// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CParticleFadeOutAffector.h" #include "IAttributes.h" #include "os.h" namespace irr { namespace scene { //! constructor CParticleFadeOutAffector::CParticleFadeOutAffector( const video::SColor& targetColor, u32 fadeOutTime) : IParticleFadeOutAffector(), TargetColor(targetColor) { #ifdef _DEBUG setDebugName("CParticleFadeOutAffector"); #endif FadeOutTime = fadeOutTime ? static_cast<f32>(fadeOutTime) : 1.0f; } //! Affects an array of particles. void CParticleFadeOutAffector::affect(u32 now, SParticle* particlearray, u32 count) { if (!Enabled) return; f32 d; for (u32 i=0; i<count; ++i) { if (particlearray[i].endTime - now < FadeOutTime) { d = (particlearray[i].endTime - now) / FadeOutTime; // FadeOutTime probably f32 to save casts here (just guessing) particlearray[i].color = particlearray[i].startColor.getInterpolated( TargetColor, d); } } } //! Writes attributes of the object. //! Implement this to expose the attributes of your scene node animator for //! scripting languages, editors, debuggers or xml serialization purposes. void CParticleFadeOutAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { out->addColor("TargetColor", TargetColor); out->addFloat("FadeOutTime", FadeOutTime); } //! Reads attributes of the object. //! Implement this to set the attributes of your scene node animator for //! scripting languages, editors, debuggers or xml deserialization purposes. //! \param startIndex: start index where to start reading attributes. //! \return: returns last index of an attribute read by this affector void CParticleFadeOutAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { TargetColor = in->getAttributeAsColor("TargetColor"); FadeOutTime = in->getAttributeAsFloat("FadeOutTime"); } } // end namespace scene } // end namespace irr
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