63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CParticleAttractionAffector.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CParticleAttractionAffector::CParticleAttractionAffector(
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const core::vector3df& point, f32 speed, bool attract,
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bool affectX, bool affectY, bool affectZ )
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: Point(point), Speed(speed), AffectX(affectX), AffectY(affectY),
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AffectZ(affectZ), Attract(attract), LastTime(0)
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{
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#ifdef _DEBUG
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setDebugName("CParticleAttractionAffector");
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#endif
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}
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//! Affects an array of particles.
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void CParticleAttractionAffector::affect(u32 now, SParticle* particlearray, u32 count)
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{
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if( LastTime == 0 )
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{
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LastTime = now;
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return;
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}
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f32 timeDelta = ( now - LastTime ) / 1000.0f;
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LastTime = now;
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if( !Enabled )
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return;
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for(u32 i=0; i<count; ++i)
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{
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core::vector3df direction = (Point - particlearray[i].pos).normalize();
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direction *= Speed * timeDelta;
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if( !Attract )
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direction *= -1.0f;
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if( AffectX )
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particlearray[i].pos.X += direction.X;
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if( AffectY )
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particlearray[i].pos.Y += direction.Y;
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if( AffectZ )
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particlearray[i].pos.Z += direction.Z;
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}
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}
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} // end namespace scene
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} // end namespace irr
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