protected virtual void readParticle(int idx, SSParticle p) { p.life = _lives [idx]; p.pos = _readElement(_positions, idx).Value; p.orientation.Xy = _readElement(_orientationsXY, idx).Value; p.orientation.Z = _readElement(_orientationsZ, idx).Value; p.viewDepth = _readElement(_viewDepths, idx); if (p.life <= 0f) { return; // the rest does not matter } p.masterScale = _readElement(_masterScales, idx).Value; p.componentScale.Xy = _readElement(_componentScalesXY, idx).Value; p.componentScale.Z = _readElement(_componentScalesZ, idx).Value; p.color = Color4Helper.FromUInt32(_readElement(_colors, idx).Color); //p.SpriteIndex = _readElement(m_spriteIndices, idx).Value; p.spriteRect.X = _readElement(_spriteOffsetsU, idx).Value; p.spriteRect.Y = _readElement(_spriteOffsetsV, idx).Value; p.spriteRect.Width = _readElement(_spriteSizesU, idx).Value; p.spriteRect.Height = _readElement(_spriteSizesV, idx).Value; p.vel = _readElement(_velocities, idx); p.angularVelocity = _readElement(_angularVelocities, idx); p.mass = _readElement(_masses, idx); p.rotationalInnertia = _readElement(_rotationalInnertias, idx); p.drag = _readElement(_drags, idx); p.rotationalDrag = _readElement(_rotationalDrags, idx); p.effectorMask = (ushort)((int)_readElement(_effectorMasksHigh, idx) << 8 | (int)_readElement(_effectorMasksLow, idx)); }
protected override void readParticle(int idx, SSParticle p) { base.readParticle(idx, p); var ts = (STrailsSegment)p; ts.cylInnerColor = Color4Helper.FromUInt32(_readElement(_cylInnerColors, idx).Color); ts.innerColorRatio = _readElement(_innerColorRatios, idx).Value; ts.outerColorRatio = _readElement(_outerColorRatios, idx).Value; ts.cylAxis = _readElement(_cylAxes, idx).Value; ts.prevJointAxis = _readElement(_prevJointAxes, idx).Value; ts.nextJointAxis = _readElement(_nextJointAxes, idx).Value; ts.cylWidth = _readElement(_cylWidths, idx).Value; ts.cylLendth = _readElement(_cylLengths, idx).Value; ts.nextSegmentIdx = _readElement(_nextSegmentData, idx); ts.prevSegmentIdx = _readElement(_prevSegmentData, idx); }
public Color4 readColor(int i) { return(Color4Helper.FromUInt32(_readElement(colors, i).Color)); }