Esempio n. 1
0
        private void EmitNewParticle(ParticleEffect particleEffect, float lerpAmount, ref Particle particle)
        {
            if (Emit(lerpAmount, ref particle.Position, ref particle.Velocity))
            {
                particle.Alpha     = 1;
                particle.Rotation  = Rotation.Min + (float)random.NextDouble() * (Rotation.Max - Rotation.Min);
                particle.Duration  = Duration.Min + (float)random.NextDouble() * (Duration.Max - Duration.Min);
                particle.Velocity *= Speed.Min + (float)random.NextDouble() * (Speed.Max - Speed.Min);
                particle.Size      = Size.Min + (float)random.NextDouble() * (Size.Max - Size.Min);
                particle.Color     = Microsoft.Xna.Framework.Color.Lerp(Color.Min, Color.Max, (float)random.NextDouble());

                Vector3.Transform(ref particle.Position, ref transform, out particle.Position);
                Vector3.TransformNormal(ref particle.Velocity, ref transform, out particle.Velocity);

                particleEffect.Emit(ref particle);
            }
        }
Esempio n. 2
0
        static void UpdateAsync(ParticleEffect particleEffect)
        {
            if (ActiveUpdates == null)
            {
                ParticleQueueSyncEvent = new AutoResetEvent(false);
                ActiveUpdates          = new ConcurrentQueue <ParticleEffect>();
#if WINRT
                Windows.System.Threading.ThreadPool.RunAsync(op => ParticleUpdateWorker(),
                                                             Windows.System.Threading.WorkItemPriority.Normal,
                                                             Windows.System.Threading.WorkItemOptions.TimeSliced);
#else
                var ParticleThread = new Thread((ThreadStart)ParticleUpdateWorker);
                ParticleThread.IsBackground = true;
                ParticleThread.Name         = "ParticleEffect";
                ParticleThread.Start();
#endif
            }
            ActiveUpdates.Enqueue(particleEffect);
            ParticleQueueSyncEvent.Set();
        }
Esempio n. 3
0
        /// <summary>
        /// Updates the emitter, emits any new particles during the update.
        /// </summary>
        public bool Update(ParticleEffect particleEffect, float elapsedSeconds)
        {
            if (!Enabled || elapsedTime < 0)
            {
                return(false);
            }

            // Check for delay
            elapsedTime += elapsedSeconds;
            if (elapsedTime < Delay.TotalSeconds)
            {
                return(false);
            }

            if (elapsedTime > Lifetime.TotalSeconds + Delay.TotalSeconds)
            {
                return(true);
            }

            Particle particle = new Particle();

            if (EmitCount > 0)
            {
                for (int i = 0; i < EmitCount; ++i)
                {
                    EmitNewParticle(particleEffect, 0, ref particle);
                }
                return(true);
            }

            // Emit when the particle emitter has just started.
            if (!firstParticleEmitted)
            {
                EmitNewParticle(particleEffect, 0, ref particle);
                firstParticleEmitted = true;
            }

            // Work out how much time has passed since the previous update.
            float timeBetweenParticles = 1.0f / Emission;

            // If we had any time left over that we didn't use during the
            // previous update, add that to the current elapsed time.
            float timeToSpend = timeLeftOver + elapsedSeconds;

            // Counter for looping over the time interval.
            float currentTime = -timeLeftOver;

            // Create particles as long as we have a big enough time interval.
            while (timeToSpend > timeBetweenParticles)
            {
                currentTime += timeBetweenParticles;
                timeToSpend -= timeBetweenParticles;

                // Work out the optimal position for this particle. This will produce
                // evenly spaced particles regardless of the object speed, particle
                // creation frequency, or game update rate.
                float mu = currentTime / elapsedSeconds;

                // Emit a new particle
                EmitNewParticle(particleEffect, mu, ref particle);
            }

            // Store any time we didn't use, so it can be part of the next update.
            timeLeftOver = timeToSpend;

            return(false);
        }