2014-05-05 14:50:33 +08:00
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "particles/particleaffector.h"
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#include "particles/particlesystem.h"
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#include "particles/particle.h"
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namespace Particles
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{
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__ImplementClass(Particles::ParticleAffector, CPFCC::AFFECTOR_DEFAULT, Core::RefCounted)
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GPtr<ParticleAffector> ParticleAffector::NullAffector(NULL);
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//------------------------------------------------------------------------
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ParticleAffector::ParticleAffector()
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: mParentSystem(NULL)
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, mIsActive(false)
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, mName("Affector")
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2014-06-19 16:21:15 +08:00
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, mAffectType(ParticleAffector::UnKnown)
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2014-05-05 14:50:33 +08:00
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, mEnable(true)
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{
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}
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//------------------------------------------------------------------------
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ParticleAffector::~ParticleAffector()
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{
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_onActivate(void)
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{
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n_assert( !mIsActive );
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mIsActive = true;
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_onDeactivate(void)
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{
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n_assert( mIsActive );
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mIsActive = false;
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_preProcessParticles(void)
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{
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_processParticle( Particle* particle, bool firstParticle)
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{
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if (firstParticle)
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{
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_firstParticle( particle);
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}
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_affect( particle);
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_postProcessParticles()
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{
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_firstParticle( Particle* particle )
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{
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_affect(Particle* particle )
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{
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n_assert( particle );
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_affectPositon(particle);
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}
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//------------------------------------------------------------------------
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void
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ParticleAffector::_affectPositon(Particle* particle)
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{
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particle->mPosition += (particle->mDirection * (Math::scalar)mParentSystem->GetCurrentFrameTime() );
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}
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//--------------------------------------------------------------------------------
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Math::MinMaxCurve* ParticleAffector::getMinMaxCurve(ParticleCurveType pct)
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{
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return NULL;
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}
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//---------------------------------------------------------------------------------
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void ParticleAffector::_switchParticleType(bool _isMobile)
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{
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}
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//---------------------------------------------------------------------------------
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void ParticleAffector::SetShaderParam()
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{
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}
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//---------------------------------------------------------------------------------
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void ParticleAffector::InitShaderParam()
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{
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}
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//-----------------------------------------------------------------------------------
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void ParticleAffector::SetShaderMask(const GPtr<ShaderProgramCompiler::ShaderMarcro>& pMarcro)
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{
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}
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}
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