// 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 "CParticleGravityAffector.h" #include "os.h" #include "IAttributes.h" namespace irr { namespace scene { //! constructor CParticleGravityAffector::CParticleGravityAffector( const core::vector3df& gravity, u32 timeForceLost) : IParticleGravityAffector(), TimeForceLost(static_cast<f32>(timeForceLost)), Gravity(gravity) { #ifdef _DEBUG setDebugName("CParticleGravityAffector"); #endif } //! Affects an array of particles. void CParticleGravityAffector::affect(u32 now, SParticle* particlearray, u32 count) { if (!Enabled) return; f32 d; for (u32 i=0; i<count; ++i) { d = (now - particlearray[i].startTime) / TimeForceLost; if (d > 1.0f) d = 1.0f; if (d < 0.0f) d = 0.0f; d = 1.0f - d; particlearray[i].vector = particlearray[i].startVector.getInterpolated(Gravity, d); } } //! Writes attributes of the object. void CParticleGravityAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { out->addVector3d("Gravity", Gravity); out->addFloat("TimeForceLost", TimeForceLost); } //! Reads attributes of the object. void CParticleGravityAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { Gravity = in->getAttributeAsVector3d("Gravity"); TimeForceLost = in->getAttributeAsFloat("TimeForceLost"); } } // end namespace scene } // end namespace irr
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