Beispiel #1
0
        public Vector2 GetNewEmissionPoint()
        {
            Vector2 emissionPointOffset = Vector2.Zero;

            switch (type)
            {
            case EmitterShapeType.Rectangle:
                emissionPointOffset.X = Randomizer.Float(-size.X / 2.0f, size.X / 2.0f);
                emissionPointOffset.Y = Randomizer.Float(-size.Y / 2.0f, size.Y / 2.0f);
                break;

            case EmitterShapeType.Circle:
                Vector2 radius = new Vector2(Randomizer.Float(0f, size.X), Randomizer.Float(0f, size.Y));
                float   angle  = Randomizer.AngleInRadians();
                emissionPointOffset.X = radius.X * IceMath.CosFromRadians(angle);
                emissionPointOffset.Y = radius.Y * IceMath.SinFromRadians(angle);
                break;

            case EmitterShapeType.CircleOutline:
                float angle2 = Randomizer.AngleInRadians();
                emissionPointOffset.X = size.X * IceMath.CosFromRadians(angle2);
                emissionPointOffset.Y = size.Y * IceMath.SinFromRadians(angle2);
                break;

            case EmitterShapeType.TextureMask:
                // choose an array index at random
                if (maskPoints.Length > 0)
                {
                    int arrayIndex = Randomizer.Integer(0, maskPoints.Length - 1);
                    emissionPointOffset = maskPoints[arrayIndex];
                }
                break;

            default:
                break;
            }
            return(emissionPointOffset + offset + position);
        }