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; }
private static extern void Internal_setorientation(IntPtr thisPtr, ParticleOrientation value);
/// <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; }
/// <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; }