Example #1
0
        public RandomDirectionEmitter(EmitterParams emParams, FeatureMap featureMap, int numParams)
        {
            _numParams = numParams;
            _params    = emParams;

            NumReleased            = 0;
            _generation            = 0;
            _populationCount       = 0;
            _individualsDispatched = 0;
            _parents    = new List <Individual>();
            _featureMap = featureMap;

            if (_params.PopulationSize == -1)
            {
                _params.PopulationSize = (int)(4.0 + Math.Floor(3.0 * Math.Log(_numParams)));
            }

            reset();
        }
 public void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(32);
     Field5 = new InterpolationScalar();
     Field5.Parse(buffer);
     Field6 = new FloatPath();
     Field6.Parse(buffer);
     Field7 = new IntPath();
     Field7.Parse(buffer);
     Field8 = new FloatPath();
     Field8.Parse(buffer);
     Field9 = new TimePath();
     Field9.Parse(buffer);
     Field10 = new FloatPath();
     Field10.Parse(buffer);
     Field11 = new AnglePath();
     Field11.Parse(buffer);
     Field12 = new VelocityVectorPath();
     Field12.Parse(buffer);
     Field13 = new VelocityVectorPath();
     Field13.Parse(buffer);
     Field14 = new VelocityPath();
     Field14.Parse(buffer);
     Field15 = new VelocityPath();
     Field15.Parse(buffer);
     Field16 = new VelocityPath();
     Field16.Parse(buffer);
     Field17 = new VectorPath();
     Field17.Parse(buffer);
     Field18 = new VelocityPath();
     Field18.Parse(buffer);
     Field19 = buffer.ReadFloat32();
     Field20 = new UberMaterial();
     Field20.Parse(buffer);
     snoPhysics = buffer.ReadInt(32);
     Field22 = buffer.ReadFloat32();
     Field23 = buffer.ReadInt(32);
     Field24 = buffer.ReadFloat32();
     Field25 = buffer.ReadFloat32();
     Field26 = buffer.ReadFloat32();
     Field27 = buffer.ReadFloat32();
     Field28 = buffer.ReadFloat32();
     Field29 = buffer.ReadFloat32();
     Field30 = buffer.ReadFloat32();
     snoActor = buffer.ReadInt(32);
     Field32 = new EmitterParams();
     Field32.Parse(buffer);
     Field33 = new ColorPath();
     Field33.Parse(buffer);
     Field34 = new FloatPath();
     Field34.Parse(buffer);
     Field35 = new FloatPath();
     Field35.Parse(buffer);
     Field36 = new FloatPath();
     Field36.Parse(buffer);
     Field37 = new AnglePath();
     Field37.Parse(buffer);
     Field38 = new AngularVelocityPath();
     Field38.Parse(buffer);
     Field39 = new AngularVelocityPath();
     Field39.Parse(buffer);
     Field40 = new AnglePath();
     Field40.Parse(buffer);
     Field41 = new VectorPath();
     Field41.Parse(buffer);
     Field42 = new FloatPath();
     Field42.Parse(buffer);
     Field43 = new VelocityPath();
     Field43.Parse(buffer);
     Field44 = new AngularVelocityPath();
     Field44.Parse(buffer);
     Field45 = new FloatPath();
     Field45.Parse(buffer);
     Field46 = new VelocityPath();
     Field46.Parse(buffer);
     Field47 = new VectorPath();
     Field47.Parse(buffer);
     Field48 = new VelocityVectorPath();
     Field48.Parse(buffer);
     Field49 = new AccelVectorPath();
     Field49.Parse(buffer);
     Field50 = new VectorPath();
     Field50.Parse(buffer);
     Field51 = new VelocityVectorPath();
     Field51.Parse(buffer);
     Field52 = new AccelVectorPath();
     Field52.Parse(buffer);
     Field53 = new VelocityPath();
     Field53.Parse(buffer);
     Field54 = new FloatPath();
     Field54.Parse(buffer);
     Field55 = buffer.ReadInt(32);
     Field56 = buffer.ReadFloat32();
     Field57 = buffer.ReadFloat32();
     serMsgTriggeredEvents = new SerializeData();
     serMsgTriggeredEvents.Parse(buffer);
     Field59 = buffer.ReadInt(32);
     Field60 = new DT_VARIABLEARRAY();
     Field60.Parse(buffer);
 }
Example #3
0
        /// <summary>
        /// ParticleSystem constructor.
        /// </summary>
        /// <param name="max_particles">The maximum number of particles for this particle system.</param>
        public ParticleSystem( int max_particles )
        {
            GL = Director.Instance.GL;
            m_imm_quads = new ImmediateModeQuads< Vertex >( GL, (uint)max_particles, VertexFormat.Float4, VertexFormat.Float4 );
            m_particles = new Particle[ max_particles ];
            for ( int i=0; i < m_particles.Length; ++i )
                m_particles[i] = new Particle();
            m_random = new GameEngine2D.Base.Math.RandGenerator();
            Shader = DefaultShader;
            Emit = new EmitterParams();
            Simulation = new SimulationParams();

            m_v0.XYUV.Zw = GameEngine2D.Base.Math._00;
            m_v1.XYUV.Zw = GameEngine2D.Base.Math._10;
            m_v2.XYUV.Zw = GameEngine2D.Base.Math._01;
            m_v3.XYUV.Zw = GameEngine2D.Base.Math._11;
        }