示例#1
0
 /// <summary>
 /// Apply all affectors.
 /// </summary>
 /// <param name="deltaTime">The time since the last frame.</param>
 protected void UpdateParticles(float deltaTime)
 {
     // update particles
     for (int i = 0; i < affectors.Count; i++)
     {
         IParticleAffector affector = (IParticleAffector)affectors[i];
         affector.Affect(particles, particles.Count, deltaTime);
     }
 }
示例#2
0
 /// <summary>Removes an affector from the collection</summary>
 /// <param name="affector">Affector that will be removed from the collection</param>
 /// <returns>True if the affector was found and removed</returns>
 public bool Remove(IParticleAffector <ParticleType> affector)
 {
     if (affector.IsCoalescable)
     {
         return(this.coalescableAffectors.Remove(affector));
     }
     else
     {
         return(this.noncoalescableAffectors.Remove(affector));
     }
 }
示例#3
0
 /// <summary>
 ///   Determines whether the collection contains the specified affector
 /// </summary>
 /// <param name="affector">Affector that will be looked up in the collection</param>
 /// <returns>True if the collection contains the specified affector</returns>
 public bool Contains(IParticleAffector <ParticleType> affector)
 {
     if (affector.IsCoalescable)
     {
         return(this.coalescableAffectors.Contains(affector));
     }
     else
     {
         return(this.noncoalescableAffectors.Contains(affector));
     }
 }
示例#4
0
 /// <summary>Adds an affector to the collection</summary>
 /// <param name="affector">Affector that will be added to the collection</param>
 public void Add(IParticleAffector <ParticleType> affector)
 {
     if (affector.IsCoalescable)
     {
         this.coalescableAffectors.Add(affector);
     }
     else
     {
         this.noncoalescableAffectors.Add(affector);
     }
 }
 public void AddAffector(IParticleAffector aff)
 {
     OnNativeAffect del = delegate(uint now, IntPtr[] Particles, int count)
     {
         Particle[] array = new Particle[count];
         for (int i = 0; i < array.Length; i++)
             array[i] = (Particle)NativeElement.GetObject((IntPtr)Particles[i], typeof(Particle));
         aff.Affect(now, array);
         for (int i = 0; i < array.Length; i++)
             array[i].Dispose();
         array = null;
     };
     AntiGC.Add(del);
     Particle_AddAffectorA(_raw, del);
 }
示例#6
0
        public void TestThrowOnCopyTo()
        {
            CoalescableAffector    coalescable    = new CoalescableAffector();
            NoncoalescableAffector noncoalescable = new NoncoalescableAffector();

            AffectorCollection <int> affectors = new AffectorCollection <int>();

            affectors.Add(coalescable);
            affectors.Add(noncoalescable);

            IParticleAffector <int>[] array = new IParticleAffector <int> [3];
            Assert.Throws <IndexOutOfRangeException>(
                delegate() { affectors.CopyTo(array, 2); }
                );
        }
示例#7
0
        public void TestCopyTo()
        {
            CoalescableAffector    coalescable    = new CoalescableAffector();
            NoncoalescableAffector noncoalescable = new NoncoalescableAffector();

            AffectorCollection <int> affectors = new AffectorCollection <int>();

            affectors.Add(coalescable);
            affectors.Add(noncoalescable);

            IParticleAffector <int>[] array = new IParticleAffector <int> [3];
            affectors.CopyTo(array, 1);

            Assert.IsNull(array[0]);
            Assert.Contains(coalescable, array);
            Assert.Contains(noncoalescable, array);
        }
示例#8
0
 public void Affect(GameTime gameTime, IParticleAffector affector)
 {
     Verify.That(affector).Named("affector").IsNotNull();
     affector.Affect(gameTime, this);
 }
示例#9
0
文件: example08.cs 项目: h3zjp/krkr2
        public void run()
        {
            /* At first, we let the user select the driver type,
             * then start up the engine, set a caption, and get a
             * pointer to the video driver.
             */

            // ask user for driver
            DriverType driverType;

            // Ask user to select driver:
            StringBuilder sb = new StringBuilder();

            sb.Append("Please select the driver you want for this example:\n");
            sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
            sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer");
            sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");

            // Get the user's input:
            TextReader tIn     = Console.In;
            TextWriter tOut    = Console.Out;
            string     input   = string.Empty;
            bool       shadows = false;

            tOut.Write("Do you want to use realtime shadows? (y/n)");
            input = tIn.ReadLine();
            if (input == "y")
            {
                shadows = true;
            }
            tOut.Write(sb.ToString());
            input = tIn.ReadLine();

            // Select device based on user's input:
            switch (input)
            {
            case "a":
                driverType = DriverType.DIRECT3D9;
                break;

            case "b":
                driverType = DriverType.DIRECT3D8;
                break;

            case "c":
                driverType = DriverType.OPENGL;
                break;

            case "d":
                driverType = DriverType.SOFTWARE;
                break;

            case "e":
                driverType = DriverType.SOFTWARE2;
                break;

            case "f":
                driverType = DriverType.NULL_DRIVER;
                break;

            default:
                return;
            }

            /* We start like in some tutorials before. Please note that this time, the
             * 'shadows' flag in createDevice() is set to true, for we want to have a
             * dynamic shadow casted from an animated character. If your this example
             * runs to slow, set it to false. The Irrlicht Engine checks if your hardware
             * doesn't support the stencil buffer, and disables shadows by itself, but
             * just in case the demo runs slow on your hardware.*/
            /*
             * From the unmanaged API documentation:
             * stencilbuffer:
             * Specifies if the stencil buffer should be enabled.
             * Set this to true, if you want the engine be able to draw stencil buffer shadows.
             * Note that not all devices are able to use the stencil buffer.
             * If they don't no shadows will be drawn.
             */
            device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, shadows, true);
            if (device == null)
            {
                tOut.Write("Device creation failed.");
                return;
            }

            ISceneManager smgr   = device.SceneManager;
            IVideoDriver  driver = device.VideoDriver;

            /* For our environment, we load a .3ds file. It is a small room I modelled with
             * Anim8or and exported it into the 3ds format because the Irrlicht Engine did
             * not support the .an8 format when I wrote this tutorial. I am a very bad 3d
             * graphic artist, and so the texture mapping is not very nice in this model.
             * Luckily I am a better programmer than artist, and so the Irrlicht Engine is
             * able to create a cool texture mapping for me: Just use the mesh manipulator
             * and create a planar texture mapping for the mesh. If you want to see the
             * mapping I made with Anim8or, uncomment this line. I also did not figure out
             * how to set the material right in Anim8or, it has an emissive light color
             * which I don't really like. I'll switch it off too with this code.*/
            IAnimatedMesh mesh = smgr.GetMesh(
                path + "room.3ds");

            smgr.MeshManipulator.MakePlanarTextureMapping(
                mesh.GetMesh(0), 0.008f);

            ISceneNode node = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);

            node.SetMaterialTexture(
                0, driver.GetTexture(path + "wall.jpg"));
            node.GetMaterial(0).EmissiveColor.Set(0, 0, 0, 0);

            //       Add a shadow to the room if it is not dark enough

            /* The result is interesting but not exactly what I was expecting!
             * Try for yourself... I think this could be a little problem in the
             * Irrlicht.NET wrapper but I promise I will investigate further to see
             * if I can make it work as intended
             * Forum Article (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=10584)
             */
            //          IAnimatedMeshSceneNode xnode = (IAnimatedMeshSceneNode)node;
            //          xnode.AddShadowVolumeSceneNode();
            //

            /*Now, for the first special effect: Animated water. It works like this: The
             * WaterSurfaceSceneNode takes a mesh as input and makes it wave like a water
             * surface. And if we let this scene node use a nice material like the
             * MT_REFLECTION_2_LAYER, it looks really cool. We are doing this with the
             * next few lines of code. As input mesh, we create a hill plane mesh, without
             * hills. But any other mesh could be used for this, you could even use the
             * room.3ds (which would look really strange) if you wanted to.*/
            mesh = smgr.AddHillPlaneMesh("myHill",
                                         new Dimension2Df(20, 20),
                                         new Dimension2D(40, 40), new Material(), 0,
                                         new Dimension2Df(0, 0),
                                         new Dimension2Df(10, 10));

            node          = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
            node.Position = new Vector3D(0, 7, 0);

            node.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
            node.SetMaterialTexture(1, driver.GetTexture(path + "stones.jpg"));

            node.SetMaterialType(MaterialType.REFLECTION_2_LAYER);

            /*The second special effect is very basic, I bet you saw it already in some
             * Irrlicht Engine demos: A transparent billboard combined with a dynamic light.
             * We simply create a light scene node, let it fly around, an to make it look
             * more cool, we attach a billboard scene node to it.*/
            // create light

            node = smgr.AddLightSceneNode(null, new Vector3D(0, 0, 0),
                                          new Colorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f, 0);
            ISceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3D(0, 150, 0), 250.0f, 0.0005f);

            node.AddAnimator(anim);

            // attach billboard to light
            node = smgr.AddBillboardSceneNode(node, new Dimension2Df(50, 50), new Vector3D(), 0);
            node.SetMaterialFlag(MaterialFlag.LIGHTING, false);
            node.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
            node.SetMaterialTexture(0,
                                    driver.GetTexture(path + "particlewhite.bmp"));

            /* The next special effect is a lot more interesting: A particle system. The
             * particle system in the Irrlicht Engine is quit modular and extensible and
             * yet easy to use. There is a particle system scene node into which you can
             * put particle emitters, which make particles come out of nothing. These
             * emitters are quite flexible and usually have lots of parameters like
             * direction, amount and color of the particles they should create.
             * There are different emitters, for example a point emitter which lets
             * particles pop out at a fixed point. If the particle emitters available
             * in the engine are not enough for you, you can easily create your own ones,
             * you'll simply have to create a class derived from the IParticleEmitter
             * interface and attach it to the particle system using setEmitter().
             * In this example we create a box particle emitter, which creates particles
             * randomly inside a box. The parameters define the box, direction of the
             * articles, minimal and maximal new particles per second, color and minimal
             * and maximal livetime of the particles. Because only with emitters particle
             * system would be a little bit boring, there are particle affectors, which
             * modify particles during they fly around. They can be added to the particle
             * system, simulating additional effects like gravity or wind. The particle
             * affector we use in this example is an affector, which modifies the color
             * of the particles: It lets them fade out. Like the particle emitters,
             * additional particle affectors can also be implemented by you, simply derive
             * a class from IParticleAffector and add it with addAffector(). After we set
             * a nice material to the particle system, we have a cool looking camp fire.
             * By adjusting material, texture, particle emitter and affector parameters,
             * it is also easily possible to create smoke, rain, explosions, snow, and
             * so on.*/
            IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
                false, null, 0, new Vector3D(-70, 60, 40), new Vector3D(), new Vector3D(2, 2, 2));

            ps.ParticleSize = new Dimension2Df(20, 10);

            IParticleEmitter em = ps.CreateBoxEmitter(
                new Box3D(-7, 0, -7, 7, 1, 7), new Vector3D(0.0f, 0.03f, 0.0f),
                80, 100,
                new Color(0, 255, 255, 255), new Color(0, 255, 255, 255),
                800, 2000, 0);

            ps.SetEmitter(em);

            IParticleAffector paf =
                ps.CreateFadeOutParticleAffector(new Color(), 1500);

            ps.AddAffector(paf);

            ps.SetMaterialFlag(MaterialFlag.LIGHTING, false);
            ps.SetMaterialTexture(0,
                                  driver.GetTexture(path + "particle.bmp"));
            ps.SetMaterialType(MaterialType.TRANSPARENT_VERTEX_ALPHA);

            /*As our last special effect, we want a dynamic shadow be casted from an animated
             * character. For this we load a quake 2 .md2 model and place it into our world.
             * For creating the shadow, we simply need to call addShadowVolumeSceneNode(). The
             * color of shadows is only adjustable globally for all shadows, by calling
             * ISceneManager::setShadowColor(). Voila, here is our dynamic shadow. Because
             * the character is a little bit too small for this scene, we make it bigger
             * using setScale(). And because the character is lighted by a dynamic light,
             * we need to normalize the normals to make the lighting on it correct. This
             * is always necessary if the scale of a dynamic lighted model is not (1,1,1).
             * Otherwise it would get too dark or too bright because the normals will be
             * scaled too.*/
            mesh = smgr.GetMesh(path + "faerie.md2");
            IAnimatedMeshSceneNode anode = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);

            anode.Position = new Vector3D(-50, 45, -60);
            anode.SetMD2Animation(MD2AnimationType.STAND);
            anode.SetMaterialTexture(0,
                                     driver.GetTexture(path + "Faerie5.BMP"));

            // add shadow
            anode.AddShadowVolumeSceneNode();
            smgr.ShadowColor = new Color(220, 0, 0, 0);

            // make the model a little bit bigger and normalize its normals
            // because of this for correct lighting
            anode.Scale = new Vector3D(2, 2, 2);
            anode.SetMaterialFlag(MaterialFlag.NORMALIZE_NORMALS, true);

            /*Finally we simply have to draw everything, that's all.*/
            ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS();

            camera.Position = new Vector3D(-50, 50, -150);
            // Remove the mouse cursor:
            device.CursorControl.Visible = false;
            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
                    device.SceneManager.DrawAll();
                    device.VideoDriver.EndScene();

                    int fps = device.VideoDriver.FPS;
                    if (lastFPS != fps)
                    {
                        device.WindowCaption = "Irrlicht Engine - SpecialFX tutorial [" +
                                               device.VideoDriver.Name + "] FPS:" + fps.ToString();
                        lastFPS = fps;
                    }
                }
            }

            /*
             * In the end, delete the Irrlicht device.
             */
            // Instead of device->drop, we'll use:
            GC.Collect();
        }
 /// <summary>
 /// Adds an affector
 /// </summary>
 /// <param name="affector">Affector to add</param>
 public void AddAffector(IParticleAffector affector)
 {
     affectors.Add(affector);
 }