Cocos2d-x的粒子系统是通过加载plist生成的。plist包含两部分内容:粒子系统属性和粒子纹理。然而每次调用create都会对plist进行读取解析,如果重复地使用同一个粒子效果,这样的调用明显是低效冗余的。所以我们要做的是,将粒子系统属性和粒子纹理分别抽出。
(1)将粒子系统属性预加载并全局保存,避免每次进行读取。
(2)粒子纹理可视且可以进行纹理打包,加载粒子纹理就和加载普通的图片一样。
本文通过增加ParticleSystemQuad的接口实现对粒子系统属性和纹理帧的直接载入,来提高粒子系统的加载效率和实现内存纹理的优化。
Create→initWithFile→initWithDictionary
在initWithDictionary中对粒子数据和纹理进行了读取和解析(这部分有兴趣的可以直接看源码)。
static bool initWithDictionary(ValueMap& dictionary, const std::string& dirname);设计如下接口,当然你要传入文件名也可以:
static ParticleSystemQuad * create(ValueMap& valueMap, SpriteFrame *frame); bool initWithValueMap(ValueMap &valueMap, SpriteFrame* frame);源码如下:
ParticleSystemQuad * ParticleSystemQuad::create( ValueMap& map, SpriteFrame *frame) { ParticleSystemQuad *ret = new ParticleSystemQuad(); if (ret && ret->initWithValueMap(map, frame)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return ret; }
bool ParticleSystemQuad::initWithValueMap(ValueMap &valueMap, SpriteFrame* frame) { std::string dirname = ""; bool ret = false; unsigned char *buffer = nullptr; unsigned char *deflated = nullptr; do { int maxParticles = valueMap["maxParticles"].asInt(); // self, not super if(this->initWithTotalParticles(maxParticles)) { // Emitter name in particle designer 2.0 _configName = valueMap["configName"].asString(); // angle _angle = valueMap["angle"].asFloat(); _angleVar = valueMap["angleVariance"].asFloat(); // duration _duration = valueMap["duration"].asFloat(); // blend function if (_configName.length()>0) { _blendFunc.src = valueMap["blendFuncSource"].asFloat(); } else { _blendFunc.src = valueMap["blendFuncSource"].asInt(); } _blendFunc.dst = valueMap["blendFuncDestination"].asInt(); // color _startColor.r = valueMap["startColorRed"].asFloat(); _startColor.g = valueMap["startColorGreen"].asFloat(); _startColor.b = valueMap["startColorBlue"].asFloat(); _startColor.a = valueMap["startColorAlpha"].asFloat(); _startColorVar.r = valueMap["startColorVarianceRed"].asFloat(); _startColorVar.g = valueMap["startColorVarianceGreen"].asFloat(); _startColorVar.b = valueMap["startColorVarianceBlue"].asFloat(); _startColorVar.a = valueMap["startColorVarianceAlpha"].asFloat(); _endColor.r = valueMap["finishColorRed"].asFloat(); _endColor.g = valueMap["finishColorGreen"].asFloat(); _endColor.b = valueMap["finishColorBlue"].asFloat(); _endColor.a = valueMap["finishColorAlpha"].asFloat(); _endColorVar.r = valueMap["finishColorVarianceRed"].asFloat(); _endColorVar.g = valueMap["finishColorVarianceGreen"].asFloat(); _endColorVar.b = valueMap["finishColorVarianceBlue"].asFloat(); _endColorVar.a = valueMap["finishColorVarianceAlpha"].asFloat(); // particle size _startSize = valueMap["startParticleSize"].asFloat(); _startSizeVar = valueMap["startParticleSizeVariance"].asFloat(); _endSize = valueMap["finishParticleSize"].asFloat(); _endSizeVar = valueMap["finishParticleSizeVariance"].asFloat(); // position float x = valueMap["sourcePositionx"].asFloat(); float y = valueMap["sourcePositiony"].asFloat(); this->setPosition( Point(x,y) ); _posVar.x = valueMap["sourcePositionVariancex"].asFloat(); _posVar.y = valueMap["sourcePositionVariancey"].asFloat(); // Spinning _startSpin = valueMap["rotationStart"].asFloat(); _startSpinVar = valueMap["rotationStartVariance"].asFloat(); _endSpin= valueMap["rotationEnd"].asFloat(); _endSpinVar= valueMap["rotationEndVariance"].asFloat(); _emitterMode = (Mode) valueMap["emitterType"].asInt(); // Mode A: Gravity + tangential accel + radial accel if (_emitterMode == Mode::GRAVITY) { // gravity modeA.gravity.x = valueMap["gravityx"].asFloat(); modeA.gravity.y = valueMap["gravityy"].asFloat(); // speed modeA.speed = valueMap["speed"].asFloat(); modeA.speedVar = valueMap["speedVariance"].asFloat(); // radial acceleration modeA.radialAccel = valueMap["radialAcceleration"].asFloat(); modeA.radialAccelVar = valueMap["radialAccelVariance"].asFloat(); // tangential acceleration modeA.tangentialAccel = valueMap["tangentialAcceleration"].asFloat(); modeA.tangentialAccelVar = valueMap["tangentialAccelVariance"].asFloat(); // rotation is dir modeA.rotationIsDir = valueMap["rotationIsDir"].asBool(); } // or Mode B: radius movement else if (_emitterMode == Mode::RADIUS) { if (_configName.length()>0) { modeB.startRadius = valueMap["maxRadius"].asInt(); } else { modeB.startRadius = valueMap["maxRadius"].asFloat(); } modeB.startRadiusVar = valueMap["maxRadiusVariance"].asFloat(); if (_configName.length()>0) { modeB.endRadius = valueMap["minRadius"].asInt(); } else { modeB.endRadius = valueMap["minRadius"].asFloat(); } modeB.endRadiusVar = 0.0f; if (_configName.length()>0) { modeB.rotatePerSecond = valueMap["rotatePerSecond"].asInt(); } else { modeB.rotatePerSecond = valueMap["rotatePerSecond"].asFloat(); } modeB.rotatePerSecondVar = valueMap["rotatePerSecondVariance"].asFloat(); } else { CCASSERT( false, "Invalid emitterType in config file"); CC_BREAK_IF(true); } // life span _life = valueMap["particleLifespan"].asFloat(); _lifeVar = valueMap["particleLifespanVariance"].asFloat(); // emission Rate _emissionRate = _totalParticles / _life; //don't get the internal texture if a batchNode is used if (!_batchNode) { // Set a compatible default for the alpha transfer _opacityModifyRGB = false; if (!_configName.empty()) { _yCoordFlipped = valueMap["yCoordFlipped"].asInt(); } } setDisplayFrame(frame); ret = true; } } while (0); free(buffer); free(deflated); return ret; }注意,这里只是提供了通过粒子系统属性和纹理创建粒子系统的接口,并没有实现对粒子属性的全局保存(可以参考 Earth Warriors 3D中ParticleManager的实现)和图片帧的预加载。
ValueMap FileUtilsApple::getValueMapFromFile(const std::string& filename);图片帧的获取(这个获取方式就比较多了。。。):
SpriteFrame* create(const std::string& filename, const Rect& rect);
auto plistData = FileUtils::getInstance()->getValueMapFromFile("Particles/emissionPart.plist"); auto emission_frame = SpriteFrame::create("Images/engine.jpg", Rect(0,0,25,32)); auto emitter = ParticleSystemQuad::create(plistData, emission_frame); _background->addChild(_emitter, 10);
我也不知道3.0release会不会集成这个功能,这里先发出pull request的链接:https://github.com/cocos2d/cocos2d-x/pull/5979/files