【玩转cocos2d-x之三十七】粒子系统的加载优化

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/jackyvincefu/article/details/22665793

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。


1.ParticleSystemQuad

首先先看下ParticleSystemQuad,ParticleSystemQuad继承于ParticleSystem,拥有后者的所有特性,并且增加了一些新的特性:
(1)粒子大小支持浮点数
(2)支持缩放
(3)支持选择
(4)支持subrect
(5)支持批渲染
ParticleSystemQuad同时也是其他特效的父类,创建一个粒子系统的函数调用顺序为:
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)。


2.如何优化?

参考initWithDictionary的函参
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。

粒子属性的获取:
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);

3.如何使用?

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);

4.源码下载

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


猜你喜欢

转载自blog.csdn.net/jackyvincefu/article/details/22665793