- added will's patch for splash particle animation support

This commit is contained in:
Mark Vejvoda 2011-06-10 19:44:34 +00:00
parent 7c43628643
commit 3efde1d31b
2 changed files with 16 additions and 4 deletions

View File

@ -350,7 +350,6 @@ protected:
Vec3f offset;
float sizeNoEnergy;
float gravity;
float tween;
Vec3f direction;
@ -369,8 +368,9 @@ public:
void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
void setGravity(float gravity) {this->gravity= gravity;}
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
float getTween() { return tween; } // 0.0 -> 1.0 for animation of model
virtual void initParticleSystem() {} // opportunity to do any initialisation when the system has been created and all settings set
static Primitive strToPrimitive(const string &str);
};
@ -445,6 +445,8 @@ private:
float verticalSpreadB;
float horizontalSpreadA;
float horizontalSpreadB;
float startEmissionRate;
public:
SplashParticleSystem(int particleCount= 1000);
@ -453,6 +455,8 @@ public:
virtual void update();
virtual void initParticle(Particle *p, int particleIndex);
virtual void updateParticle(Particle *p);
virtual void initParticleSystem();
void setEmissionRateFade(float emissionRateFade) {this->emissionRateFade= emissionRateFade;}
void setVerticalSpreadA(float verticalSpreadA) {this->verticalSpreadA= verticalSpreadA;}

View File

@ -913,11 +913,19 @@ SplashParticleSystem::~SplashParticleSystem(){
}
}
void SplashParticleSystem::initParticleSystem() {
startEmissionRate = emissionRate;
}
void SplashParticleSystem::update(){
ParticleSystem::update();
if(state != sPause){
if(state != sPause) {
emissionRate-= emissionRateFade;
if(emissionRate < 0.0f){//otherwise this system lives forever!
tween= 1.0f - ((emissionRate + startEmissionRate) / (startEmissionRate * 2.0f));
tween= clamp(tween, 0.0f, 1.0f);
if(emissionRate < 0.0f) {//otherwise this system lives forever!
fade();
}
}