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

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » ParticleFX » CylinderEmitter.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.MathLib;
using Axiom.Scripting;

namespace Axiom.ParticleFX{
  /// <summary>
  /// Summary description for CylinderEmitter.
  /// </summary>
  public class CylinderEmitter : AreaEmitter {
    public CylinderEmitter() : base() {
      InitDefaults("Cylinder");
    }

    public override void InitParticle(Particle particle) {
      float xOff, yOff, zOff;

      // First we create a random point inside a bounding cylinder with a
      // radius and height of 1 (this is easy to do). The distance of the
      // point from 0,0,0 must be <= 1 (== 1 means on the surface and we
      // count this as inside, too).

      while(true) {
        // three random values for one random point in 3D space
        xOff = MathUtil.SymmetricRandom();
        yOff = MathUtil.SymmetricRandom();
        zOff = MathUtil.SymmetricRandom();

        // the distance of x,y from 0,0 is sqrt(x*x+y*y), but
        // as usual we can omit the sqrt(), since sqrt(1) == 1 and we
        // use the 1 as boundary. z is not taken into account, since
        // all values in the z-direction are inside the cylinder:
        if ( xOff * xOff + yOff * yOff <= 1 ) {
          // found one valid point inside
          break;
        }
      }

      // scale the found point to the cylinder's size and move it
      // relatively to the center of the emitter point

      particle.Position = position + xOff * xRange + yOff * yRange * zOff * zRange;

      // Generate complex data by reference
      GenerateEmissionColor(particle.Color);
      GenerateEmissionDirection(ref particle.Direction);
      GenerateEmissionVelocity(ref particle.Direction);

      // Generate simpler data
      particle.timeToLive = GenerateEmissionTTL();
    }

    #region Command definition classes

    /// <summary>
    ///    
    /// </summary>
    [Command("width", "Width of the cylinder emitter.", typeof(ParticleEmitter))]
      class WidthCommand: ICommand {
      public void Set(object target, string val) {
        CylinderEmitter emitter = target as CylinderEmitter;
        emitter.Width = StringConverter.ParseFloat(val);
      }
      public string Get(object target) {
        CylinderEmitter emitter = target as CylinderEmitter;
        return StringConverter.ToString(emitter.Width);
      }
    }

    /// <summary>
    ///    
    /// </summary>
    [Command("height", "Height of the cylinder emitter.", typeof(ParticleEmitter))]
      class HeightCommand: ICommand {
      public void Set(object target, string val) {
        CylinderEmitter emitter = target as CylinderEmitter;
        emitter.Height = StringConverter.ParseFloat(val);
      }
      public string Get(object target) {
        CylinderEmitter emitter = target as CylinderEmitter;
        return StringConverter.ToString(emitter.Height);
      }
    }

    /// <summary>
    ///    
    /// </summary>
    [Command("depth", "Depth of the cylinder emitter.", typeof(ParticleEmitter))]
      class DepthCommand: ICommand {
      public void Set(object target, string val) {
        CylinderEmitter emitter = target as CylinderEmitter;
        emitter.Depth = StringConverter.ParseFloat(val);
      }
      public string Get(object target) {
        CylinderEmitter emitter = target as CylinderEmitter;
        return StringConverter.ToString(emitter.Depth);
      }
    }

    #endregion Command definition classes
  }
}
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