コード例 #1
0
ファイル: LineEmitter.cs プロジェクト: anddudek/anjlab.fx
        /// <summary>
        /// Add a particle to the system
        /// </summary>
        /// <param name="system"></param>
        /// <param name="particle"></param>
        public override void AddParticle(ParticleSystem system, Particle particle)
        {
            base.AddParticle(system, particle);

            // pick a random X between X1 and X2 
            // then get the corresponding y
            double x = ParticleSystem.random.NextDouble(X1, X2);
            particle.Position = new Point(x + ParticleSystem.random.NextDouble(MinPositionOffset, MaxPositionOffset), 
                                          LinearEquation(x) + ParticleSystem.random.NextDouble(MinPositionOffset, MaxPositionOffset)); 
        }
コード例 #2
0
ファイル: MeatballEmitter.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Update the particle. Ignore the base and use the meatball update. 
 /// </summary>
 /// <param name="particle"></param>
 public override void UpdateParticle(Particle particle)
 {
     //base.UpdateParticle(particle);
                 
     double x = ParticleSystem.random.NextDouble(X1, X2);
     // Get the meatball this particle is a part of.
     ((Meatball)mMeatballs[particle]).Update(this, x, LinearEquation(x));                       
 }
コード例 #3
0
ファイル: MeatballEmitter.cs プロジェクト: anddudek/anjlab.fx
        /// <summary>
        /// Create a meatball which adds three particles with springs to the system. 
        /// </summary>
        /// <param name="system"></param>
        /// <param name="particle"></param>
        public override void AddParticle(ParticleSystem system, Particle particle)
        {
            //base.AddParticle(system, particle); // ignore the base

            double x = ParticleSystem.random.NextDouble(X1, X2);
            Meatball meatball = new Meatball(system, this, x, LinearEquation(x),
                                             MinSpringConstant, MaxSpringConstant, MinDampeningConstant, MaxDampeningConstant,
                                             MinRestLength, MaxRestLength, true);
            // add each particle to the dictionary and its associated meatball.
            foreach (Particle p in meatball.Particles)
            {
                mMeatballs.Add(p, meatball);
            }
        }
コード例 #4
0
ファイル: LineEmitter.cs プロジェクト: anddudek/anjlab.fx
        /// <summary>
        /// Update the particle
        /// </summary>
        /// <param name="particle"></param>
        public override void UpdateParticle(Particle particle)
        {
            base.UpdateParticle(particle);                      

            // Find a new x and corresponding y 
            double x = ParticleSystem.random.NextDouble(X1, X2);
            particle.Position = new Point(x + ParticleSystem.random.NextDouble(MinPositionOffset, MaxPositionOffset), 
                                          LinearEquation(x) + ParticleSystem.random.NextDouble(MinPositionOffset, MaxPositionOffset));
            
        }
コード例 #5
0
ファイル: Spring.cs プロジェクト: anddudek/anjlab.fx
        /// <summary>
        /// Apply the spring force to ThisParticle and the ConnectedParticle
        /// </summary>
        /// <param name="particle"></param>
        /// <returns></returns>
        override public Vector ApplyForce(Particle particle)
        {
            // The particle to apply the force to must be one if the two particles which 
            // connects this spring
            if (ThisParticle.Equals(particle) || ConnectedParticle.Equals(particle))
            {
                // if the particle is ThisParticle the the other particle is the ConnectedParticle and vice-versa
                Particle con = ConnectedParticle;
                if (ConnectedParticle.Equals(particle))
                    con = ThisParticle;

                // Calculate the change in position (x and y) for the particle and its connection 
                double deltaX = particle.Position.X - con.Position.X;
                double deltaY = particle.Position.Y - con.Position.Y;

                // Calculate the change in velocity (x and y) for the particle and its connection 
                double deltaVX = particle.Velocity.X - con.Velocity.X;
                double deltaVY = particle.Velocity.Y - con.Velocity.Y;
                
                // Calculate the x and y forces generate on the particle by the spring
                double fx1 = -(SpringConstant * (Math.Abs(deltaX) - RestLength) + DampingConstant * ((deltaVX * deltaX) / Math.Abs(deltaX))) * (deltaX / Math.Abs(deltaX));
                double fy1 = -(SpringConstant * (Math.Abs(deltaY) - RestLength) + DampingConstant * ((deltaVY * deltaY) / Math.Abs(deltaY))) * (deltaY / Math.Abs(deltaY));
                
                // The negative of that force is applied to the connected particle
                double fx2 = -fx1;
                double fy2 = -fy1;

                // Apply the negative force
                Vector cForce = con.Force;
                con.Force = new Vector(cForce.X + fx2, cForce.Y + fy2);

                // Return the spring force to be applied to this particle
                return new Vector(fx1, fy1);
            }
            else
                return new Vector(0, 0);
        }
コード例 #6
0
ファイル: Force.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Used by the Particle System to apply a force vector to a particle.
 /// </summary>
 /// <param name="particle"></param>
 /// <returns></returns>
 virtual public Vector ApplyForce(Particle particle) { return new Vector(); }
コード例 #7
0
ファイル: Emitter.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Updates the particle by reinitializing its parameters. Used when a particle is first created and 
 /// when a particle is resurrected.
 /// </summary>
 /// <param name="particle"></param>
 virtual public void UpdateParticle(Particle particle) 
 {
     particle.Owner = this;
     particle.Mass = ParticleSystem.random.NextDouble(MinMass, MaxMass);
     particle.StartOpacity = this.StartOpacity;
     particle.EndOpacity = this.EndOpacity;
     particle.Force = new Vector(0, 0);
     particle.Velocity = new Vector(
         ParticleSystem.random.NextDouble(MinHorizontalVelocity, MaxHorizontalVelocity),
         ParticleSystem.random.NextDouble(MinVerticalVelocity, MaxVerticalVelocity));
     particle.LifeSpan = ParticleSystem.random.NextDouble(MinLifeSpan, MaxLifeSpan);
     particle.BackgroundColors = this.ColorKeyFrames;
 }
コード例 #8
0
ファイル: Emitter.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Method which is used to perform additional processing when adding a particle to the system for the
 /// first time.
 /// </summary>
 /// <param name="system"></param>
 /// <param name="particle"></param>
 virtual public void AddParticle(ParticleSystem system, Particle particle) {}
コード例 #9
0
ファイル: Emitter.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Generates the particles for an emitter, called once at creation by the Particle System.
 /// </summary>
 /// <param name="system"></param>
 virtual public void GenerateParticles(ParticleSystem system) 
 {
     // Init the particles for the emitter
     for (int i = 0; i < MaxParticles; i++)
     {
         Particle mParticle = new Particle();
         UpdateParticle(mParticle);
         this.AddParticle(system, mParticle);
         system.Particles.Add(mParticle); 
     }
 }
コード例 #10
0
ファイル: ParticleSystem.cs プロジェクト: anddudek/anjlab.fx
 /// <summary>
 /// Calculate all the forces acting on a particle at a given time
 /// </summary>
 /// <param name="particle"></param>
 /// <param name="time"></param>
 /// <returns></returns>
 private Vector ComputeForces(Particle particle, double time)
 {
     // set all the forces for a particle at a time and position
     double forceX = (particle.Mass * Gravity.X) - (particle.Velocity.X * Drag.X);
     double forceY = (particle.Mass * Gravity.Y) - (particle.Velocity.Y * Drag.Y);
     
     // If there are spring force connections on this particle then for every connection update
     // the forces acting upon the particle
     if (particle.Connections.Count > 0)
     {
         foreach (Spring s in particle.Connections)
         {
             // apply the spring force   
             Vector force = s.ApplyForce(particle);
             forceX += force.X;
             forceY += force.Y;
         }
     }
     // for every other force in the global list of forces, apply and update the force.
     foreach (Force f in Forces)
     {
         Vector force = f.ApplyForce(particle);
         forceX += force.X;
         forceY += force.Y;
     }
     return new Vector(forceX, forceY); // return the force vector.
 }