コード例 #1
0
        private idBounds _bounds;                                                       // derived.
        #endregion

        #region Constructor
        public idParticleStage()
        {
            _distribution      = ParticleDistribution.Rectangle;
            _distributionParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

            _direction      = ParticleDirection.Cone;
            _directionParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

            _customPath      = ParticleCustomPath.Standard;
            _customPathParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };

            _orientation      = ParticleOrientation.View;
            _orientationParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

            _randomDistribution = true;
        }
コード例 #2
0
 private static extern void Internal_setorientation(IntPtr thisPtr, ParticleOrientation value);
コード例 #3
0
        /// <summary>
        /// Sets the stage to a default state.
        /// </summary>
        public void Default()
        {
            _material       = idE.DeclManager.FindMaterial("_default");
            _totalParticles = 100;
            _spawnBunching  = 1.0f;
            _particleLife   = 1.5f;
            _timeOffset     = 0.0f;
            _deadTime       = 0.0f;

            _distribution         = ParticleDistribution.Rectangle;
            _distributionParms[0] = 8.0f;
            _distributionParms[1] = 8.0f;
            _distributionParms[2] = 8.0f;
            _distributionParms[3] = 0.0f;

            _direction         = ParticleDirection.Cone;
            _directionParms[0] = 90.0f;
            _directionParms[1] = 0.0f;
            _directionParms[2] = 0.0f;
            _directionParms[3] = 0.0f;

            _orientation         = ParticleOrientation.View;
            _orientationParms[0] = 0.0f;
            _orientationParms[1] = 0.0f;
            _orientationParms[2] = 0.0f;
            _orientationParms[3] = 0.0f;

            _customPath         = ParticleCustomPath.Standard;
            _customPathParms[0] = 0.0f;
            _customPathParms[1] = 0.0f;
            _customPathParms[2] = 0.0f;
            _customPathParms[3] = 0.0f;
            _customPathParms[4] = 0.0f;
            _customPathParms[5] = 0.0f;
            _customPathParms[6] = 0.0f;
            _customPathParms[7] = 0.0f;

            _gravity      = 1.0f;
            _worldGravity = false;

            _offset = Vector3.Zero;

            _animationFrames = 0;
            _animationRate   = 0.0f;
            _initialAngle    = 0.0f;

            _speed         = new idParticleParameter(150.0f, 150.0f, null);
            _rotationSpeed = new idParticleParameter(0.0f, 0.0f, null);
            _size          = new idParticleParameter(4.0f, 4.0f, null);
            _aspect        = new idParticleParameter(1.0f, 1.0f, null);

            _color              = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
            _fadeColor          = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
            _fadeInFraction     = 0.1f;
            _fadeOutFraction    = 0.25f;
            _fadeIndexFraction  = 0.0f;
            _boundsExpansion    = 0.0f;
            _randomDistribution = true;
            _entityColor        = false;
            _cycleTime          = (int)(_particleLife + _deadTime) * 1000;
        }
コード例 #4
0
		/// <summary>
		/// Sets the stage to a default state.
		/// </summary>
		public void Default()
		{
			_material = idE.DeclManager.FindMaterial("_default");
			_totalParticles = 100;
			_spawnBunching = 1.0f;
			_particleLife = 1.5f;
			_timeOffset = 0.0f;
			_deadTime = 0.0f;

			_distribution = ParticleDistribution.Rectangle;
			_distributionParms[0] = 8.0f;
			_distributionParms[1] = 8.0f;
			_distributionParms[2] = 8.0f;
			_distributionParms[3] = 0.0f;

			_direction = ParticleDirection.Cone;
			_directionParms[0] = 90.0f;
			_directionParms[1] = 0.0f;
			_directionParms[2] = 0.0f;
			_directionParms[3] = 0.0f;

			_orientation = ParticleOrientation.View;
			_orientationParms[0] = 0.0f;
			_orientationParms[1] = 0.0f;
			_orientationParms[2] = 0.0f;
			_orientationParms[3] = 0.0f;

			_customPath = ParticleCustomPath.Standard;
			_customPathParms[0] = 0.0f;
			_customPathParms[1] = 0.0f;
			_customPathParms[2] = 0.0f;
			_customPathParms[3] = 0.0f;
			_customPathParms[4] = 0.0f;
			_customPathParms[5] = 0.0f;
			_customPathParms[6] = 0.0f;
			_customPathParms[7] = 0.0f;

			_gravity = 1.0f;
			_worldGravity = false;

			_offset = Vector3.Zero;

			_animationFrames = 0;
			_animationRate = 0.0f;
			_initialAngle = 0.0f;

			_speed = new idParticleParameter(150.0f, 150.0f, null);
			_rotationSpeed = new idParticleParameter(0.0f, 0.0f, null);
			_size = new idParticleParameter(4.0f, 4.0f, null);
			_aspect = new idParticleParameter(1.0f, 1.0f, null);

			_color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
			_fadeColor = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
			_fadeInFraction = 0.1f;
			_fadeOutFraction = 0.25f;
			_fadeIndexFraction = 0.0f;
			_boundsExpansion = 0.0f;
			_randomDistribution = true;
			_entityColor = false;
			_cycleTime = (int) (_particleLife + _deadTime) * 1000;
		}
コード例 #5
0
		private idBounds _bounds;							// derived.
		#endregion

		#region Constructor
		public idParticleStage()
		{
			_distribution = ParticleDistribution.Rectangle;
			_distributionParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

			_direction = ParticleDirection.Cone;
			_directionParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

			_customPath = ParticleCustomPath.Standard;
			_customPathParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };

			_orientation = ParticleOrientation.View;
			_orientationParms = new float[] { 0.0f, 0.0f, 0.0f, 0.0f };

			_randomDistribution = true;
		}