//=========================================================== // Initialization Function //=========================================================== /// <summary> /// Function to Initialize a Default Particle with default settings /// </summary> /// <param name="Particle">The Particle to be Initialized</param> public override void InitializeParticleUsingInitialProperties(DPSFParticle Particle) { // Cast the Particle to the type it really is DefaultQuadParticle cParticle = (DefaultQuadParticle)Particle; // Initialize the Particle according to the values specified in the Initial Settings base.InitializeParticleUsingInitialProperties(cParticle, mcInitialProperties); // If the Rotation should be interpolated between the Min and Max Rotation if (mcInitialProperties.InterpolateBetweenMinAndMaxRotation) { // Calculate the Particle's initial Rotational values Vector3 sRotation = Vector3.Lerp(mcInitialProperties.RotationMin, mcInitialProperties.RotationMax, RandomNumber.NextFloat()); cParticle.Orientation = Quaternion.CreateFromYawPitchRoll(sRotation.Y, sRotation.X, sRotation.Z); } // Else the Rotation XYZ values should each be calculated individually else { // Calculate the Particle's initial Rotational values Vector3 sRotation = DPSFHelper.RandomVectorBetweenTwoVectors(mcInitialProperties.RotationMin, mcInitialProperties.RotationMax); cParticle.Orientation = Quaternion.CreateFromYawPitchRoll(sRotation.Y, sRotation.X, sRotation.Z); } // If the Rotational Velocity should be interpolated between the Min and Max Rotational Velocities if (mcInitialProperties.InterpolateBetweenMinAndMaxRotationalVelocity) { cParticle.RotationalVelocity = Vector3.Lerp(mcInitialProperties.RotationalVelocityMin, mcInitialProperties.RotationalVelocityMax, RandomNumber.NextFloat()); } // Else the Rotational Velocity XYZ values should each be calculated individually else { cParticle.RotationalVelocity = DPSFHelper.RandomVectorBetweenTwoVectors(mcInitialProperties.RotationalVelocityMin, mcInitialProperties.RotationalVelocityMax); } // If the Rotational Acceleration should be interpolated between the Min and Max Rotational Acceleration if (mcInitialProperties.InterpolateBetweenMinAndMaxRotationalAcceleration) { cParticle.RotationalAcceleration = Vector3.Lerp(mcInitialProperties.RotationalAccelerationMin, mcInitialProperties.RotationalAccelerationMax, RandomNumber.NextFloat()); } // Else the Rotational Acceleration XYZ values should each be calculated individually else { cParticle.RotationalAcceleration = DPSFHelper.RandomVectorBetweenTwoVectors(mcInitialProperties.RotationalAccelerationMin, mcInitialProperties.RotationalAccelerationMax); } // Calculate the Particle's Width and Height values cParticle.StartWidth = DPSFHelper.RandomNumberBetween(mcInitialProperties.StartSizeMin > 0 ? mcInitialProperties.StartSizeMin : mcInitialProperties.StartWidthMin, mcInitialProperties.StartSizeMax > 0 ? mcInitialProperties.StartSizeMax : mcInitialProperties.StartWidthMax); cParticle.EndWidth = DPSFHelper.RandomNumberBetween(mcInitialProperties.EndSizeMin > 0 ? mcInitialProperties.EndSizeMin : mcInitialProperties.EndWidthMin, mcInitialProperties.EndSizeMax > 0 ? mcInitialProperties.EndSizeMax : mcInitialProperties.EndWidthMax); cParticle.StartHeight = DPSFHelper.RandomNumberBetween(mcInitialProperties.StartSizeMin > 0 ? mcInitialProperties.StartSizeMin : mcInitialProperties.StartHeightMin, mcInitialProperties.StartSizeMax > 0 ? mcInitialProperties.StartSizeMax : mcInitialProperties.StartHeightMax); cParticle.EndHeight = DPSFHelper.RandomNumberBetween(mcInitialProperties.EndSizeMin > 0 ? mcInitialProperties.EndSizeMin : mcInitialProperties.EndHeightMin, mcInitialProperties.EndSizeMax > 0 ? mcInitialProperties.EndSizeMax : mcInitialProperties.EndHeightMax); cParticle.Width = cParticle.StartWidth; cParticle.Height = cParticle.StartHeight; }
//=========================================================== // Initialization Function //=========================================================== /// <summary> /// Function to Initialize a Default Particle with default Properties /// </summary> /// <param name="Particle">The Particle to be Initialized</param> public override void InitializeParticleUsingInitialProperties(DPSFParticle Particle) { // Cast the Particle to the type it really is DefaultSpriteParticle cParticle = (DefaultSpriteParticle)Particle; // Initialize the Particle according to the values specified in the Initial Settings base.InitializeParticleUsingInitialProperties(cParticle, mcInitialProperties); // Calculate the Particle's Rotation values cParticle.Rotation = DPSFHelper.RandomNumberBetween(mcInitialProperties.RotationMin, mcInitialProperties.RotationMax); cParticle.RotationalVelocity = DPSFHelper.RandomNumberBetween(mcInitialProperties.RotationalVelocityMin, mcInitialProperties.RotationalVelocityMax); cParticle.RotationalAcceleration = DPSFHelper.RandomNumberBetween(mcInitialProperties.RotationalAccelerationMin, mcInitialProperties.RotationalAccelerationMax); // Calculate the Particle's Width and Height values cParticle.StartWidth = DPSFHelper.RandomNumberBetween(mcInitialProperties.StartSizeMin > 0 ? mcInitialProperties.StartSizeMin : mcInitialProperties.StartWidthMin, mcInitialProperties.StartSizeMax > 0 ? mcInitialProperties.StartSizeMax : mcInitialProperties.StartWidthMax); cParticle.EndWidth = DPSFHelper.RandomNumberBetween(mcInitialProperties.EndSizeMin > 0 ? mcInitialProperties.EndSizeMin : mcInitialProperties.EndWidthMin, mcInitialProperties.EndSizeMax > 0 ? mcInitialProperties.EndSizeMax : mcInitialProperties.EndWidthMax); cParticle.StartHeight = DPSFHelper.RandomNumberBetween(mcInitialProperties.StartSizeMin > 0 ? mcInitialProperties.StartSizeMin : mcInitialProperties.StartHeightMin, mcInitialProperties.StartSizeMax > 0 ? mcInitialProperties.StartSizeMax : mcInitialProperties.StartHeightMax); cParticle.EndHeight = DPSFHelper.RandomNumberBetween(mcInitialProperties.EndSizeMin > 0 ? mcInitialProperties.EndSizeMin : mcInitialProperties.EndHeightMin, mcInitialProperties.EndSizeMax > 0 ? mcInitialProperties.EndSizeMax : mcInitialProperties.EndHeightMax); cParticle.Width = cParticle.StartWidth; cParticle.Height = cParticle.StartHeight; }
/// <summary> /// Function to Initialize a Default Particle with the Initial Settings /// </summary> /// <param name="Particle">The Particle to be Initialized</param> /// <param name="cInitialProperties">The Initial Settings to use to Initialize the Particle</param> public void InitializeParticleUsingInitialProperties(DPSFParticle Particle, CInitialProperties cInitialProperties) { // Cast the Particle to the type it really is DPSFDefaultBaseParticle cParticle = (DPSFDefaultBaseParticle)Particle; // Initialize the Particle according to the values specified in the Initial Settings cParticle.Lifetime = DPSFHelper.RandomNumberBetween(cInitialProperties.LifetimeMin, cInitialProperties.LifetimeMax); // If the Position should be interpolated between the Min and Max Positions if (cInitialProperties.InterpolateBetweenMinAndMaxPosition) { cParticle.Position = Vector3.Lerp(cInitialProperties.PositionMin, cInitialProperties.PositionMax, RandomNumber.NextFloat()); } // Else the Position XYZ values should each be calculated individually else { cParticle.Position = DPSFHelper.RandomVectorBetweenTwoVectors(cInitialProperties.PositionMin, cInitialProperties.PositionMax); } // If the Particle's Velocity should be affected by the Emitters Orientation if (cInitialProperties.VelocityIsAffectedByEmittersOrientation) { // Rotate the Particle around the Emitter according to the Emitters orientation cParticle.Position = Vector3.Transform(cParticle.Position, Emitter.OrientationData.Orientation); } // If the Particle should be affected by the Emitters Position if (cInitialProperties.PositionIsAffectedByEmittersPosition) { // Add the Emitter's Position to the Particle's Position cParticle.Position += Emitter.PositionData.Position; } // If the Velocity should be interpolated between the Min and Max Velocity if (cInitialProperties.InterpolateBetweenMinAndMaxVelocity) { cParticle.Velocity = Vector3.Lerp(cInitialProperties.VelocityMin, cInitialProperties.VelocityMax, RandomNumber.NextFloat()); } // Else the Velocity XYZ values should each be calculated individually else { cParticle.Velocity = DPSFHelper.RandomVectorBetweenTwoVectors(cInitialProperties.VelocityMin, cInitialProperties.VelocityMax); } // Have the Emitters Rotation affect the Particle's starting Velocity cParticle.Velocity = Vector3.Transform(cParticle.Velocity, Emitter.OrientationData.Orientation); // If the Acceleration should be interpolated between the Min and Max Acceleration if (cInitialProperties.InterpolateBetweenMinAndMaxAcceleration) { cParticle.Acceleration = Vector3.Lerp(cInitialProperties.AccelerationMin, cInitialProperties.AccelerationMax, RandomNumber.NextFloat()); } // Else the Acceleration XYZ values should each be calculated individually else { cParticle.Acceleration = DPSFHelper.RandomVectorBetweenTwoVectors(cInitialProperties.AccelerationMin, cInitialProperties.AccelerationMax); } // If the External Force should be interpolated between the Min and Max External Force if (cInitialProperties.InterpolateBetweenMinAndMaxExternalForce) { cParticle.ExternalForce = Vector3.Lerp(cInitialProperties.ExternalForceMin, cInitialProperties.ExternalForceMax, RandomNumber.NextFloat()); } // Else the External Force XYZ values should each be calculated individually else { cParticle.ExternalForce = DPSFHelper.RandomVectorBetweenTwoVectors(cInitialProperties.ExternalForceMin, cInitialProperties.ExternalForceMax); } // Calculate the amount of Friction to use cParticle.Friction = DPSFHelper.RandomNumberBetween(cInitialProperties.FrictionMin, cInitialProperties.FrictionMax); // If the new Color values should be somewhere between the interpolation of the Min and Max Colors if (cInitialProperties.InterpolateBetweenMinAndMaxColors) { cParticle.StartColor = DPSFHelper.LerpColor(cInitialProperties.StartColorMin, cInitialProperties.StartColorMax, RandomNumber.NextFloat()); cParticle.EndColor = DPSFHelper.LerpColor(cInitialProperties.EndColorMin, cInitialProperties.EndColorMax, RandomNumber.NextFloat()); } // Else the RGBA Color values should each be randomly calculated individually else { cParticle.StartColor = DPSFHelper.LerpColor(cInitialProperties.StartColorMin, cInitialProperties.StartColorMax, RandomNumber.NextFloat(), RandomNumber.NextFloat(), RandomNumber.NextFloat(), RandomNumber.NextFloat()); cParticle.EndColor = DPSFHelper.LerpColor(cInitialProperties.EndColorMin, cInitialProperties.EndColorMax, RandomNumber.NextFloat(), RandomNumber.NextFloat(), RandomNumber.NextFloat(), RandomNumber.NextFloat()); } cParticle.Color = cParticle.StartColor; }