コード例 #1
0
        public override Task <Entity> CreateEntity(EntityHierarchyItemViewModel parent)
        {
            var name = ComputeNewName(parent, "Simple particle system");

            var component = new ParticleSystemComponent();
            var emitter   = new ParticleEmitter {
                ParticleLifetime = new Vector2(1, 2)
            };

            // 100 Particles per second
            var spawner = new SpawnerPerSecond();

            emitter.Spawners.Add(spawner);

            // Size
            var randSize = new InitialSizeSeed {
                RandomSize = new Vector2(0.05f, 0.1f)
            };

            emitter.Initializers.Add(randSize);

            // Position
            emitter.Initializers.Add(new InitialPositionSeed());

            // Velocity
            var randVel = new InitialVelocitySeed
            {
                VelocityMin = new Vector3(-0.5f, 1f, -0.5f),
                VelocityMax = new Vector3(0.5f, 3, 0.5f)
            };

            emitter.Initializers.Add(randVel);

            // Gravity
            var gravity = new UpdaterForceField
            {
                EnergyConservation = 1f,
                FieldShape         = null
            };

            gravity.FieldFalloff.StrengthInside = gravity.FieldFalloff.StrengthOutside = 1f;
            gravity.ForceFixed    = new Vector3(0, -9.81f, 0);
            gravity.ForceDirected = gravity.ForceRepulsive = gravity.ForceVortex = 0f;
            emitter.Updaters.Add(gravity);

            component.ParticleSystem.Emitters.Add(emitter);

            return(CreateEntityWithComponent(name, component));
        }
コード例 #2
0
        public override Task <Entity> CreateEntity(EntityHierarchyItemViewModel parent)
        {
            var name = ComputeNewName(parent, "Smoke particle system");

            var component = new ParticleSystemComponent();
            var emitter   = new ParticleEmitter {
                ParticleLifetime = new Vector2(1, 2)
            };


            // 20 Particle per second
            var spawner = new SpawnerPerSecond {
                SpawnCount = 20
            };

            emitter.Spawners.Add(spawner);

            // Size
            var randSize = new InitialSizeSeed {
                RandomSize = new Vector2(0.35f, 0.55f)
            };

            emitter.Initializers.Add(randSize);

            // Position
            var randPos = new InitialPositionSeed
            {
                PositionMin = new Vector3(-0.2f, 0, -0.2f),
                PositionMax = new Vector3(0.2f, 0, 0.2f)
            };

            emitter.Initializers.Add(randPos);

            // Velocity
            var randVel = new InitialVelocitySeed
            {
                VelocityMin = new Vector3(-0.5f, 1f, -0.5f),
                VelocityMax = new Vector3(0.5f, 3, 0.5f)
            };

            emitter.Initializers.Add(randVel);

            component.ParticleSystem.Emitters.Add(emitter);

            return(CreateEntityWithComponent(name, component));
        }
コード例 #3
0
        public override Task <Entity> CreateEntity(EntityHierarchyItemViewModel parent)
        {
            var name = ComputeNewName(parent, "Ribbon particle system");

            var component = new ParticleSystemComponent();
            var emitter   = new ParticleEmitter {
                ParticleLifetime = new Vector2(2, 2)
            };


            // 30 Particles per second
            var spawner = new SpawnerPerSecond {
                SpawnCount = 30
            };

            emitter.Spawners.Add(spawner);

            // Ribbon
            var ribbonShape = new ShapeBuilderRibbon
            {
                SmoothingPolicy         = SmoothingPolicy.Best,
                Segments                = 15,
                TextureCoordinatePolicy = TextureCoordinatePolicy.Stretched,
                TexCoordsFactor         = 1f
            };

            emitter.ShapeBuilder = ribbonShape;

            // Velocity
            var randVel = new InitialVelocitySeed
            {
                VelocityMin = new Vector3(-0.15f, 3f, -0.15f),
                VelocityMax = new Vector3(0.15f, 3, 0.15f)
            };

            emitter.Initializers.Add(randVel);

            // Spawn Order
            var initialOrder = new InitialSpawnOrder();

            emitter.Initializers.Add(initialOrder);

            // Size by Lifetime
            var sizeCurve = new ComputeAnimationCurveFloat();
            var key0      = new AnimationKeyFrame <float>
            {
                Key   = 0,
                Value = 0.1f
            };
            var key1 = new AnimationKeyFrame <float>
            {
                Key   = 0.9f,
                Value = 0f
            };

            sizeCurve.KeyFrames.Add(key0);
            sizeCurve.KeyFrames.Add(key1);

            var sizeAnimation = new UpdaterSizeOverTime {
                SamplerMain = { Curve = sizeCurve }
            };

            emitter.Updaters.Add(sizeAnimation);

            emitter.SortingPolicy = EmitterSortingPolicy.ByOrder;

            component.ParticleSystem.Emitters.Add(emitter);

            return(CreateEntityWithComponent(name, component));
        }
コード例 #4
0
ファイル: ParticlePoolTest.cs プロジェクト: glepag1/stride
        public void EmitterUpdate()
        {
            var         emitter             = new ParticleEmitter();
            var         dummyParticleSystem = new ParticleSystem();
            const float dt = 0.0166666666667f;

            // Updating the emitter forces the creation of a default spawner (100 particles per second)
            emitter.Update(dt, dummyParticleSystem);

            var forceField = new UpdaterForceField();

            emitter.Updaters.Add(forceField);

            var positionSeed = new InitialPositionSeed();

            emitter.Initializers.Add(positionSeed);

            var velocitySeed = new InitialVelocitySeed();

            emitter.Initializers.Add(velocitySeed);

            // Fixed delta time for simulating 60 fps
            var totalTime = 0f;

            // Simulate 10 seconds
            while (totalTime < 10)
            {
                emitter.Update(dt, dummyParticleSystem);
                totalTime += dt;
            }

            emitter.Updaters.Remove(forceField);

            // Simulate 10 seconds
            while (totalTime < 10)
            {
                emitter.Update(dt, dummyParticleSystem);
                totalTime += dt;
            }

            emitter.Initializers.Remove(positionSeed);

            // Simulate 10 seconds
            while (totalTime < 10)
            {
                emitter.Update(dt, dummyParticleSystem);
                totalTime += dt;
            }

            emitter.Updaters.Add(forceField);
            emitter.Initializers.Add(positionSeed);

            // Simulate 10 seconds
            while (totalTime < 10)
            {
                emitter.Update(dt, dummyParticleSystem);
                totalTime += dt;
            }

            // The emitter update doesn't assert anything as the state of the particle system will be difficult to predict
            //  Such tests will be part of the GraphicsTests
        }