#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
}
}
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