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

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » ParticleFX » LinearForceAffector.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{
    public enum ForceApplication {
        [ScriptEnum("average")]
        Average,

        [ScriptEnum("add")]
        Add
    }

    /// <summary>
    /// Summary description for LinearForceAffector.
    /// </summary>
    public class LinearForceAffector : ParticleAffector {
        protected ForceApplication forceApp = ForceApplication.Add;
        protected Vector3 forceVector = Vector3.Zero;

        public LinearForceAffector() {
            // HACK: See if there is better way to do this
            this.type = "LinearForce";
        }

    public override void AffectParticles(ParticleSystem system, float timeElapsed) 
    {
            Vector3 scaledVector = Vector3.Zero;

            if(forceApp == ForceApplication.Add) {
                // scale force by time
                scaledVector = forceVector * timeElapsed;
            }

            // affect each particle
            for(int i = 0; i < system.Particles.Count; i++) {
                Particle p = (Particle)system.Particles[i];

        if(forceApp == ForceApplication.Add) {
          p.Direction += scaledVector;
        }
        else { // Average
          p.Direction = (p.Direction + forceVector) / 2;
        }
            }
        }

        public Vector3 Force {
            get { 
        return forceVector; 
      }
            set { 
        forceVector = value; 
      }
        }

        public ForceApplication ForceApplication {
      get { 
        return forceApp; 
      }
            set { 
        forceApp = value; 
      }
        }

        #region Command definition classes

    [Command("force_vector", "Direction of force to apply to this particle.", typeof(ParticleAffector))]
    class ForceVectorCommand : ICommand {
      #region ICommand Members

      public string Get(object target) {
        LinearForceAffector affector = target as LinearForceAffector;

        Vector3 vec = affector.Force;

        // TODO: Common way for vector string rep, maybe modify ToString
        return string.Format("{0}, {1}, {2}", vec.x, vec.y, vec.z);
      }
      public void Set(object target, string val) {
        LinearForceAffector affector = target as LinearForceAffector;

        affector.Force = StringConverter.ParseVector3(val);
      }

      #endregion
    }

    [Command("force_application", "Type of force to apply to this particle.", typeof(ParticleAffector))]
    class ForceApplicationCommand : ICommand {
      #region ICommand Members

      public string Get(object target) {
        LinearForceAffector affector = target as LinearForceAffector;

        // TODO: Reverse lookup the enum attribute
        return affector.ForceApplication.ToString().ToLower();
      }
      public void Set(object target, string val) {
        LinearForceAffector affector = target as LinearForceAffector;

        // lookup the real enum equivalent to the script value
        object enumVal = ScriptEnumAttribute.Lookup(val, typeof(ForceApplication));

        // if a value was found, assign it
        if(enumVal != null) {
          affector.ForceApplication = ((ForceApplication)enumVal);
        }
        else {
          ParseHelper.LogParserError(val, affector.Type, "Invalid enum value");;
        }
      }

      #endregion
    }

    #endregion Command definition classes
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.