BubbleActor::BubbleActor( unsigned int numberOfBubble,
const Vector2& movementArea)
-: mMovementArea( movementArea ),
- mNumBubble( numberOfBubble )
+: mActor(),
+ mRenderer(),
+ mMovementArea( movementArea ),
+ mIndicesOffset(),
+ mIndiceStartEndPos(),
+ mIndicesPercentage(),
+ mIndexGravity( Property::INVALID_INDEX ),
+ mIndexDynamicScale( Property::INVALID_INDEX ),
+ mIndexInvertedMovementArea( Property::INVALID_INDEX ),
+ mNumBubble( numberOfBubble ),
+ mRandomSeed( 0 )
{
mActor = Actor::New();
}
-void BubbleActor::MakeRenderable( Geometry geometry, Material material )
+void BubbleActor::MakeRenderable( Geometry geometry, TextureSet textureSet, Shader shader )
{
if( mRenderer )
{
return;
}
- mRenderer = Renderer::New( geometry, material );
+ mRenderer = Renderer::New( geometry, shader );
+ mRenderer.SetTextures( textureSet );
mActor.AddRenderer( mRenderer );
mActor.SetSize( mMovementArea );
mIndexInvertedMovementArea = mActor.RegisterProperty( "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea );
- srand(time(NULL));
mIndicesOffset.resize(9);
int offset = mMovementArea.Length() / 10.f;
- mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2(0.f,0.f));
- mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2(rand()%offset,rand()%offset) );
- mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2(rand()%offset,-rand()%offset) );
- mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand()%offset,rand()%offset) );
- mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand()%offset,-rand()%offset) );
- mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2(rand()%offset,0.f));
- mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand()%offset,0.f));
- mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2(0.f,rand()%offset));
- mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2(0.f,-rand()%offset));
+
+ mRandomSeed = time( NULL );
+
+ mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2( 0.f,0.f ) );
+ mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
Vector4 zeroVector;
mIndiceStartEndPos.resize( mNumBubble );
mActor.SetProperty( mIndexInvertedMovementArea, Vector2(1.f,1.f) / mMovementArea );
int offset = mMovementArea.Length() / 10.f;
- mActor.SetProperty( mIndicesOffset[1], Vector2(rand()%offset,rand()%offset) );
- mActor.SetProperty( mIndicesOffset[2], Vector2(rand()%offset,-rand()%offset) );
- mActor.SetProperty( mIndicesOffset[3], Vector2(-rand()%offset,rand()%offset) );
- mActor.SetProperty( mIndicesOffset[4], Vector2(-rand()%offset,-rand()%offset) );
- mActor.SetProperty( mIndicesOffset[5], Vector2(rand()%offset,0.f));
- mActor.SetProperty( mIndicesOffset[6], Vector2(-rand()%offset,0.f));
- mActor.SetProperty( mIndicesOffset[7], Vector2(0.f,rand()%offset));
- mActor.SetProperty( mIndicesOffset[8], Vector2(0.f,-rand()%offset));
+
+ mActor.SetProperty( mIndicesOffset[1], Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[2], Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[3], Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[4], Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[5], Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mActor.SetProperty( mIndicesOffset[6], Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mActor.SetProperty( mIndicesOffset[7], Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[8], Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
}
void BubbleActor::SetStartAndEndPosition( unsigned int index, const Vector4& startAndEndPosition )