60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
|
// Copyright (C) 2002-2007 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#include "CParticleAttractionAffector.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
//! constructor
|
||
|
CParticleAttractionAffector::CParticleAttractionAffector(
|
||
|
const core::vector3df& point, f32 speed, bool attract,
|
||
|
bool affectX, bool affectY, bool affectZ )
|
||
|
: Point(point), Speed(speed), AffectX(affectX), AffectY(affectY),
|
||
|
AffectZ(affectZ), Attract(attract), LastTime(0)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Affects an array of particles.
|
||
|
void CParticleAttractionAffector::affect(u32 now, SParticle* particlearray, u32 count)
|
||
|
{
|
||
|
if( LastTime == 0 )
|
||
|
{
|
||
|
LastTime = now;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
f32 timeDelta = ( now - LastTime ) / 1000.0f;
|
||
|
LastTime = now;
|
||
|
|
||
|
if( !Enabled )
|
||
|
return;
|
||
|
|
||
|
for(u32 i=0; i<count; ++i)
|
||
|
{
|
||
|
core::vector3df direction = (Point - particlearray[i].pos).normalize();
|
||
|
direction *= Speed * timeDelta;
|
||
|
|
||
|
if( !Attract )
|
||
|
direction *= -1.0f;
|
||
|
|
||
|
if( AffectX )
|
||
|
particlearray[i].pos.X += direction.X;
|
||
|
|
||
|
if( AffectY )
|
||
|
particlearray[i].pos.Y += direction.Y;
|
||
|
|
||
|
if( AffectZ )
|
||
|
particlearray[i].pos.Z += direction.Z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|