#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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