Example #1
0
        /// <summary>
        /// Deep copy all of the Particle properties
        /// </summary>
        /// <param name="ParticleToCopy">The Particle to Copy the properties from</param>
        public override void CopyFrom(DPSFParticle ParticleToCopy)
        {
            // Cast the Particle to the type it really is
            DefaultSprite3DBillboardParticle cParticleToCopy = (DefaultSprite3DBillboardParticle)ParticleToCopy;

            base.CopyFrom(cParticleToCopy);
            this.DistanceFromCameraSquared = cParticleToCopy.DistanceFromCameraSquared;
        }
Example #2
0
        //===========================================================
        // Particle System Update Functions
        //===========================================================

        /// <summary>
        /// Sorts the particles to draw particles furthest from the camera first, in order to achieve proper depth perspective.
        ///
        /// <para>NOTE: This operation is very expensive and should only be used when you are
        /// drawing particles with both opaque and semi-transparent portions, and not using additive blending.</para>
        /// <para>Merge Sort is the sorting algorithm used, as it tends to be best for linked lists.
        /// TODO - WHILE MERGE SORT SHOULD BE USED, DUE TO TIME CONSTRAINTS A (PROBABLY) SLOWER METHOD (QUICK-SORT)
        /// IS BEING USED INSTEAD. THIS FUNCTION NEEDS TO BE UPDATED TO USE MERGE SORT STILL.
        /// THE LINKED LIST MERGE SORT ALGORITHM CAN BE FOUND AT http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html</para>
        /// </summary>
        /// <param name="fElapsedTimeInSeconds">How long it has been since the last update</param>
        protected void UpdateParticleSystemToSortParticlesByDistanceFromCamera(float fElapsedTimeInSeconds)
        {
            // Store the Number of Active Particles to sort
            int iNumberOfActiveParticles = ActiveParticles.Count;

            // If there is nothing to sort
            if (iNumberOfActiveParticles <= 1)
            {
                // Exit without sorting
                return;
            }

            // Create a List to put the Active Particles in to be sorted
            List <Particle> cActiveParticleList = new List <Particle>(iNumberOfActiveParticles);

            // Add all of the Particles to the List
            LinkedListNode <Particle> cNode = ActiveParticles.First;

            while (cNode != null)
            {
                // Copy this Particle into the Array
                cActiveParticleList.Add(cNode.Value);

                // Move to the next Active Particle
                cNode = cNode.Next;
            }

            // Now that the List is full, sort it
            cActiveParticleList.Sort(delegate(Particle Particle1, Particle Particle2)
            {
                DefaultSprite3DBillboardParticle cParticle1 = (DefaultSprite3DBillboardParticle)(DPSFParticle)Particle1;
                DefaultSprite3DBillboardParticle cParticle2 = (DefaultSprite3DBillboardParticle)(DPSFParticle)Particle2;
                return(cParticle1.DistanceFromCameraSquared.CompareTo(cParticle2.DistanceFromCameraSquared));
            });

            // Now that the List is sorted, add the Particles into the Active Particles Linked List in sorted order
            ActiveParticles.Clear();
            for (int iIndex = 0; iIndex < iNumberOfActiveParticles; iIndex++)
            {
                // Add this Particle to the Active Particles Linked List.
                // List is sorted from smallest to largest, but we want
                // our Linked List sorted from largest to smallest, since
                // the Particles at the end of the Linked List are drawn last.
                ActiveParticles.AddFirst(cActiveParticleList[iIndex]);
            }
        }
Example #3
0
        //===========================================================
        // Draw Sprite and Overridden Particle System Functions
        //===========================================================

        /// <summary>
        /// Function to draw a Sprite Particle. This function should be used to draw the given
        /// Particle with the provided SpriteBatch.
        /// </summary>
        /// <param name="Particle">The Particle Sprite to Draw</param>
        /// <param name="cSpriteBatch">The SpriteBatch to use to doing the Drawing</param>
        protected override void DrawSprite(DPSFParticle Particle, SpriteBatch cSpriteBatch)
        {
            // Cast the Particle to the type it really is
            DefaultSprite3DBillboardParticle particle = (DefaultSprite3DBillboardParticle)Particle;

            // Calculate the sprites position in 3D space, and flip it vertically so that it is not upside-down.
            Vector3 viewSpacePosition = Vector3.Transform(particle.Position, this.View);

            // Get the Position of the Particle relative to the camera
            Vector2 destination = new Vector2(viewSpacePosition.X, viewSpacePosition.Y);

            // Get the Position and Dimensions from the Texture to use for this Sprite
            Rectangle sourceFromTexture = new Rectangle(0, 0, Texture.Width, Texture.Height);

            // Calculate how much to scale the sprite to get it to the desired Width and Height.
            // Use negative height in order to flip the texture to be right-side up.
            Vector2 scale = new Vector2(particle.Width / sourceFromTexture.Width, -particle.Height / sourceFromTexture.Height);

            // Make the Sprite rotate about its center
            Vector2 origin = new Vector2(sourceFromTexture.Width / 2, sourceFromTexture.Height / 2);

            // Draw the Sprite
            cSpriteBatch.Draw(Texture, destination, sourceFromTexture, Color.FromNonPremultiplied(particle.Color.ToVector4()), particle.Rotation, origin, scale, particle.FlipMode, viewSpacePosition.Z);
        }
Example #4
0
        //===========================================================
        // Particle Update Functions
        //===========================================================

        /// <summary>
        /// Updates the Particle's DistanceFromCameraSquared property to reflect how far this Particle is from the Camera.
        /// </summary>
        /// <param name="cParticle">The Particle to update.</param>
        /// <param name="fElapsedTimeInSeconds">How long it has been since the last update.</param>
        protected void UpdateParticleDistanceFromCameraSquared(DefaultSprite3DBillboardParticle cParticle, float fElapsedTimeInSeconds)
        {
            cParticle.DistanceFromCameraSquared = Vector3.DistanceSquared(this.CameraPosition, cParticle.Position);
        }