public AMS_AME_RUNTIME_WORK_SIMPLE_SPRITE(AppMain.AMS_AME_RUNTIME_WORK rtm_work)
 {
     this.rtm_work_ = rtm_work;
     this.st_       = new AppMain.Vector4D_Quat(rtm_work.rotate);
     this.size_     = new AppMain.Vector4D_Buf(rtm_work.dummy, 0);
     this.color_    = new AppMain.AMS_RGBA8888_Buf(rtm_work.dummy, AppMain.Vector4D_Buf.SizeBytes);
 }
Beispiel #2
0
 public void Assign(AppMain.Vector4D_Buf v)
 {
     this.x = v.x;
     this.y = v.y;
     this.z = v.z;
     this.w = v.w;
 }
 public AMS_AME_RUNTIME_WORK_MODEL(AppMain.AMS_AME_RUNTIME_WORK rtm_work)
 {
     this.rtm_work_    = rtm_work;
     this.rotate_axis_ = new AppMain.Vector4D_Buf(rtm_work.dummy, 0);
     this.scale_       = new AppMain.Vector4D_Buf(rtm_work.dummy, AppMain.Vector4D_Buf.SizeBytes);
     this.color_       = new AppMain.AMS_RGBA8888_Buf(rtm_work.dummy, AppMain.Vector4D_Buf.SizeBytes + AppMain.Vector4D_Buf.SizeBytes);
 }
Beispiel #4
0
    public static int _amUpdateModel(object r)
    {
        AppMain.AMS_AME_RUNTIME            runtime = (AppMain.AMS_AME_RUNTIME)r;
        AppMain.AMS_AME_NODE_MODEL         node    = (AppMain.AMS_AME_NODE_MODEL)runtime.node;
        AppMain.AMS_AME_RUNTIME_WORK_MODEL next1   = (AppMain.AMS_AME_RUNTIME_WORK_MODEL)(AppMain.AMS_AME_RUNTIME_WORK) runtime.active_head.next;
        AppMain.AMS_AME_LIST next2      = runtime.active_head.next;
        AppMain.AMS_AME_LIST activeTail = runtime.active_tail;
        int   transparency = runtime.ecb.transparency;
        float num1;
        float num2;

        if ((double)node.life >= 0.0)
        {
            num1 = node.life;
            num2 = 1f / num1;
        }
        else
        {
            num1 = float.MaxValue;
            num2 = 0.0f;
        }
        AppMain.NNS_VECTOR4D nnsVectoR4D1 = new AppMain.NNS_VECTOR4D();
        AppMain.NNS_VECTOR4D nnsVectoR4D2 = new AppMain.NNS_VECTOR4D();
        AppMain.amVectorScale(nnsVectoR4D1, node.scale_start, runtime.ecb.size_rate);
        AppMain.amVectorScale(nnsVectoR4D2, node.scale_end, runtime.ecb.size_rate);
        AppMain.AMS_AME_RUNTIME_WORK_MODEL runtimeWorkModel;
        for (; next2 != activeTail; next2 = runtimeWorkModel.next)
        {
            runtimeWorkModel       = (AppMain.AMS_AME_RUNTIME_WORK_MODEL)(AppMain.AMS_AME_RUNTIME_WORK) next2;
            runtimeWorkModel.time += AppMain._am_unit_frame;
            float num3 = runtimeWorkModel.time * num2;
            AppMain.NNS_VECTOR4D nnsVectoR4D3 = new AppMain.NNS_VECTOR4D();
            AppMain.amVectorScale(nnsVectoR4D3, runtimeWorkModel.velocity, AppMain._am_unit_time);
            AppMain.amVectorAdd(runtimeWorkModel.position, nnsVectoR4D3);
            //AppMain.GlobalPool<AppMain.NNS_VECTOR4D>.Release(nnsVectoR4D3);
            if ((double)runtimeWorkModel.time >= (double)num1)
            {
                if (runtime.spawn_runtime != null)
                {
                    AppMain._amCreateSpawnParticle(runtime, (AppMain.AMS_AME_RUNTIME_WORK)runtimeWorkModel);
                }
                AppMain.amEffectDisconnectLink((AppMain.AMS_AME_LIST)runtimeWorkModel);
                --runtime.active_num;
                AppMain.amEffectFreeRuntimeWork((AppMain.AMS_AME_RUNTIME_WORK)runtimeWorkModel);
            }
            else
            {
                AppMain.NNS_QUATERNION nnsQuaternion = new AppMain.NNS_QUATERNION();
                AppMain.NNS_VECTOR4D   nnsVectoR4D4  = new AppMain.NNS_VECTOR4D();
                AppMain.Vector4D_Buf   rotateAxis    = runtimeWorkModel.rotate_axis;
                nnsVectoR4D4.x = rotateAxis.x;
                nnsVectoR4D4.y = rotateAxis.y;
                nnsVectoR4D4.z = rotateAxis.z;
                nnsVectoR4D4.w = rotateAxis.w;
                AppMain.amQuatRotAxisToQuat(ref nnsQuaternion, nnsVectoR4D4, nnsVectoR4D4.w * AppMain._am_unit_time);
                AppMain.NNS_QUATERNION rotate = runtimeWorkModel.rotate;
                AppMain.amQuatMulti(ref rotate, ref rotate, ref nnsQuaternion);
                runtimeWorkModel.rotate = rotate;
                AppMain.amVectorGetInner(nnsVectoR4D4, nnsVectoR4D1, nnsVectoR4D2, num3);
                runtimeWorkModel.set_scale(nnsVectoR4D4);
                AppMain.AMS_RGBA8888 pCO;
                AppMain.amEffectLerpColor(out pCO, ref node.color_start, ref node.color_end, num3);
                pCO.a = (byte)((int)pCO.a * transparency >> 8);
                runtimeWorkModel.set_color(pCO.color);
                runtimeWorkModel.scroll_u += node.scroll_u * AppMain._am_unit_time;
                runtimeWorkModel.scroll_v += node.scroll_v * AppMain._am_unit_time;
                //AppMain.GlobalPool<AppMain.NNS_VECTOR4D>.Release(nnsVectoR4D4);
            }
        }
        //AppMain.GlobalPool<AppMain.NNS_VECTOR4D>.Release(nnsVectoR4D1);
        //AppMain.GlobalPool<AppMain.NNS_VECTOR4D>.Release(nnsVectoR4D2);
        return(0);
    }
Beispiel #5
0
    public static int _amUpdateSimpleSprite(object r)
    {
        AppMain.AMS_AME_RUNTIME     runtime    = (AppMain.AMS_AME_RUNTIME)r;
        AppMain.AMS_AME_NODE_SPRITE node       = (AppMain.AMS_AME_NODE_SPRITE)runtime.node;
        AppMain.AMS_AME_LIST        next       = runtime.active_head.next;
        AppMain.AMS_AME_LIST        activeTail = runtime.active_tail;
        int   transparency = runtime.ecb.transparency;
        float num1;
        float num2;

        if ((double)node.life >= 0.0)
        {
            num1 = node.life;
            num2 = 1f / num1;
        }
        else
        {
            num1 = float.MaxValue;
            num2 = 0.0f;
        }
        float sizeRate = runtime.ecb.size_rate;
        float num3     = node.scale_x_start * sizeRate;
        float num4     = node.scale_y_start * sizeRate;
        float num5     = node.scale_x_end * sizeRate;
        float num6     = node.scale_y_end * sizeRate;

        for (; next != activeTail; next = next.next)
        {
            AppMain.AMS_AME_RUNTIME_WORK_SIMPLE_SPRITE workSimpleSprite = (AppMain.AMS_AME_RUNTIME_WORK_SIMPLE_SPRITE)(AppMain.AMS_AME_RUNTIME_WORK) next;
            workSimpleSprite.time += AppMain._am_unit_frame;
            float rate = workSimpleSprite.time * num2;
            AppMain.NNS_VECTOR4D amEffectVel = AppMain._amEffect_vel;
            AppMain.amVectorScale(amEffectVel, workSimpleSprite.velocity, AppMain._am_unit_time);
            AppMain.amVectorAdd(workSimpleSprite.position, amEffectVel);
            if ((double)workSimpleSprite.time >= (double)num1)
            {
                if (runtime.spawn_runtime != null)
                {
                    AppMain._amCreateSpawnParticle(runtime, (AppMain.AMS_AME_RUNTIME_WORK)workSimpleSprite);
                }
                AppMain.amEffectDisconnectLink((AppMain.AMS_AME_LIST)workSimpleSprite);
                --runtime.active_num;
                AppMain.amEffectFreeRuntimeWork((AppMain.AMS_AME_RUNTIME_WORK)workSimpleSprite);
            }
            else
            {
                float num7 = 1f - rate;
                float num8 = (float)((double)num3 * (double)num7 + (double)num5 * (double)rate);
                float num9 = (float)((double)num4 * (double)num7 + (double)num6 * (double)rate);
                AppMain.Vector4D_Buf size = workSimpleSprite.size;
                workSimpleSprite.set_size(size.z * num8, size.z * num9, size.z, size.w);
                AppMain.AMS_RGBA8888 pCO;
                AppMain.amEffectLerpColor(out pCO, ref node.color_start, ref node.color_end, rate);
                pCO.a = (byte)((int)pCO.a * transparency >> 8);
                workSimpleSprite.set_color(pCO.color);
                if (((int)node.flag & 32768) != 0)
                {
                    AppMain.AMS_AME_TEX_ANIM texAnim = node.tex_anim;
                    if (((int)workSimpleSprite.flag & 2) == 0)
                    {
                        workSimpleSprite.tex_time += AppMain._am_unit_frame;
                        if ((double)workSimpleSprite.tex_time >= (double)texAnim.key_buf[workSimpleSprite.tex_no].time)
                        {
                            workSimpleSprite.tex_time = 0.0f;
                            ++workSimpleSprite.tex_no;
                            if (workSimpleSprite.tex_no == texAnim.key_num)
                            {
                                if (((int)node.flag & 65536) != 0)
                                {
                                    workSimpleSprite.tex_no = 0;
                                }
                                else
                                {
                                    workSimpleSprite.tex_no = texAnim.key_num - 1;
                                    workSimpleSprite.flag  |= 2U;
                                }
                            }
                        }
                    }
                    AppMain.AMS_AME_TEX_ANIM_KEY amsAmeTexAnimKey = texAnim.key_buf[workSimpleSprite.tex_no];
                    Vector4 vector4 = new Vector4(amsAmeTexAnimKey.l, amsAmeTexAnimKey.t, amsAmeTexAnimKey.r, amsAmeTexAnimKey.b);
                    if (((int)workSimpleSprite.flag & 8) != 0)
                    {
                        float x = vector4.X;
                        vector4.X = vector4.Z;
                        vector4.Z = x;
                    }
                    if (((int)workSimpleSprite.flag & 16) != 0)
                    {
                        float y = vector4.Y;
                        vector4.Y = vector4.W;
                        vector4.W = y;
                    }
                    workSimpleSprite.set_st(vector4.X, vector4.Y, vector4.Z, vector4.W);
                }
                else if (((int)node.flag & 16384) != 0)
                {
                    float num10 = node.scroll_u * AppMain._am_unit_time;
                    float num11 = node.scroll_v * AppMain._am_unit_time;
                    if (((int)workSimpleSprite.flag & 8) != 0)
                    {
                        num10 = -num10;
                    }
                    if (((int)workSimpleSprite.flag & 16) != 0)
                    {
                        num11 = -num11;
                    }
                    AppMain.Vector4D_Quat st = workSimpleSprite.st;
                    Vector4 vector4          = new Vector4(st.x + num10, st.y + num11, st.z + num10, st.w + num11);
                    workSimpleSprite.set_st(vector4.X, vector4.Y, vector4.Z, vector4.W);
                }
            }
        }
        return(0);
    }