/**************************************************************************** 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. ****************************************************************************/ #include "stdneb.h" #include "particleGravityAffector.h" #include "particles/particleaffector.h" #include "particles/particlesystem.h" #include "particles/particle.h" namespace Particles { using namespace Math; __ImplementClass(Particles::GravityAffector, CPFCC::AFFECTOR_GRAVITY, Particles::ParticleAffector); const Math::scalar GravityAffector::DEFAULT_GRAVITY = 1.0f; const Math::scalar GravityAffector::GRAVITY_MASS = 30.0f; //----------------------------------------------------------------------- GravityAffector::GravityAffector() : ParticleAffector() { mName = "GravityAffector"; } //----------------------------------------------------------------------- void GravityAffector::_affect(Particle* particle) { if(!GetEnable()) return; float percent = (particle->mTotalTimeToLive - particle->mTimeToLive)/particle->mTotalTimeToLive; Math::float3 gravityDir(mMinMaxPosX.Calculate(percent,particle->mRandom0) , mMinMaxPosY.Calculate(percent,particle->mRandom1) , mMinMaxPosZ.Calculate(percent,particle->mRandom2) ); gravityDir = gravityDir - particle->mPosition; gravityDir.normalise(); float gravity = mMinMaxGravity.Calculate(percent,particle->mRandom3); Math::scalar _curTime = (Math::scalar)mParentSystem->GetCurrentFrameTime(); particle->mDirection += gravity * gravityDir * _curTime * _calculateAffectSpecialisationFactor(particle); } //------------------------------------------------------------------------------- void GravityAffector::InitShaderParam() { mShaderParam.x() = mMinMaxPosX.Calculate(0,Math::n_rand(0,1)); mShaderParam.y() = mMinMaxPosY.Calculate(0,Math::n_rand(0,1)); mShaderParam.z() = mMinMaxPosZ.Calculate(0,Math::n_rand(0,1)); mShaderParam.w() = mMinMaxGravity.Calculate(0,Math::n_rand(0,1)); } void GravityAffector::SetShaderParam() { Graphic::GlobalMaterialParam* pGMP = Graphic::Material::GetGlobalMaterialParams(); pGMP->SetVectorParam(Graphic::eGShaderParticleGravity,mShaderParam); } //-------------------------------------------------------------------------------- void GravityAffector::SetShaderMask(const GPtr& pMarcro) { if(!GetEnable()) return; pMarcro->TurnOn(ShaderProgramCompiler::ShaderMarcro::m_sParticleGravity); } //-------------------------------------------------------------------------------- Math::MinMaxCurve* GravityAffector::getMinMaxCurve(ParticleCurveType pct) { switch(pct) { case Affector_GravityX: return &mMinMaxPosX; case Affector_GravityY: return &mMinMaxPosY; case Affector_GravityZ: return &mMinMaxPosZ; case Affector_Gravity: return &mMinMaxGravity; default: return NULL; } } //------------------------------------------------------------------------------------ void GravityAffector::SwitchParticleType(bool _isMobile) { } }