コード例 #1
0
        private void CreateParticle(Vector3D interpolatedEffectPosition)
        {
            MyAnimatedParticle particle = MyTransparentGeometry.AddAnimatedParticle();

            if (particle == null)
            {
                return;
            }

            particle.Type = (MyParticleTypeEnum)ParticleType.GetValue <int>();

            MyUtils.AssertIsValid(m_effect.WorldMatrix);

            Vector3D startOffset;

            m_emitter.CalculateStartPosition(m_effect.GetElapsedTime(), MatrixD.CreateWorld(interpolatedEffectPosition, m_effect.WorldMatrix.Forward, m_effect.WorldMatrix.Up), m_effect.UserEmitterScale * m_effect.UserScale, out startOffset, out particle.StartPosition);

            Vector3D particlePosition = particle.StartPosition;

            m_AABB = m_AABB.Include(ref particlePosition);

            Life.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out particle.Life);
            float lifeVar = LifeVar;

            if (lifeVar > 0)
            {
                particle.Life = MathHelper.Max(MyUtils.GetRandomFloat(particle.Life - lifeVar, particle.Life + lifeVar), 0.1f);
            }

            Vector3 vel;

            Velocity.GetInterpolatedValue <Vector3>(m_effect.GetElapsedTime(), out vel);
            vel.X            *= m_effect.UserScale;
            vel.Y            *= m_effect.UserScale;
            vel.Z            *= m_effect.UserScale;
            particle.Velocity = vel;

            if (VelocityDir == MyVelocityDirEnum.FromEmitterCenter)
            {
                if (!MyUtils.IsZero(startOffset - particle.StartPosition))
                {
                    float length = particle.Velocity.Length();
                    particle.Velocity = MyUtils.Normalize(particle.StartPosition - (Vector3D)startOffset) * length;
                }
            }
            particle.Velocity = Vector3D.TransformNormal(particle.Velocity, GetEffect().WorldMatrix);

            Angle.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out particle.Angle);
            float angleVar = AngleVar;

            if (angleVar > 0)
            {
                particle.Angle = MyUtils.GetRandomFloat(particle.Angle - AngleVar, particle.Angle + AngleVar);
            }

            RotationSpeed.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out particle.RotationSpeed);
            float rotationSpeedVar = RotationSpeedVar;

            if (rotationSpeedVar > 0)
            {
                particle.RotationSpeed = MyUtils.GetRandomFloat(particle.RotationSpeed - RotationSpeedVar, particle.RotationSpeed + RotationSpeedVar);
            }

            float radiusVar;

            RadiusVar.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out radiusVar);
            float lodRadius = 1.0f;

            if (GetEffect().EnableLods)
            {
                LODRadius.GetInterpolatedValue <float>(GetEffect().Distance, out lodRadius);
            }

            Radius.GetInterpolatedKeys(m_effect.GetElapsedTime(),
                                       radiusVar,
                                       (EnableCustomRadius.GetValue <bool>() ? m_effect.UserRadiusMultiplier : 1.0f)
                                       * lodRadius
                                       * GetEffect().UserScale,
                                       particle.Radius);

            if (particle.Type != MyParticleTypeEnum.Point)
            {
                Thickness.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out particle.Thickness);
            }

            particle.Thickness *= lodRadius;

            float colorVar;

            ColorVar.GetInterpolatedValue <float>(m_effect.GetElapsedTime(), out colorVar);
            Color.GetInterpolatedKeys(m_effect.GetElapsedTime(), colorVar, 1.0f, particle.Color);

            Material.GetInterpolatedKeys(m_effect.GetElapsedTime(), 0, 1.0f, particle.Material);

            particle.Flags  = 0;
            particle.Flags |= BlendTextures.GetValue <bool>() ? MyAnimatedParticle.ParticleFlags.BlendTextures : 0;
            particle.Flags |= GetEffect().IsInFrustum ? MyAnimatedParticle.ParticleFlags.IsInFrustum : 0;

            particle.Start(this);

            m_particles.Add(particle);
        }