【教程分享】粒子系统的加载优化

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http://www.cocoachina.com/bbs/read.php?tid=194900&fpage=2)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

添加到引擎里吧!!!

必须的啊,慧眼识珠!!!

版主真厉害!

:2: :2: :2: 大赞,学习,学习

收藏:2::2::2::2:

改引擎一点儿也不好

淡淡的淡淡的淡淡的淡淡的

我们现在的粒子系统都是直接放在cocos2dStudio的UI或场景上的,你这个类用不着了吧

顶一个:14:

好厉害的 样子,顶!

现在的引擎还必须手动缓存吗