Example #1
0
        public void CreateExplosionVertices(float time)
        {
            int particles = 2;
            explosionVertices = new VertexExplosion[particles * 6];

            int i = 0;
            for (int partnr = 0; partnr < particles; partnr++)
            {
                Vector3 startingPos = new Vector3(5, 0, 0);

                float r1 = (float)rand.NextDouble() - 0.5f;
                float r2 = (float)rand.NextDouble() - 0.5f;
                float r3 = (float)rand.NextDouble() - 0.5f;
                Vector3 moveDirection = new Vector3(r1, r2, r3);

                moveDirection.Normalize();

                float r4 = (float)rand.NextDouble();
                r4 = r4 / 4.0f * 3.0f + 0.25f;

                temp += 0.3f;
                Matrix test = Matrix.Identity*Matrix.CreateRotationZ(temp);

                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 0, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 0, time, 1000), new Vector4(moveDirection, r4));

                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 0, time, 1000), new Vector4(moveDirection, r4));
            }
        }
Example #2
0
        public void CreateExplosionVertices(float time)
        {
            int particles = 2;

            explosionVertices = new VertexExplosion[particles * 6];

            int i = 0;

            for (int partnr = 0; partnr < particles; partnr++)
            {
                Vector3 startingPos = new Vector3(5, 0, 0);

                float   r1            = (float)rand.NextDouble() - 0.5f;
                float   r2            = (float)rand.NextDouble() - 0.5f;
                float   r3            = (float)rand.NextDouble() - 0.5f;
                Vector3 moveDirection = new Vector3(r1, r2, r3);

                moveDirection.Normalize();

                float r4 = (float)rand.NextDouble();
                r4 = r4 / 4.0f * 3.0f + 0.25f;

                temp += 0.3f;
                Matrix test = Matrix.Identity * Matrix.CreateRotationZ(temp);

                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 0, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 0, time, 1000), new Vector4(moveDirection, r4));

                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(1, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 1, time, 1000), new Vector4(moveDirection, r4));
                explosionVertices[i++] = new VertexExplosion(startingPos, new Vector4(0, 0, time, 1000), new Vector4(moveDirection, r4));
            }
        }