ColorFaderAffector2.cs :  » Game » RealmForge » Axiom » ParticleFX » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » ParticleFX » ColorFaderAffector2.cs
#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 ColorFaderAffector2 : ParticleAffector {
    #region Private Member Variables
    
    protected float alphaAdjust1;
    protected float redAdjust1;
    protected float greenAdjust1;
    protected float blueAdjust1;

    protected float alphaAdjust2;
    protected float redAdjust2;
    protected float greenAdjust2;
    protected float blueAdjust2;

    protected float stateChangeVal;

    #endregion

    public ColorFaderAffector2() {
      this.type = "ColourFader2";
    }

    #region Public Member Properties

    public float AlphaAdjust1 {
      get { return alphaAdjust1; }
      set { alphaAdjust1 = value; }
    }

    public float RedAdjust1 {
      get { return redAdjust1; }
      set { redAdjust1 = value; }
    }

    public float GreenAdjust1 {
      get { return greenAdjust1; }
      set { greenAdjust1 = value; }
    }

    public float BlueAdjust1 {
      get { return blueAdjust1; }
      set { blueAdjust1 = value; }
    }

    public float AlphaAdjust2 {
      get { return alphaAdjust2; }
      set { alphaAdjust2 = value; }
    }

    public float RedAdjust2 {
      get { return redAdjust2; }
      set { redAdjust2 = value; }
    }

    public float GreenAdjust2 {
      get { return greenAdjust2; }
      set { greenAdjust2 = value; }
    }

    public float BlueAdjust2 {
      get { return blueAdjust2; }
      set { blueAdjust2 = value; }
    }

    public float StateChangeVal {
      get { return stateChangeVal; }
      set { stateChangeVal = value; }
    }

    #endregion

    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 AffectParticles(ParticleSystem system, float timeElapsed) {
      float da1, dr1, dg1, db1;
      float da2, dr2, dg2, db2;

      // Scale adjustments by time
      da1 = alphaAdjust1 * timeElapsed;
      dr1 = redAdjust1 * timeElapsed;
      dg1 = greenAdjust1 * timeElapsed;
      db1 = blueAdjust1 * timeElapsed;

      // Scale adjustments by time
      da2 = alphaAdjust2 * timeElapsed;
      dr2 = redAdjust2 * timeElapsed;
      dg2 = greenAdjust2 * timeElapsed;
      db2 = blueAdjust2 * 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)
        if( p.timeToLive > StateChangeVal ) {
          AdjustWithClamp(ref p.Color.r, dr1);
          AdjustWithClamp(ref p.Color.g, dg1);
          AdjustWithClamp(ref p.Color.b, db1);
          AdjustWithClamp(ref p.Color.a, da1);
        }
        else {
          AdjustWithClamp(ref p.Color.r, dr2);
          AdjustWithClamp(ref p.Color.g, dg2);
          AdjustWithClamp(ref p.Color.b, db2);
          AdjustWithClamp(ref p.Color.a, da2);
        }
      }
    }

    #region Command definition classes

    [Command("red1", "Initial red.", typeof(ParticleAffector))]
    class Red1Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.RedAdjust1);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.RedAdjust1 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("red2", "Final red.", typeof(ParticleAffector))]
    class Red2Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.RedAdjust2);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.RedAdjust2 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("green1", "Initial green.", typeof(ParticleAffector))]
    class Green1Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.GreenAdjust1);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.GreenAdjust1 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("green2", "Final green.", typeof(ParticleAffector))]
    class Green2Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.GreenAdjust2);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.GreenAdjust2 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("blue1", "Initial blue.", typeof(ParticleAffector))]
    class Blue1Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.BlueAdjust1);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.BlueAdjust1 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("blue2", "Final blue.", typeof(ParticleAffector))]
    class Blue2Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.BlueAdjust2);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.BlueAdjust2 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("alpha1", "Initial alpha.", typeof(ParticleAffector))]
    class Alpha1Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.AlphaAdjust1);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.AlphaAdjust1 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("alpha2", "Final alpha.", typeof(ParticleAffector))]
    class Alpha2Command : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.AlphaAdjust2);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.AlphaAdjust2 = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    [Command("state_change", "Rate of state changing.", typeof(ParticleAffector))]
    class StateChangeCommand : ICommand {
      #region ICommand Members

      public string Get(object target) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        return StringConverter.ToString(affector.StateChangeVal);
      }
      public void Set(object target, string val) {
        ColorFaderAffector2 affector = target as ColorFaderAffector2;
        affector.StateChangeVal = StringConverter.ParseFloat(val);
      }

      #endregion
    }

    #endregion Command definition classes
  }
}
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