setTextureWithRect(Director::getInstance()->getTextureCache()->addImage("Images/particles.png"), Rect(0,0,32,32));
addChild(_emitter, 10);

Related

Drawing custom 3d shapes

I am attempting to create a custom object using Cinder C++ on windows with Visual Studio. I am hoping to find a solution that allows you to point to a object with BatchRef object, and which can be used in the same way as any other BatchRef.
I have already tried searching through the official websites tutorials and documentation, and while it does an excellent job of listing all the classes, functions, etc, it does a exceedingly slim job of covering the usage of most of those, with only the return type and arguments listed.
Ideally, we could call the custom shape something like myShape and it could be used in the following manner in my App::draw() override: (with mShader already defined someplace else)
gl::BatchRef bRef;
gl::pushModelMatrix();
bRef = gl::Batch::create( myShape() , mShader );
bRef -> draw();
gl::popModelMatrix();
If the documentation has instructions for this, feel free to point me that way. I was unable to find it, but that does not mean that it does not exist.

A descendant of TStyledPresentationProxy has not been registered for class

I have a custom grid control that inherits from TGrid called TFmGrid. This control was working fine in Rad Studio 10 Seattle Update One. I recently upgraded to 10.1 Berlin and started noticing this error message showing up on my TFmGrid controls both when I run the application and in the designer:
A descendant of TStyledPresentationProxy has not been registered for class TFmGrid. Maybe it is necessary to add the FMX.Grid.Style module to the uses section
The image below shows how the error message shows up on my grid controls:
I started by doing as the message suggests, and adding #include <FMX.Grid.Style.hpp> to the header file of my TFmGrid control, however this seems to have done nothing.
So as far as trying to register a decendant of TStyledPresentationProxy I am not exactly sure where to start. I found this documentation about a method which:
Attempts to register the presentation proxy class with the specified name or the specified combination of control class and control type.
So I assume I need to use this method or at least something similar, but I don't understand how I am supposed to go about calling this method.
But then that brings up the question of WHERE do I call this code?
My custom control has a method in its namespace called Register() which I believe was autogenerated by the IDE when the control was created:
namespace Fmgridu
{
void __fastcall PACKAGE Register()
{
TComponentClass classes[1] = {__classid(TFmGrid)};
RegisterComponents(L"Kalos FM Controls", classes, 0);
}
}
Do I need to call something in there to register a decendant of TStyledPresentationProxy? What is the proper way to go about this?
Just override virtual method DefinePresentationName in you TfmGrid and return name of presentation name for grid:
function TfmGrid.DefinePresentationName: string;
begin
Result := 'Grid-' + GetPresentationSuffix;
end;
Fm registers presentation by string name and uses class name for it, so if you create new component (based on existed) you automatically change classname, so system cannot find presentation for you. There are two solution:
Said that you will use presentation from TGrid (DefinePresentationName)
Register existed presentation for you class (look at the initialization section of FMX.Grid.Style.pas)
P.S. Year ago i wrote article about it in common eNew approach of development of FireMonkey control “Control – Model – Presentation”. Part 1 I hope it will help you
It's simple :
Just put "StyleBook" component to your form
I had the same issue with a test component I was developing.
Complementing Yaroslav Brovin's speech, I solved the problem by adding the class register in the initialization and finalization clauses at the end of the unit, like this:
initialization
TPresentationProxyFactory.Current.Register(<COMPONENT CLASSNAME HERE>, TControlType.Styled, TStyledPresentationProxy<TStyledGrid>);
finalization
TPresentationProxyFactory.Current.Unregister(<COMPONENT CLASSNAME HERE>, TControlType.Styled, TStyledPresentationProxy<TStyledGrid>);
In my case looks like this:
initialization
TPresentationProxyFactory.Current.Register(TSGrid, TControlType.Styled, TStyledPresentationProxy<TStyledGrid>);
finalization
TPresentationProxyFactory.Current.Unregister(TSGrid, TControlType.Styled, TStyledPresentationProxy<TStyledGrid>);
PS: Don't forget to declare the FMX.Presentation.Factory,
FMX.Presentation.Style and FMX.Grid.Style units in the uses clause

How to exchange parts of a 3D model in OpenGL?

I wanted to know if anyone has idea how to do the following:
we have a 3D model of a character ..
Now I need to make, is that this "character" have interchangeable parts ...
For example, if you want to add a helmet or armor to the model, I guess I should replace the vertex of the torso or head vertex for the armor or helmet vertex.
That's where the problem comes, as I can know where "the part" starts and where finish and start another part? (in blender so I have separate the character in "groups", arm, foot, head, etc..
I think a possible solution:
i had thought to create an object for each "part" and load as separate models (arm on one side, head for the other and so) and handle all parts as "one model".
but I think it is not right... you can tell me what is the correct way ? tell me your experience in this case (if you know any tutorial on this subject. thanks!)
i Working in C ++ and OpenGL 3+ on Windows
For modeling using Blender.
Ive never done it from scratch in opengl but in unity what you do is, if you want for exemple a sword in your characters hand, you give the sword model the position and rotation of the bone that is in the characters hand, and the object(sword) will movea cordingly to the hand.
You can obviously do the same for armor, hair and all kinds of cosmetics.
If you want to change body parts like an arm or hand the prenciple is the same, you can for exemple use a tranparente texture for the part you want to switch and simple put the new hand as mentioned above.

How do you control a player character in Bullet Physics?

I am not sure how you are supposed to control a player character in Bullet. The methods that I read were to use the provided btKinematicCharacterController. I also saw methods that use btDynamicCharacterController from the demos. However, in the manual it is stated that kinematic controller has several outstanding issues. Is this still the preferred path? If so, are there any tutorials or documentations for this? All I found are snippets of code from the demo, and the usage of controllers with Ogre, which I do not use.
If this is not the path that should be tread, then someone point me to the correct solution. I am new to bullet and would like a straightforward, easy solution. What I currently have is hacked together bits of a btKinematicCharacterController.
This is the code I used to set up the controller:
playerShape = new btCapsuleShape(0.25, 1);
ghostObject= new btPairCachingGhostObject();
ghostObject->setWorldTransform(btTransform(btQuaternion(0,0,0,1),btVector3(0,20,0)));
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
ghostObject->setCollisionShape(playerShape);
ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
controller = new btKinematicCharacterController(ghostObject,playerShape,0.5);
physics.getWorld()->addCollisionObject(ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
physics.getWorld()->addAction(controller);
This is the code I use to access the controller's position:
trans = controller->getGhostObject()->getWorldTransform();
camPosition.z = trans.getOrigin().z();
camPosition.y = trans.getOrigin().y()+0.5;
camPosition.x = trans.getOrigin().x();
The way I control it is through setWalkDirection() and jump() (if canJump() is true).
The issue right now is that the character spazzes out a little, then drops through the static floor. Clearly this is not intended. Is this due to the lack of a rigid body? How does one integrate that?
Actually, now it just falls as it should, but then slowly sinks through the floor.
I have moved this line to be right after the dynamic world is created
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
It is now this:
broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
I am also using a .bullet file imported from blender, if that is relevant.
The issue was with the bullet file, which has since been fixed(the collision boxes weren't working). However, I still experience jitteryness, unable to step up occasionally, instant step down from to high a height, and other issues.
My answer to this question here tells you what worked well for me and apparently also for the person who asked.
Avoid ground collision with Bullet
The character controller implementations in bullet are very "basic" unfortunately.
To get good character controller, you'll need to invest this much.

Boost GIL image constructors

I'm currently trying to figure out how to use the Generic Image Library included in Boost. Right now, I just want to use the library to store pixel data and use the Image IO to write PNGs. I'm having trouble understanding just how to set up the object however.
The hpp says
image(const point_t& dimensions,
std::size_t alignment=1) : _memory(0), _align(alignment) {
allocate_and_default_construct(dimensions);
}
but I cannot find any references to point_t except a type_def for view_t::point_t to point_t.
Also, the tutorial found with the GIL seems to only include writing filters and generic algorithms, and thus each function example they provide has a source image view, from which they take the dimensions.
Am I going about this the wrong way? Or is there something I've missed completely?
Thanks in advance
Edit: I don't know if anyone cares, or has read this, but for the record, I just used the boost interleaved image function to create a PNG. It's not exactly the same solution, but it works for my applications.
it sounds like you solved your problem in the meantime, but just for the record... here are some pointers to information about your problem:
First of all you may have missed the second constructor of boost::gil::image, which offers explicit access to the horizontal and vertical dimensions without the need of the point_t:
image(x_coord_t width, y_coord_t height,
std::size_t alignment=0,
const Alloc alloc_in = Alloc()) : _memory(0), _align_in_bytes(alignment), _alloc(alloc_in) {
allocate_and_default_construct(point_t(width,height));
}
point_t will most likely refer to the point2 class template defined in boost/gil/utilities.hpp.
In general you should check the complete documentation of Boost GIL for all questions not mentioned in the tutorial. For a deeper understanding of the library it is absolutely necessary to get familiar with the Design Guide and the Doxygen Documentation.