/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __PARTICLE_MOVEMENT_AFFECTOR_H__ #define __PARTICLE_MOVEMENT_AFFECTOR_H__ #include "particles/particle_fwd_decl.h" #include "particles/particleaffector.h" namespace Particles { class MovementAffector: public ParticleAffector { __DeclareSubClass( MovementAffector, ParticleAffector); public: MovementAffector(); virtual ~MovementAffector(){}; virtual void _affect(Particle* particle); virtual Math::MinMaxCurve* getMinMaxCurve(ParticleCurveType pct); void SetShaderParam(); void InitShaderParam(); void SetShaderMask(const GPtr& pMarcro); const Math::float3 _getEndPos(const Math::float3& pos,const Math::float3 speed,float time); protected: Math::MinMaxCurve mMinMaxSpeed; Math::MinMaxCurve mMinMaxPosX; Math::MinMaxCurve mMinMaxPosY; Math::MinMaxCurve mMinMaxPosZ; Math::float4 mShaderParam; public: // @ISerialization::GetVersion. when change storage, must add SerializeSVersion count virtual Serialization::SVersion GetVersion() const; // @ISerialization::Load virtual void Load( Serialization::SVersion ver, Serialization::SerializeReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( Serialization::SerializeWriter* pWriter ) const; // copy virtual void CopyFrom( const ParticleAffectorPtr& affector ); }; } #endif