Esempio n. 1
0
 /// <summary>
 /// Essentially wrapper for effectParticle() with some masking logic for advanced particle-effector
 /// relantionships
 ///
 /// Override with caution.
 /// </summary>
 public void simulateParticleEffect(SSParticle particle, float deltaT)
 {
     if (effectorMaskCheck(particle.effectorMask))
     {
         effectParticle(particle, deltaT);
     }
 }
Esempio n. 2
0
        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));
        }
Esempio n. 3
0
        public IInterpolater[] interpolaters = { new LinearInterpolater() };         // default to using LERP for everything

        protected override sealed void effectParticle(SSParticle particle, float deltaT)
        {
            _timeSinceReset += deltaT;
            float timeElapsed = float.IsNaN(particleLifetime) ? _timeSinceReset
                : (1f - particle.life / particleLifetime);
            float lastKey = keyframes.Keys [keyframes.Count - 1];

            if (timeElapsed > lastKey)
            {
                applyValue(particle, keyframes [lastKey]);
            }
            else
            {
                float prevKey = keyframes.Keys [0];
                for (int i = 1; i < keyframes.Keys.Count; ++i)
                {
                    float key = keyframes.Keys [i];
                    if (timeElapsed < key)
                    {
                        IInterpolater interpolater =
                            i < interpolaters.Length ? interpolaters [i]
                                                                                                         : interpolaters[interpolaters.Length - 1];
                        float progression = (timeElapsed - prevKey) / (key - prevKey);
                        T     value       = computeValue(interpolater, keyframes [prevKey], keyframes [key], progression);
                        applyValue(particle, value);
                        break;
                    }
                    prevKey = key;
                }
            }
        }
Esempio n. 4
0
        protected virtual void particleSwap(int leftIdx, int rightIdx)
        {
            if (leftIdx == rightIdx)
            {
                return;
            }

            // TODO Consider swaping on a per component basis.
            // It may have better peformance
            // But adds more per-component maintenance
            SSParticle leftParticle  = createNewParticle();
            SSParticle rightParticle = createNewParticle();

            readParticle(leftIdx, leftParticle);
            readParticle(rightIdx, rightParticle);

            // write in reverse
            writeParticle(leftIdx, rightParticle);
            writeParticle(rightIdx, leftParticle);

            #if true
            if (_nextIdxToOverwrite == leftIdx)
            {
                _nextIdxToOverwrite = rightIdx;
            }
            else if (_nextIdxToOverwrite == rightIdx)
            {
                _nextIdxToOverwrite = leftIdx;
            }
            #endif
        }
Esempio n. 5
0
        protected virtual void writeParticle(int idx, SSParticle p)
        {
            _lives [idx] = p.life;
            writeDataIfNeeded(ref _positions, idx, new SSAttributeVec3(p.pos));
            writeDataIfNeeded(ref _orientationsXY, idx, new SSAttributeVec2(p.orientation.Xy));
            writeDataIfNeeded(ref _orientationsZ, idx, new SSAttributeFloat(p.orientation.Z));
            writeDataIfNeeded(ref _masterScales, idx, new SSAttributeFloat(p.masterScale));
            writeDataIfNeeded(ref _componentScalesXY, idx, new SSAttributeVec2(p.componentScale.Xy));
            writeDataIfNeeded(ref _componentScalesZ, idx, new SSAttributeFloat(p.componentScale.Z));
            writeDataIfNeeded(ref _colors, idx, new SSAttributeColor(Color4Helper.ToUInt32(p.color)));

            //writeDataIfNeeded(ref m_spriteIndices, idx, new SSAttributeByte(p.SpriteIndex));
            writeDataIfNeeded(ref _spriteOffsetsU, idx, new SSAttributeFloat(p.spriteRect.X));
            writeDataIfNeeded(ref _spriteOffsetsV, idx, new SSAttributeFloat(p.spriteRect.Y));
            writeDataIfNeeded(ref _spriteSizesU, idx, new SSAttributeFloat(p.spriteRect.Width));
            writeDataIfNeeded(ref _spriteSizesV, idx, new SSAttributeFloat(p.spriteRect.Height));

            writeDataIfNeeded(ref _velocities, idx, p.vel);
            writeDataIfNeeded(ref _angularVelocities, idx, p.angularVelocity);
            writeDataIfNeeded(ref _masses, idx, p.mass);
            writeDataIfNeeded(ref _rotationalInnertias, idx, p.rotationalInnertia);
            writeDataIfNeeded(ref _drags, idx, p.drag);
            writeDataIfNeeded(ref _rotationalDrags, idx, p.rotationalDrag);
            writeDataIfNeeded(ref _viewDepths, idx, p.viewDepth);
            writeDataIfNeeded(ref _effectorMasksHigh, idx, (byte)((p.effectorMask & 0xFF00) >> 8));
            writeDataIfNeeded(ref _effectorMasksLow, idx, (byte)(p.effectorMask & 0xFF));
        }
Esempio n. 6
0
            protected override void writeParticle(int idx, SSParticle p)
            {
                #if false
                // attempt of only writing things that are relevant; skipping the rest
                _lives [idx] = p.life;
                writeDataIfNeeded(ref _positions, idx, new SSAttributeVec3(p.pos));
                writeDataIfNeeded(ref _viewDepths, idx, p.viewDepth);
                writeDataIfNeeded(ref _effectorMasksHigh, idx, (ushort)((p.effectorMask & 0xFF00) >> 8));
                writeDataIfNeeded(ref _effectorMasksLow, idx, (ushort)(p.effectorMask & 0xFF));
                writeDataIfNeeded(ref _colors, idx, new SSAttributeColor(Color4Helper.ToUInt32(p.color)));
                #else
                // for some reason the above doesn't work, so lets just do things slightly less efficiently for now
                base.writeParticle(idx, p);
                #endif

                var ts         = (STrailsSegment)p;
                var innerColor = Color4Helper.ToUInt32(ts.cylInnerColor);
                writeDataIfNeeded(ref _cylInnerColors, idx, new SSAttributeColor(innerColor));
                writeDataIfNeeded(ref _innerColorRatios, idx, new SSAttributeFloat(ts.innerColorRatio));
                writeDataIfNeeded(ref _outerColorRatios, idx, new SSAttributeFloat(ts.outerColorRatio));
                writeDataIfNeeded(ref _cylAxes, idx, new SSAttributeVec3(ts.cylAxis));
                writeDataIfNeeded(ref _prevJointAxes, idx, new SSAttributeVec3(ts.prevJointAxis));
                writeDataIfNeeded(ref _nextJointAxes, idx, new SSAttributeVec3(ts.nextJointAxis));
                writeDataIfNeeded(ref _cylLengths, idx, new SSAttributeFloat(ts.cylLendth));
                writeDataIfNeeded(ref _cylWidths, idx, new SSAttributeFloat(ts.cylWidth));
                writeDataIfNeeded(ref _nextSegmentData, idx, ts.nextSegmentIdx);
                writeDataIfNeeded(ref _prevSegmentData, idx, ts.prevSegmentIdx);
            }
Esempio n. 7
0
        protected override void configureNewParticle(SSParticle p)
        {
            base.configureNewParticle(p);
            float r     = Interpolate.Lerp(radiusOffsetMin, radiusOffsetMax, nextFloat());
            float theta = Interpolate.Lerp(thetaMin, thetaMax, nextFloat());
            float phi   = Interpolate.Lerp(phiMin, phiMax, nextFloat());
            float xy    = (float)Math.Cos(phi);
            float x     = xy * (float)Math.Cos(theta);
            float y     = xy * (float)Math.Sin(theta);
            float z     = (float)Math.Sin(phi);

            Vector3 xAxis, yAxis;

            OpenTKHelper.TwoPerpAxes(up, out xAxis, out yAxis);
            Vector3 xyz = x * xAxis + y * yAxis + z * up;

            p.pos = center + r * xyz;
            float velocityMag = Interpolate.Lerp(velocityFromCenterMagnitudeMin, velocityFromCenterMagnitudeMax, nextFloat());

            p.vel += velocityMag * xyz;

            if (orientAwayFromCenter)
            {
                p.orientation.Z = -theta;
                p.orientation.Y = phi;
            }
            //Console.WriteLine("particle emitted with vel = " + p.vel.Length);
        }
Esempio n. 8
0
 protected override void applyValue(SSParticle particle, Color4 value)
 {
     value.R       *= colorMask.R;
     value.G       *= colorMask.G;
     value.B       *= colorMask.B;
     value.A       *= colorMask.A;
     particle.color = value;
 }
		protected override sealed void effectParticle(SSParticle particle, float deltaT)
		{
			if (_initialDelay > 0f) {
				return;
			}

			effectParticlePeriodic (particle, deltaT);
		}
Esempio n. 10
0
        /// <summary>
        /// Override by the derived classes to describe how new particles are emitted
        /// </summary>
        /// <param name="particleCount">Particle count.</param>
        /// <param name="receiver">Receiver.</param>
        protected virtual void emitParticles(int particleCount, ReceiverHandler receiver)
        {
            SSParticle newParticle = new SSParticle();

            for (int i = 0; i < particleCount; ++i)
            {
                configureNewParticle(newParticle);
                receiver(newParticle);
            }
        }
Esempio n. 11
0
        protected override void emitParticles(int particleCount, ReceiverHandler particleReceiver)
        {
            SSParticle newParticle = new SSParticle();

            ParticlesFieldGenerator.NewParticleDelegate fieldReceiver = (id, pos) => {
                configureNewParticle(newParticle);
                newParticle.pos = pos;
                particleReceiver(newParticle);
                return(true);
            };
            m_fieldGenerator.Generate(particleCount, fieldReceiver);
        }
		/// <summary>
		/// Essentially wrapper for effectParticle() with some masking logic for advanced particle-effector
		/// relantionships
		/// 
		/// Override with caution.
		/// </summary>
		public void simulateParticleEffect (SSParticle particle, float deltaT)
		{
			bool match;
			if (maskMathFunction == MatchFunction.And) {
				match = ((particle.effectorMask & this.effectorMask) != 0);
			} else { // Equals
				match = (particle.effectorMask == this.effectorMask);
			}
			if (match) {
				effectParticle (particle, deltaT);
			}
		}
Esempio n. 13
0
        protected override void emitParticles(int particleCount, ReceiverHandler particleReceiver)
        {
            SSParticle newParticle = new SSParticle();

            BodiesFieldGenerator.NewBodyDelegate bodyReceiver = (id, scale, pos, orient) => {
                configureNewParticle(newParticle);
                newParticle.pos          = pos;
                newParticle.masterScale *= scale;
                newParticle.orientation += OpenTKHelper.QuaternionToEuler(ref orient);
                particleReceiver(newParticle);
                return(true);
            };
            _bodiesGenerator.Generate(particleCount, bodyReceiver);
        }
		protected override void effectParticlePeriodic(SSParticle particle, float timeDelta)
		{
			for (int i = 0; i < _blasts.Count; ++i) {
				BlastInfo bi = _blasts [i];

				// TODO inverse square law or something similar
				Vector3 dist = particle.pos - bi.center;
				if (dist != Vector3.Zero) {
					float acc = _adsr.computeLevel (bi.timeElapsed) * bi.forceMagnitude 
							  / dist.LengthSquared / particle.mass;
					Vector3 dir = (particle.pos - bi.center).Normalized ();
					particle.vel += (acc * dir);
				}
			}
		}
Esempio n. 15
0
        protected void particleSwap(int leftIdx, int rightIdx)
        {
            // TODO Consider swaping on a per component basis.
            // It may have better peformance
            // But adds more per-component maintenance
            SSParticle leftParticle  = new SSParticle();
            SSParticle rightParticle = new SSParticle();

            readParticle(leftIdx, leftParticle);
            readParticle(rightIdx, rightParticle);

            // write in reverse
            writeParticle(leftIdx, rightParticle);
            writeParticle(rightIdx, leftParticle);
        }
Esempio n. 16
0
        protected override void effectParticle(SSParticle particle, float deltaT)
        {
            Vector3 dir = particle.vel;

            // orient to look right
            float x     = dir.X;
            float y     = dir.Y;
            float z     = dir.Z;
            float xy    = dir.Xy.Length;
            float phi   = (float)Math.Atan(z / xy);
            float theta = (float)Math.Atan2(y, x);

            particle.orientation.Y = -phi;
            particle.orientation.Z = theta;
            particle.orientation.X = -_orientationX;
        }
Esempio n. 17
0
            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);
            }
Esempio n. 18
0
        protected virtual int storeNewParticle(SSParticle newParticle)
        {
            // Apply effects before storing the new particle
            // This can help avoid unnecessary array expansion for new particle's values
            foreach (SSParticleEffector effector in _effectors)
            {
                effector.simulateParticleEffect(newParticle, simulationStep);
            }

            int writeIdx;

            if (_numParticles == _capacity)
            {
                destroyParticle(_nextIdxToOverwrite); // will decrement particle count
                writeIdx            = _nextIdxToOverwrite;
                _nextIdxToOverwrite = nextIdx(_nextIdxToOverwrite);
            }
            else
            {
                while (isAlive(_nextIdxToWrite))
                {
                    _nextIdxToWrite = nextIdx(_nextIdxToWrite);
                }
                writeIdx = _nextIdxToWrite;
                if (writeIdx + 1 >= _activeBlockLength)
                {
                    _activeBlockLength = writeIdx + 1;
                }
                _nextIdxToWrite = nextIdx(_nextIdxToWrite);
            }
            writeParticle(writeIdx, newParticle);
            _numParticles++;

            float distFromOrogin = newParticle.pos.Length;

            if (distFromOrogin > _radius)
            {
                _radius = distFromOrogin;
            }

            return(writeIdx);
        }
Esempio n. 19
0
 public virtual void removeEffector(SSParticleEffector effector)
 {
     if (effector.preRemoveHook != null)
     {
         for (int i = 0; i < _activeBlockLength; ++i)
         {
             if (isAlive(i))
             {
                 ushort effectorMask = (ushort)((int)_readElement(_effectorMasksHigh, i) << 8
                                                | (int)_readElement(_effectorMasksLow, i));
                 if (effector.effectorMaskCheck(effectorMask))
                 {
                     SSParticle particle = new SSParticle();
                     readParticle(i, particle);
                     effector.preRemoveHook(particle);
                     writeParticle(i, particle);
                 }
             }
         }
     }
     _effectors.Remove(effector);
 }
Esempio n. 20
0
        protected override void configureNewParticle(SSParticle p)
        {
            base.configureNewParticle(p);
            float   r     = Interpolate.Lerp(radiusOffsetMin, radiusOffsetMax, nextFloat());
            float   theta = Interpolate.Lerp(thetaMin, thetaMax, nextFloat());
            float   phi   = Interpolate.Lerp(phiMin, phiMax, nextFloat());
            float   xy    = (float)Math.Cos(phi);
            float   x     = xy * (float)Math.Cos(theta);
            float   y     = xy * (float)Math.Sin(theta);
            float   z     = (float)Math.Sin(phi);
            Vector3 xyz   = new Vector3(x, y, z);

            p.pos = center + r * xyz;
            float velocityMag = Interpolate.Lerp(velocityMagnitudeMin, velocityMagnitudeMax, nextFloat());

            p.vel = velocityMag * xyz;

            if (orientAwayFromCenter)
            {
                p.orientation.Z = -theta;
                p.orientation.Y = phi;
            }
        }
Esempio n. 21
0
 public virtual void addEffector(SSParticleEffector effector)
 {
     effector.reset();
     if (effector.preAddHook != null)
     {
         for (int i = 0; i < _activeBlockLength; ++i)
         {
             if (isAlive(i))
             {
                 ushort effectorMask = (ushort)((int)readData(_effectorMasksHigh, i) << 8
                                                | (int)readData(_effectorMasksLow, i));
                 if (effector.effectorMaskCheck(effectorMask))
                 {
                     SSParticle particle = new SSParticle();
                     readParticle(i, particle);
                     effector.preAddHook(particle);
                     writeParticle(i, particle);
                 }
             }
         }
     }
     _effectors.Add(effector);
 }
Esempio n. 22
0
 protected override void configureNewParticle(SSParticle p)
 {
     base.configureNewParticle(p);
     p.pos = position;
 }
Esempio n. 23
0
        /// <summary>
        /// To be used by derived classes for shared particle setup
        /// </summary>
        /// <param name="p">particle to setup</param>
        protected virtual void configureNewParticle(SSParticle p)
        {
            p.life = Interpolate.Lerp(lifeMin, lifeMax, nextFloat());

            p.componentScale.X = Interpolate.Lerp(componentScaleMin.X, componentScaleMax.X, nextFloat());
            p.componentScale.Y = Interpolate.Lerp(componentScaleMin.Y, componentScaleMax.Y, nextFloat());
            p.componentScale.Z = Interpolate.Lerp(componentScaleMin.Z, componentScaleMax.Z, nextFloat());

            if (billboardXY)
            {
                p.billboardXY = true;
            }
            else
            {
                p.orientation.X = Interpolate.Lerp(_orientationMin.X, _orientationMax.X, nextFloat());
                p.orientation.Y = Interpolate.Lerp(_orientationMin.Y, _orientationMax.Y, nextFloat());
            }
            p.orientation.Z = Interpolate.Lerp(_orientationMin.Z, _orientationMax.Z, nextFloat());

            p.angularVelocity.X = Interpolate.Lerp(angularVelocityMin.X, angularVelocityMax.X, nextFloat());
            p.angularVelocity.Y = Interpolate.Lerp(angularVelocityMin.Y, angularVelocityMax.Y, nextFloat());
            p.angularVelocity.Z = Interpolate.Lerp(angularVelocityMin.Z, angularVelocityMax.Z, nextFloat());

            p.vel.X = Interpolate.Lerp(velocityComponentMin.X, velocityComponentMax.X, nextFloat());
            p.vel.Y = Interpolate.Lerp(velocityComponentMin.Y, velocityComponentMax.Y, nextFloat());
            p.vel.Z = Interpolate.Lerp(velocityComponentMin.Z, velocityComponentMax.Z, nextFloat());

            p.masterScale = Interpolate.Lerp(masterScaleMin, masterScaleMax, nextFloat());

            p.mass = Interpolate.Lerp(massMin, massMax, nextFloat());
            p.rotationalInnertia = Interpolate.Lerp(rotationalInnertiaMin, rotationalInnertiaMax, nextFloat());
            p.drag           = Interpolate.Lerp(dragMin, dragMax, nextFloat());
            p.rotationalDrag = Interpolate.Lerp(rotationalDragMin, rotationalDragMax, nextFloat());

            // color presets
            Color4 randPreset;

            if (colorPresets != null && colorPresets.Length > 0)
            {
                randPreset = colorPresets [_rand.Next(0, colorPresets.Length)];
            }
            else
            {
                randPreset = new Color4(0f, 0f, 0f, 0f);
            }

            // color offsets
            Color4 randOffset;

            randOffset.R = Interpolate.Lerp(colorOffsetComponentMin.R, colorOffsetComponentMax.R, nextFloat());
            randOffset.G = Interpolate.Lerp(colorOffsetComponentMin.G, colorOffsetComponentMax.G, nextFloat());
            randOffset.B = Interpolate.Lerp(colorOffsetComponentMin.B, colorOffsetComponentMax.B, nextFloat());
            randOffset.A = Interpolate.Lerp(colorOffsetComponentMin.A, colorOffsetComponentMax.A, nextFloat());

            // color presets + offsets
            p.color = Color4Helper.Add(ref randPreset, ref randOffset);

            //p.SpriteIndex = SpriteIndices [s_rand.Next(0, SpriteIndices.Length)];
            p.spriteRect = spriteRectangles [_rand.Next(0, spriteRectangles.Length)];

            p.effectorMask = effectorMasks [_rand.Next(0, effectorMasks.Length)];
        }
Esempio n. 24
0
        protected virtual void simulateStep()
        {
            _radius = 0f;
            foreach (SSParticleEffector effector in _effectors)
            {
                effector.simulateSelf(simulationStep);
            }
            foreach (SSParticleEmitter emitter in _emitters)
            {
                emitter.simulateSelf(simulationStep);
            }

            SSParticle p = new SSParticle();

            for (int i = 0; i < _activeBlockLength; ++i)
            {
                if (isAlive(i))
                {
                    // Alive particle
                    _lives [i] -= simulationStep;
                    if (isAlive(i))
                    {
                        // Still alive. Update position and run through effectors
                        readParticle(i, p);
                        p.vel -= p.drag * p.vel / p.mass;
                        if (!p.billboardXY)
                        {
                            p.angularVelocity.Xy -= p.rotationalDrag * p.angularVelocity.Xy / p.rotationalInnertia;
                        }
                        p.angularVelocity.Z -= p.rotationalDrag * p.angularVelocity.Z / p.rotationalInnertia;
                        p.pos += p.vel * simulationStep;
                        if (!p.billboardXY)
                        {
                            p.orientation.Xy += p.angularVelocity.Xy * simulationStep;
                        }
                        p.orientation.Z += p.angularVelocity.Z * simulationStep;
                        foreach (SSParticleEffector effector in _effectors)
                        {
                            effector.simulateParticleEffect(p, simulationStep);
                        }
                        writeParticle(i, p);
                        float distFromOrogin = p.pos.Length;
                        if (distFromOrogin > _radius)
                        {
                            _radius = distFromOrogin;
                        }

                        #if false
                        Console.WriteLine(p.life.ToString() + '\t'
                                          + p.pos.X + '\t'
                                          + p.pos.Y + '\t'
                                          + p.pos.Z + '\t'
                                          + p.vel.X + '\t'
                                          + p.vel.Y + '\t'
                                          + p.vel.Z + '\t'
                                          );
                        #endif
                    }
                    else
                    {
                        // Particle just died. Hack to not draw?
                        writeDataIfNeeded(ref _positions, i, _notAPosition);
                        if (_numParticles == _capacity || i < _nextIdxToWrite)
                        {
                            // released slot will be the next one to be written to
                            _nextIdxToWrite = i;
                        }
                        if (i == _activeBlockLength - 1)
                        {
                            // reduction in the active particles block
                            while (_activeBlockLength > 0 && isDead(_activeBlockLength - 1))
                            {
                                --_activeBlockLength;
                            }
                        }
                        --_numParticles;
                        if (_numParticles == 0)
                        {
                            // all particles gone. reset write and overwrite locations for better packing
                            _nextIdxToWrite     = 0;
                            _nextIdxToOverwrite = 0;
                            _activeBlockLength  = 0;
                        }
                    }
                }
            }
            foreach (SSParticleEmitter emitter in _emitters)
            {
                emitter.simulateEmissions(simulationStep, storeNewParticle);
            }
        }
Esempio n. 25
0
 protected override void applyValue(SSParticle particle, float value)
 {
     particle.masterScale = amplification * value;
 }
Esempio n. 26
0
        protected virtual void simulateStep()
        {
            _radius = 0f;
            Vector3 centerAccumulator = Vector3.Zero;

            foreach (SSParticleEffector effector in _effectors)
            {
                effector.simulateSelf(simulationStep);
            }
            foreach (SSParticleEmitter emitter in _emitters)
            {
                emitter.simulateSelf(simulationStep);
            }

            SSParticle p = createNewParticle();

            for (int i = 0; i < _activeBlockLength; ++i)
            {
                if (isAlive(i))
                {
                    // Alive particle
                    _lives [i] -= simulationStep;
                    if (isAlive(i))
                    {
                        // Still alive. Update position and run through effectors
                        readParticle(i, p);
                        p.vel -= p.drag * p.vel / p.mass;
                        if (!p.billboardXY)
                        {
                            p.angularVelocity.Xy -= p.rotationalDrag * p.angularVelocity.Xy / p.rotationalInnertia;
                        }
                        p.angularVelocity.Z -= p.rotationalDrag * p.angularVelocity.Z / p.rotationalInnertia;
                        p.pos += p.vel * simulationStep;
                        if (!p.billboardXY)
                        {
                            p.orientation.Xy += p.angularVelocity.Xy * simulationStep;
                        }
                        p.orientation.Z += p.angularVelocity.Z * simulationStep;
                        foreach (SSParticleEffector effector in _effectors)
                        {
                            effector.simulateParticleEffect(p, simulationStep);
                        }
                        writeParticle(i, p);
                        centerAccumulator += p.pos;
                        float distFromOrogin = (p.pos - _center).Length;
                        if (distFromOrogin > _radius)
                        {
                            _radius = distFromOrogin;
                        }

                        #if false
                        Console.WriteLine(p.life.ToString() + '\t'
                                          + p.pos.X + '\t'
                                          + p.pos.Y + '\t'
                                          + p.pos.Z + '\t'
                                          + p.vel.X + '\t'
                                          + p.vel.Y + '\t'
                                          + p.vel.Z + '\t'
                                          );
                        #endif
                    }
                    else
                    {
                        destroyParticle(i);
                    }
                }
            }
            _center = centerAccumulator / _numParticles;

            foreach (SSParticleEmitter emitter in _emitters)
            {
                emitter.simulateEmissions(simulationStep, createNewParticle, storeNewParticle);
            }
        }
Esempio n. 27
0
 /// <summary>
 /// Where the logic for changing particle actually takes place
 ///
 /// For example, particle.Vel += new Vector3(1f, 0f, 0f) * dT simulates
 /// acceleration on the X axis. Multiple effectors will combine their
 /// acceleration effect to determine the final velocity of the particle.
 //
 /// </summary>
 protected abstract void effectParticle(SSParticle particle, float deltaT);
Esempio n. 28
0
 protected abstract void applyValue(SSParticle particle, T value);
Esempio n. 29
0
 protected virtual void effectParticlePeriodic(SSParticle particle, float deltaT)
 {
 }
Esempio n. 30
0
 protected override void applyValue(SSParticle particle, Vector3 value)
 {
     particle.componentScale = baseOffset + amplification * value;
 }