Added "torpedo" mode to cursor effects

macos-click-through
Jon Valdés 5 years ago
parent 47eaf0c418
commit 8c410cef6e

@ -1,5 +1,5 @@
use skulpin::skia_safe::{paint::Style, BlendMode, Canvas, Color, Paint, Point, Rect};
use log::error;
use skulpin::skia_safe::{paint::Style, BlendMode, Canvas, Color, Paint, Point, Rect};
use super::animation_utils::*;
use crate::editor::{Colors, Cursor};
@ -21,6 +21,7 @@ pub enum HighlightMode {
#[derive(Clone, PartialEq)]
pub enum TrailMode {
Railgun,
Torpedo,
}
#[derive(Clone, PartialEq)]
@ -38,14 +39,14 @@ impl FromValue for VfxMode {
"ripple" => VfxMode::Highlight(HighlightMode::Ripple),
"wireframe" => VfxMode::Highlight(HighlightMode::Wireframe),
"railgun" => VfxMode::Trail(TrailMode::Railgun),
"torpedo" => VfxMode::Trail(TrailMode::Torpedo),
"" => VfxMode::Disabled,
value => {
error!("Expected a VfxMode name, but received {:?}", value);
return;
}
};
}else{
} else {
error!("Expected a VfxMode string, but received {:?}", value);
}
}
@ -58,6 +59,7 @@ impl From<VfxMode> for Value {
VfxMode::Highlight(HighlightMode::Ripple) => Value::from("ripple"),
VfxMode::Highlight(HighlightMode::Wireframe) => Value::from("wireframe"),
VfxMode::Trail(TrailMode::Railgun) => Value::from("railgun"),
VfxMode::Trail(TrailMode::Torpedo) => Value::from("torpedo"),
VfxMode::Disabled => Value::from(""),
}
}
@ -66,7 +68,7 @@ impl From<VfxMode> for Value {
pub fn new_cursor_vfx(mode: &VfxMode) -> Option<Box<dyn CursorVfx>> {
match mode {
VfxMode::Highlight(mode) => Some(Box::new(PointHighlight::new(mode))),
VfxMode::Trail(_) => Some(Box::new(ParticleTrail::new())),
VfxMode::Trail(mode) => Some(Box::new(ParticleTrail::new(mode))),
VfxMode::Disabled => None,
}
}
@ -148,13 +150,15 @@ struct ParticleData {
pub struct ParticleTrail {
particles: Vec<ParticleData>,
previous_cursor_dest: Point,
trail_mode: TrailMode,
}
impl ParticleTrail {
pub fn new() -> ParticleTrail {
pub fn new(trail_mode: &TrailMode) -> ParticleTrail {
ParticleTrail {
particles: vec![],
previous_cursor_dest: Point::new(0.0, 0.0),
trail_mode: trail_mode.clone(),
}
}
@ -205,15 +209,22 @@ impl CursorVfx for ParticleTrail {
let particle_count = (travel_distance.powf(1.5) * PARTICLE_DENSITY) as usize;
let prev_p = self.previous_cursor_dest;
let mut rng = RngState::new();
for i in 0..particle_count {
let t = i as f32 / (particle_count as f32 - 1.0);
let phase = t * 60.0;
let rand = Point::new(phase.sin(), phase.cos());
let pos = prev_p + travel * (t + 0.3 * rand.x / particle_count as f32);
let speed = match self.trail_mode {
TrailMode::Railgun => Point::new(phase.sin(), phase.cos()) * 20.0,
TrailMode::Torpedo => rng.rand_dir() * 10.0,
};
let pos = prev_p + travel * (t + 0.3 * rng.next_f32() / particle_count as f32);
self.add_particle(pos, rand * 20.0, t * PARTICLE_LIFETIME);
self.add_particle(pos, speed, t * PARTICLE_LIFETIME);
}
self.previous_cursor_dest = current_cursor_dest;
@ -235,7 +246,7 @@ impl CursorVfx for ParticleTrail {
self.particles.iter().for_each(|particle| {
let l = particle.lifetime / PARTICLE_LIFETIME;
let alpha = (l * 255.0) as u8;
let alpha = (l * 128.0) as u8;
let color = Color::from_argb(alpha, base_color.r(), base_color.g(), base_color.b());
paint.set_color(color);
@ -248,3 +259,48 @@ impl CursorVfx for ParticleTrail {
});
}
}
// Random number generator based on http://www.pcg-random.org/
struct RngState {
state: u64,
inc: u64,
}
impl RngState {
fn new() -> RngState {
RngState {
state: 0x853C49E6748FEA9Bu64,
inc: (0xDA3E39CB94B95BDBu64 << 1) | 1,
}
}
fn next(&mut self) -> u64 {
use std::num::Wrapping;
let old_state = self.state;
self.state =
(Wrapping(old_state) * Wrapping(6_364_136_223_846_793_005u64) + Wrapping(self.inc)).0;
let xorshifted = (old_state >> 18) ^ old_state >> 27;
let rot = (old_state >> 59) as i64;
(xorshifted >> rot as u64) | (xorshifted << ((-rot) & 31))
}
fn next_f32(&mut self) -> f32 {
let v = self.next();
let float_bits = (v as f64).to_bits();
let exponent = (float_bits >> 53) & ((1 << 10) - 1);
// Set exponent for 0-1 range
let new_exponent = exponent.max(32) - 32;
let new_bits = (new_exponent << 53) | (float_bits & 0x801F_FFFF_FFFF_FFFFu64);
f64::from_bits(new_bits) as f32
}
fn rand_dir(&mut self) -> Point {
let x = self.next_f32();
let y = self.next_f32();
Point::new(x * 2.0 - 1.0, y * 2.0 - 1.0)
}
}

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