Пример #1
0
        public override void Draw()
        {
            base.Draw();

            if (!ShouldDrawParticles)
            {
                return;
            }

            var   direction = -Vector3.Normalize(ControlledVelocity);
            float thickness = 0.025f;
            float speed     = ControlledVelocity.Length();

            float length = (float)MathHelper.Clamp(speed / 50.0f, 0.0, 1.0);

            foreach (var particle in m_activeParticles)
            {
                if (!particle.Active)
                {
                    continue;
                }

                MyTransparentGeometry.AddLineBillboard(particle.Material, particle.Color, particle.Position, direction, length, thickness);
            }
        }
Пример #2
0
        public override void UpdateBeforeSimulation()
        {
            base.UpdateBeforeSimulation();

            ProfilerShort.Begin("SpaceParticles.UpdateBeforeSimulation");
            try
            {
                if (!ShouldDrawParticles)
                {
                    return;
                }

                if (ControlledVelocity.Length() < 10.0f)
                {
                    return;
                }

                var distance       = ParticleSpawnDistance;
                var angle          = Math.PI / 2.0f;
                var tanFovSq       = 1.0f;          // Math.Tan(angle / 2.0f);
                var velocityVector = ControlledVelocity - 8.5f * Vector3.Normalize(ControlledVelocity);
                var sweepArea      = 4 * distance * distance * tanFovSq;
                m_particlesLeftToSpawn += (float)((0.25f + MyRandom.Instance.NextFloat() * 1.25f) * velocityVector.Length() * sweepArea * ParticleDensity * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_MILLISECONDS);                 // particles/update
                if (m_particlesLeftToSpawn < 1.0f)
                {
                    return;
                }

                var minAngle = angle / 2.0f;
                var maxAngle = minAngle + angle;
                var phi      = minAngle + MyRandom.Instance.NextFloat() * (maxAngle - minAngle);
                var theta    = minAngle + MyRandom.Instance.NextFloat() * (maxAngle - minAngle);
                var restrictedAngleAmount = 6.0f;

                while (m_particlesLeftToSpawn-- >= 1.0f)
                {
                    float degree = (float)Math.PI / 180.0f;
                    if (Math.Abs(phi - Math.PI / 2.0) < restrictedAngleAmount * degree && Math.Abs(theta - Math.PI / 2.0) < restrictedAngleAmount * degree)
                    {
                        phi   += (Math.Sign(MyRandom.Instance.NextFloat()) * restrictedAngleAmount * degree);
                        theta += (Math.Sign(MyRandom.Instance.NextFloat()) * restrictedAngleAmount * degree);
                    }
                    var sinTheta = (float)Math.Sin(theta);
                    var cosTheta = (float)Math.Cos(theta);
                    var sinPhi   = (float)Math.Sin(phi);
                    var cosPhi   = (float)Math.Cos(phi);

                    var     upVector         = MySector.MainCamera.UpVector;
                    var     forwardVector    = Vector3.Normalize(velocityVector);
                    var     leftVector       = Vector3.Cross(forwardVector, -upVector);
                    Vector3 particlePosition = MySector.MainCamera.Position
                                               + distance * (upVector * cosTheta
                                                             + leftVector * sinTheta * cosPhi
                                                             + forwardVector * sinTheta * sinPhi);

                    Spawn(particlePosition);
                    m_lastParticleSpawn = MySandboxGame.TotalGamePlayTimeInMilliseconds;
                }
            }
            finally
            {
                ProfilerShort.End();
            }
        }