Пример #1
0
        public static void AddRadialSphereForce(MPWorld world, Vector3 pos, float radius, float strength)
        {
            Matrix4x4         mat = Matrix4x4.TRS(pos, Quaternion.identity, Vector3.one * radius);
            MPForceProperties p   = new MPForceProperties();

            p.shape_type      = MPForceShape.Sphere;
            p.dir_type        = MPForceDirection.Radial;
            p.center          = pos;
            p.strength_near   = strength;
            p.strength_far    = 0.0f;
            p.attenuation_exp = 0.5f;
            p.range_inner     = 0.0f;
            p.range_outer     = radius;
            world.AddOneTimeAction(() =>
            {
                MPAPI.mpAddForce(world.GetContext(), ref p, ref mat);
            });
        }
Пример #2
0
        public void MPUpdate()
        {
            m_mpprops.dir_type        = m_direction_type;
            m_mpprops.shape_type      = m_shape_type;
            m_mpprops.strength_near   = m_strength_near;
            m_mpprops.strength_far    = m_strength_far;
            m_mpprops.rcp_range       = 1.0f / (m_strength_far - m_strength_near);
            m_mpprops.range_inner     = m_range_inner;
            m_mpprops.range_outer     = m_range_outer;
            m_mpprops.attenuation_exp = m_attenuation_exp;
            m_mpprops.random_seed     = m_random_seed;
            m_mpprops.random_diffuse  = m_random_diffuse;
            m_mpprops.direction       = m_direction;
            m_mpprops.center          = transform.position;
            m_mpprops.rcp_cellsize    = new Vector3(1.0f / m_cellsize.x, 1.0f / m_cellsize.y, 1.0f / m_cellsize.z);
            Matrix4x4 mat = transform.localToWorldMatrix;

            EachTargets((w) =>
            {
                MPAPI.mpAddForce(w.GetContext(), ref m_mpprops, ref mat);
            });
        }