public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            float velocityThreshold2 = VelocityThreshold * VelocityThreshold;

            while (iterator.HasNext)
            {
                var particle = iterator.Next();

                float velocity2 =
                    particle->Velocity.X * particle->Velocity.X +
                    particle->Velocity.Y * particle->Velocity.Y;

                if (velocity2 >= velocityThreshold2)
                {
                    particle->Color = VelocityColor;
                }
                else
                {
                    HslColor deltaColor = VelocityColor - StationaryColor;
                    float    t          = (float)Math.Sqrt(velocity2) / VelocityThreshold;

                    particle->Color = new HslColor(
                        deltaColor.H * t + StationaryColor.H,
                        deltaColor.S * t + StationaryColor.S,
                        deltaColor.L * t + StationaryColor.L);
                }
            }
        }
Пример #2
0
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            var radius2 = Radius * Radius;

            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                var localPos = particle->Position - particle->TriggerPos;

                var distSq = localPos.LengthSquared();
                var normal = localPos;
                normal.Normalize();

                if (Inside)
                {
                    if (distSq < radius2)
                    {
                        continue;
                    }
                    SetReflected(distSq, particle, normal);
                }
                else
                {
                    if (distSq > radius2)
                    {
                        continue;
                    }
                    SetReflected(distSq, particle, -normal);
                }
            }
        }
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            var velocityThreshold2 = VelocityThreshold * VelocityThreshold;
            var n = Interpolators.Count;

            while (iterator.HasNext)
            {
                var particle  = iterator.Next();
                var velocity2 = particle->Velocity.LengthSquared();

                if (velocity2 >= velocityThreshold2)
                {
                    for (var i = 0; i < n; i++)
                    {
                        var interpolator = Interpolators[i];
                        interpolator.Update(1, particle);
                    }
                }
                else
                {
                    var t = (float)Math.Sqrt(velocity2) / VelocityThreshold;
                    for (var i = 0; i < n; i++)
                    {
                        var interpolator = Interpolators[i];
                        interpolator.Update(t, particle);
                    }
                }
            }
        }
 public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
 {
     while (iterator.HasNext)
     {
         var particle = iterator.Next();
         particle->Opacity = 1.0f - particle->Age;
     }
 }
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            var rotationRateDelta = RotationRate * elapsedSeconds;

            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                particle->Rotation += rotationRateDelta;
            }
        }
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                var drag     = -DragCoefficient * Density * particle->Mass * elapsedSeconds;

                particle->Velocity = new Vector2(
                    particle->Velocity.X + particle->Velocity.X * drag,
                    particle->Velocity.Y + particle->Velocity.Y * drag);
            }
        }
Пример #7
0
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            Vector2 vector = Direction * (Strength * elapsedSeconds);

            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                particle->Velocity = new Vector2(
                    particle->Velocity.X + vector.X * particle->Mass,
                    particle->Velocity.Y + vector.Y * particle->Mass);
            }
        }
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            var n = Interpolators.Count;

            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                for (var i = 0; i < n; i++)
                {
                    var interpolator = Interpolators[i];
                    interpolator.Update(particle->Age, particle);
                }
            }
        }
Пример #9
0
        public override void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                var diff     = Position + particle->TriggerPos - particle->Position;

                var distance2 = diff.LengthSquared();
                var speedGain = _gravConst * Mass / distance2 * elapsedSeconds;
                // normalize distances and multiply by speedGain
                diff.Normalize();
                particle->Velocity += diff * speedGain;
            }
        }
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            while (iterator.HasNext)
            {
                var particle = iterator.Next();

                var left   = particle->TriggerPos.X + Width * -0.5f;
                var right  = particle->TriggerPos.X + Width * 0.5f;
                var top    = particle->TriggerPos.Y + Height * -0.5f;
                var bottom = particle->TriggerPos.Y + Height * 0.5f;

                var xPos = particle->Position.X;
                var xVel = particle->Velocity.X;
                var yPos = particle->Position.Y;
                var yVel = particle->Velocity.Y;

                if ((int)particle->Position.X < left)
                {
                    xPos = left + (left - xPos);
                    xVel = -xVel * RestitutionCoefficient;
                }
                else
                {
                    if (particle->Position.X > right)
                    {
                        xPos = right - (xPos - right);
                        xVel = -xVel * RestitutionCoefficient;
                    }
                }

                if (particle->Position.Y < top)
                {
                    yPos = top + (top - yPos);
                    yVel = -yVel * RestitutionCoefficient;
                }
                else
                {
                    if ((int)particle->Position.Y > bottom)
                    {
                        yPos = bottom - (yPos - bottom);
                        yVel = -yVel * RestitutionCoefficient;
                    }
                }
                particle->Position = new Vector2(xPos, yPos);
                particle->Velocity = new Vector2(xVel, yVel);
            }
        }
Пример #11
0
        public override unsafe void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator)
        {
            while (iterator.HasNext)
            {
                var particle = iterator.Next();
                var left     = particle->TriggerPos.X + Width * -0.5f;
                var right    = particle->TriggerPos.X + Width * 0.5f;
                var top      = particle->TriggerPos.Y + Height * -0.5f;
                var bottom   = particle->TriggerPos.Y + Height * 0.5f;

                var xPos = particle->Position.X;
                var yPos = particle->Position.Y;

                if ((int)particle->Position.X < left)
                {
                    xPos = particle->Position.X + Width;
                }
                else
                {
                    if ((int)particle->Position.X > right)
                    {
                        xPos = particle->Position.X - Width;
                    }
                }

                if ((int)particle->Position.Y < top)
                {
                    yPos = particle->Position.Y + Height;
                }
                else
                {
                    if ((int)particle->Position.Y > bottom)
                    {
                        yPos = particle->Position.Y - Height;
                    }
                }
                particle->Position = new Vector2(xPos, yPos);
            }
        }
Пример #12
0
 public abstract void Update(float elapsedSeconds, ParticleBuffer.Iterator iterator);