#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using Axiom.Core;
using Axiom.ParticleSystems;
using Axiom.Scripting;
namespace Axiom.ParticleFX{
/// <summary>
/// Summary description for ColorFaderAffector.
/// </summary>
public class ColorFaderAffector : ParticleAffector {
protected float alphaAdjust;
protected float redAdjust;
protected float greenAdjust;
protected float blueAdjust;
public ColorFaderAffector() {
this.type = "ColourFader";
}
public float AlphaAdjust {
get {
return alphaAdjust;
}
set {
alphaAdjust = value;
}
}
public float RedAdjust {
get {
return redAdjust;
}
set {
redAdjust = value;
}
}
public float GreenAdjust {
get {
return greenAdjust;
}
set {
greenAdjust = value;
}
}
public float BlueAdjust {
get {
return blueAdjust;
}
set {
blueAdjust = value;
}
}
protected void AdjustWithClamp(ref float component, float adjust) {
component += adjust;
// limit to range [0,1]
if(component < 0.0f)
component = 0.0f;
else if(component > 1.0f)
component = 1.0f;
}
public override void InitParticle(ref Particle particle) {
}
public override void AffectParticles(ParticleSystem system, float timeElapsed) {
float da, dr, dg, db;
da = alphaAdjust * timeElapsed;
dr = redAdjust * timeElapsed;
dg = greenAdjust * timeElapsed;
db = blueAdjust * timeElapsed;
// loop through the particles
for(int i = 0; i < system.Particles.Count; i++) {
Particle p = (Particle)system.Particles[i];
// adjust the values with clamping ([0,1] in this case)
AdjustWithClamp(ref p.Color.a, da);
AdjustWithClamp(ref p.Color.r, dr);
AdjustWithClamp(ref p.Color.g, dg);
AdjustWithClamp(ref p.Color.b, db);
}
}
#region Command definition classes
[Command("red", "Red component.", typeof(ParticleAffector))]
class RedCommand : ICommand {
#region ICommand Members
public string Get(object target) {
ColorFaderAffector affector = target as ColorFaderAffector;
return StringConverter.ToString(affector.RedAdjust);
}
public void Set(object target, string val) {
ColorFaderAffector affector = target as ColorFaderAffector;
affector.RedAdjust = StringConverter.ParseFloat(val);
}
#endregion
}
[Command("green", "Green component.", typeof(ParticleAffector))]
class GreenCommand : ICommand {
#region ICommand Members
public string Get(object target) {
ColorFaderAffector affector = target as ColorFaderAffector;
return StringConverter.ToString(affector.GreenAdjust);
}
public void Set(object target, string val) {
ColorFaderAffector affector = target as ColorFaderAffector;
affector.GreenAdjust = StringConverter.ParseFloat(val);
}
#endregion
}
[Command("blue", "Blue component.", typeof(ParticleAffector))]
class BlueCommand : ICommand {
#region ICommand Members
public string Get(object target) {
ColorFaderAffector affector = target as ColorFaderAffector;
return StringConverter.ToString(affector.BlueAdjust);
}
public void Set(object target, string val) {
ColorFaderAffector affector = target as ColorFaderAffector;
affector.BlueAdjust = StringConverter.ParseFloat(val);
}
#endregion
}
[Command("alpha", "Alpha component.", typeof(ParticleAffector))]
class AlphaCommand : ICommand {
#region ICommand Members
public string Get(object target) {
ColorFaderAffector affector = target as ColorFaderAffector;
return StringConverter.ToString(affector.AlphaAdjust);
}
public void Set(object target, string val) {
ColorFaderAffector affector = target as ColorFaderAffector;
affector.AlphaAdjust = StringConverter.ParseFloat(val);
}
#endregion
}
#endregion Command definition classes
}
}
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