protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4 transform, float sparam, float globaltime)
        {
            float w     = Width.GetValue(sparam, 0) / 2;
            float h     = Height.GetValue(sparam, 0) / 2;
            float d     = Depth.GetValue(sparam, 0) / 2;
            float s_min = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var pos = new Vector3(
                FxRandom.NextFloat(-w, w),
                FxRandom.NextFloat(-h, h),
                FxRandom.NextFloat(-d, d)
                );
            var n = RandomInCone(s_min, s_max);
            //var tr = Transform.GetMatrix(sparam, globaltime);
            //var tr = Matrix4.Identity;
            //n = (tr * new Vector4(n.Normalized(), 0)).Xyz.Normalized();
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                pos += translate;
                n    = rotate * n;
            }
            var pr = pos;

            instance.Pool.Particles[idx].Position = pr;
            instance.Pool.Particles [idx].Normal  = n * Pressure.GetValue(sparam, 0);
        }
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam, float globaltime)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var radius = FxRandom.NextFloat(r_min, r_max);

            var p = new Vector3(
                FxRandom.NextFloat(-1, 1),
                FxRandom.NextFloat(-1, 1),
                FxRandom.NextFloat(-1, 1)
                );

            p.Normalize();
            var        n = p;
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                p += translate;
                n  = Vector3.Transform(n, rotate);
            }
            n *= Pressure.GetValue(sparam, 0);
            var pr = p * radius;

            instance.Pool.Particles[idx].Position = pr;
            instance.Pool.Particles[idx].Normal   = n;
        }
Exemple #3
0
        protected virtual float GetSpread(float sparam, float time)
        {
            var s_min = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            var s_max = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            return(FxRandom.NextFloat(s_min, s_max));
        }
        static Vector3 RandomCube(float minspread, float maxspread)
        {
            //(sqrt(1 - z^2) * cosϕ, sqrt(1 - z^2) * sinϕ, z)
            var halfspread = maxspread / 2;

            float z = FxRandom.NextFloat((float)Math.Cos(halfspread), 1 - (minspread / 2));
            float t = FxRandom.NextFloat(0, (float)(Math.PI * 2));

            return(new Vector3(
                       (float)(Math.Sqrt(1 - z * z) * Math.Cos(t)),
                       (float)(Math.Sqrt(1 - z * z) * Math.Sin(t)),
                       z
                       ));
        }
Exemple #5
0
        //Different direction to FxCubeEmitter
        static Vector3 RandomInCone(float minspread, float maxspread)
        {
            var direction = Vector3.UnitY;
            var axis      = Vector3.UnitX;

            var     angle    = FxRandom.NextFloat(minspread, maxspread);
            var     rotation = Quaternion.CreateFromAxisAngle(axis, angle);
            Vector3 output   = Vector3.Transform(direction, rotation);
            var     random   = FxRandom.NextFloat(-MathHelper.Pi, MathHelper.Pi);

            rotation = Quaternion.CreateFromAxisAngle(direction, random);
            output   = Vector3.Transform(output, rotation);
            return(output);
        }
        //Different direction to FxCubeEmitter
        static Vector3 RandomInCone(float minspread, float maxspread)
        {
            return(Vector3.UnitY);

            var direction = Vector3.UnitY;
            var axis      = Vector3.UnitZ;

            var     angle    = FxRandom.NextFloat(minspread, maxspread);
            var     rotation = Quaternion.FromAxisAngle(axis, angle);
            Vector3 output   = rotation * direction;
            var     random   = FxRandom.NextFloat(-MathHelper.Pi, MathHelper.Pi);

            rotation = Quaternion.FromAxisAngle(direction, random);
            output   = rotation * output;
            return(output);
        }
Exemple #7
0
        protected override void SetParticle(int idx, NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam, float globaltime)
        {
            var r_min = MinRadius.GetValue(sparam, 0);
            var r_max = MaxRadius.GetValue(sparam, 0);

            var   radius = FxRandom.NextFloat(r_min, r_max);
            float s_min  = MathHelper.DegreesToRadians(MinSpread.GetValue(sparam, 0));
            float s_max  = MathHelper.DegreesToRadians(MaxSpread.GetValue(sparam, 0));

            var        n = RandomInCone(s_min, s_max);
            Vector3    translate;
            Quaternion rotate;

            if (DoTransform(reference, sparam, globaltime, out translate, out rotate))
            {
                n = Vector3.Transform(n, rotate);
            }
            var p = n * radius + translate;

            n *= Pressure.GetValue(sparam, 0);
            instance.Pool.Particles[idx].Position = p;
            instance.Pool.Particles[idx].Normal   = n;
        }