100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
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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 "particleMovementAffector.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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using namespace Math;
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__ImplementClass(Particles::MovementAffector, CPFCC::AFFECTOR_MOVEMENT, Particles::ParticleAffector);
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//-----------------------------------------------------------------------
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MovementAffector::MovementAffector() : ParticleAffector()
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{
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mMinMaxSpeed.SetScalar( 1.0f );
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mName = "MovementAffector";
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}
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//-----------------------------------------------------------------------
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void MovementAffector::_affect(Particle* particle)
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{
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if(!GetEnable())
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return;
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float percent = (particle->mTotalTimeToLive - particle->mTimeToLive)/particle->mTotalTimeToLive;
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Math::float3 GravityPos(mMinMaxPosX.Calculate(percent,particle->mRandom0)
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, mMinMaxPosY.Calculate(percent,particle->mRandom1)
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, mMinMaxPosZ.Calculate(percent,particle->mRandom2) );
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Math::float3 gravity = GravityPos;
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float Gravity = mMinMaxSpeed.Calculate(percent,particle->mRandom3);
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gravity = gravity - particle->mPosition;
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gravity.normalise();
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particle->mDirection = (particle->mDirection + gravity*Gravity)/2.0f;
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}
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//-------------------------------------------------------------------------------
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void MovementAffector::InitShaderParam()
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{
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mShaderParam.x() = mMinMaxPosX.Calculate(0,Math::n_rand(0,1));
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mShaderParam.y() = mMinMaxPosY.Calculate(0,Math::n_rand(0,1));
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mShaderParam.z() = mMinMaxPosZ.Calculate(0,Math::n_rand(0,1));
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mShaderParam.w() = mMinMaxSpeed.Calculate(0,Math::n_rand(0,1));
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}
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void MovementAffector::SetShaderParam()
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{
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Graphic::GlobalMaterialParam* pGMP = Graphic::Material::GetGlobalMaterialParams();
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pGMP->SetVectorParam(Graphic::eGShaderParticleMovement,mShaderParam);
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}
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//--------------------------------------------------------------------------------
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void MovementAffector::SetShaderMask(const GPtr<ShaderProgramCompiler::ShaderMarcro>& pMarcro)
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{
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if(!GetEnable())
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return;
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pMarcro->TurnOn(ShaderProgramCompiler::ShaderMarcro::m_sParticleMovement);
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}
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//--------------------------------------------------------------------------------
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Math::MinMaxCurve* MovementAffector::getMinMaxCurve(ParticleCurveType pct)
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{
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switch(pct)
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{
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case Affector_MovementX:
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return &mMinMaxPosX;
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case Affector_MovementY:
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return &mMinMaxPosY;
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case Affector_MovementZ:
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return &mMinMaxPosZ;
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case Affector_MovementSpeed:
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return &mMinMaxSpeed;
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default:
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return NULL;
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}
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}
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}
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