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); }
/// <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; }