#region File Description
//-----------------------------------------------------------------------------
// Particle.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RobotGameData.GameObject;
using RobotGameData.Render;
using RobotGameData.GameInterface;
using RobotGameData.Resource;
using RobotGameData.Helper;
#endregion
namespace RobotGameData.ParticleSystem
{
#region Particle Object
///
/// this object has information of one particle.
///
public class ParticleObject
{
[Flags]
public enum States
{
None = 0x00000000,
Enable = 0x00000001,
Initialized = 0x00000002,
Fired = 0x00000004,
FirstTime = 0x00000008,
}
public uint state = 0;
public float time = 0.0f;
public Vector3 emitDir = Vector3.Zero;
public float posInterval = 0.0f;
public float[] posArg = new float[2];
public Vector3 startPos = Vector3.Zero;
public Vector3 targetPos = Vector3.Zero;
public Vector3[] pos = new Vector3[2];
public float posRandomInterval = 0.0f;
public float posRandom = 0.0f;
public float mass = 0.0f;
public Vector3 gravity = Vector3.Zero;
public float scaleInterval = 0.0f;
public float[] scaleArg = new float[2];
public Vector3 startScale = Vector3.One;
public Vector3 targetScale = Vector3.One;
public Vector3 scale = Vector3.One;
public float scaleRandom = 0.0f;
public float rotateAccm = 0.0f;
public float rotateArg = 0.0f;
public Vector3 rotateDir = Vector3.Zero;
public float rotateRandom = 0.0f;
public float textureSequenceInterval = 0.0f;
public Color color = Color.Black;
public bool IsState(States state)
{
return ((this.state & (uint)state) > 0);
}
public bool IsState(uint state)
{
return ((this.state & state) > 0);
}
}
#endregion
#region Particle
///
/// It means a single individual particle.
/// The number of Particle class and the number of TimeSequenceData class,
/// which contains the time information of the Particle class, are equal.
/// Each particle may have only one of the following scene properties:
/// GameMesh, GamePointSprite, GameSprite3D, GameBillboard.
///
public class Particle : GameSceneNode
{
#region Fields
static Vector3 globalGravityDirection = new Vector3(0.0f, -1.0f, 0.0f);
static float globalGravityFactor = 98.0f;
ParticleInfo sequenceInfo = null;
TextureSequence textureSequence = null;
string resourcePath = String.Empty;
GameSceneNode sceneRoot = null;
GameMesh sceneMesh = null;
GamePointSprite scenePointSprite = null;
GameSprite3D sceneSprite3D = null;
GameBillboard sceneBillboard = null;
bool isStarting = false;
bool isStopping = false;
bool changeTime = false;
int posArgCount = 0;
int scaleArgCount = 0;
float localTime = 0.0f;
Vector3 emitRight = Vector3.Zero;
Vector3 emitUp = Vector3.Zero;
Vector3 upRight = Vector3.Zero;
Vector3 upAt = Vector3.Zero;
float emitInterval = 0.0f;
float posRinterval = 0.0f;
float scaleRinterval = 0.0f;
List particleObjectList = new List();
Texture2D texture2D = null;
KeyFrameTable.Interpolation positionInterpolate =
KeyFrameTable.Interpolation.None;
KeyFrameTable.Interpolation scaleInterpolate =
KeyFrameTable.Interpolation.None;
KeyFrameTable.Interpolation colorInterpolate =
KeyFrameTable.Interpolation.None;
bool enableRotate = false;
float rObjectLifeTime = 0.0f;
Matrix? refMatrix = null;
bool refEnable = false;
#endregion
#region Properties
public ParticleInfo Info
{
get { return sequenceInfo; }
set { sequenceInfo = value; }
}
public bool IsPlaying
{
get { return isStarting; }
}
public TextureSequence TextureSequence
{
get { return textureSequence; }
set { textureSequence = value; }
}
public Texture2D Texture
{
get { return texture2D; }
set
{
texture2D = value;
}
}
public GameSceneNode SceneMesh
{
get { return sceneMesh; }
}
#endregion
///
/// Constructor.
///
/// texture resource path
/// particle information structure
/// texture sequence class
public Particle(string resourcePath, ParticleInfo info,
TextureSequence textureSequence) : base()
{
if (String.IsNullOrEmpty(resourcePath))
throw new ArgumentNullException("resourcePath");
if (info == null)
throw new ArgumentNullException("info");
this.sequenceInfo = info;
this.textureSequence = textureSequence;
this.resourcePath = resourcePath;
// Create particle's scene root
this.sceneRoot = new GameSceneNode();
this.sceneRoot.Name = "Particle Scene Root";
AddChild(this.sceneRoot);
Create();
}
public static void SetGravityDirection(Vector3 vec)
{
globalGravityDirection = vec;
}
public static void SetGravityFactor(float val)
{
globalGravityFactor = val;
}
public void SetRefMatrixEnable(bool enabled)
{
refEnable = enabled;
}
public void SetRefMatrix(Matrix? matrix)
{
refMatrix = matrix;
}
///
/// enables/disables a particle’s scene object.
///
///
public void SetSceneEnable(bool enable)
{
sceneRoot.Enabled = enable;
sceneRoot.Visible = enable;
}
///
/// by using the particle information, a particle object is created
/// and initialized.
///
public void Create()
{
// Initialize Particle Information
Info.Initialize();
Name = sequenceInfo.Name;
sceneRoot.RemoveAllChild(false);
if (sequenceInfo.TextureFileName.Length > 0)
{
string resourceFullPath =
Path.Combine(resourcePath, sequenceInfo.TextureFileName);
GameResourceTexture2D resource =
FrameworkCore.ResourceManager.LoadTexture(resourceFullPath);
// Set to texture
Texture = resource.Texture2D;
// Set to texture in TextureSequence
if (TextureSequence != null)
TextureSequence.SetTexture(Texture);
}
enableRotate = false;
switch (Info.ParticleType)
{
// PointSprite
case ParticleInfo.ParticleObjectType.PointSprite:
{
scenePointSprite = new GamePointSprite();
scenePointSprite.Create(Info.MaxObjectCount, Texture,
RenderingSpace.World, false);
scenePointSprite.AlphaBlendEnable =
sequenceInfo.AlphaBlendEnable;
scenePointSprite.DepthBufferEnable =
sequenceInfo.DepthBufferEnable;
scenePointSprite.SourceBlend =
sequenceInfo.SourceBlend;
scenePointSprite.DestinationBlend =
sequenceInfo.DestinationBlend;
scenePointSprite.BlendFunction =
sequenceInfo.BlendFunction;
scenePointSprite.DepthBufferEnable = true;
scenePointSprite.DepthBufferWriteEnable = false;
scenePointSprite.DepthBufferFunction = CompareFunction.Less;
scenePointSprite.AlphaFunction = CompareFunction.Greater;
scenePointSprite.CullMode = CullMode.None;
sceneRoot.AddChild(scenePointSprite);
}
break;
// Sprite3D
case ParticleInfo.ParticleObjectType.Sprite:
{
sceneSprite3D = new GameSprite3D();
sceneSprite3D.Create(Info.MaxObjectCount, Texture,
RenderingSpace.World, false);
sceneSprite3D.AlphaBlendEnable =
sequenceInfo.AlphaBlendEnable;
sceneSprite3D.DepthBufferEnable =
sequenceInfo.DepthBufferEnable;
sceneSprite3D.SourceBlend =
sequenceInfo.SourceBlend;
sceneSprite3D.DestinationBlend =
sequenceInfo.DestinationBlend;
sceneSprite3D.BlendFunction =
sequenceInfo.BlendFunction;
sceneSprite3D.DepthBufferEnable = true;
sceneSprite3D.DepthBufferWriteEnable = false;
sceneSprite3D.DepthBufferFunction = CompareFunction.Less;
sceneSprite3D.AlphaFunction = CompareFunction.Greater;
sceneSprite3D.CullMode = CullMode.None;
sceneRoot.AddChild(sceneSprite3D);
enableRotate = true; // Possible to rotation
}
break;
// Billboard
case ParticleInfo.ParticleObjectType.AnchorBillboard:
case ParticleInfo.ParticleObjectType.Billboard:
{
sceneBillboard = new GameBillboard();
sceneBillboard.Create(Info.MaxObjectCount, Texture,
RenderingSpace.World, false);
sceneBillboard.AlphaBlendEnable =
sequenceInfo.AlphaBlendEnable;
sceneBillboard.DepthBufferEnable =
sequenceInfo.DepthBufferEnable;
sceneBillboard.SourceBlend =
sequenceInfo.SourceBlend;
sceneBillboard.DestinationBlend =
sequenceInfo.DestinationBlend;
sceneBillboard.BlendFunction =
sequenceInfo.BlendFunction;
sceneBillboard.DepthBufferEnable = true;
sceneBillboard.DepthBufferWriteEnable = false;
sceneBillboard.DepthBufferFunction = CompareFunction.Less;
sceneBillboard.AlphaFunction = CompareFunction.Greater;
sceneBillboard.CullMode = CullMode.None;
sceneRoot.AddChild(sceneBillboard);
}
break;
// Mesh
case ParticleInfo.ParticleObjectType.Scene:
{
if( Info.MeshData != null)
{
int vertextCount = Info.MeshData.Position.Count;
int indexCount = 0;
if (Info.MeshData.Index != null)
indexCount = Info.MeshData.Index.Count;
sceneMesh = new GameMesh();
sceneMesh.Create(vertextCount, indexCount, Texture);
sceneMesh.AlphaBlendEnable =
sequenceInfo.AlphaBlendEnable;
sceneMesh.DepthBufferEnable =
sequenceInfo.DepthBufferEnable;
sceneMesh.SourceBlend =
sequenceInfo.SourceBlend;
sceneMesh.DestinationBlend =
sequenceInfo.DestinationBlend;
sceneMesh.BlendFunction =
sequenceInfo.BlendFunction;
sceneMesh.DepthBufferEnable = true;
sceneMesh.DepthBufferWriteEnable = false;
sceneMesh.DepthBufferFunction = CompareFunction.Less;
sceneMesh.AlphaFunction = CompareFunction.Greater;
sceneMesh.CullMode = CullMode.None;
// Has position data
if (Info.MeshData.HasPosition )
{
sceneMesh.SetPositionData(
Info.MeshData.Position.ToArray());
}
// Has color data
if (Info.MeshData.HasColor )
{
sceneMesh.SetColorData(
Info.MeshData.Color.ToArray());
}
// Has texture coordinate data
if (Info.MeshData.HasTextureCoord )
{
sceneMesh.SetTextureCoordData(
Info.MeshData.TextureCoord.ToArray());
}
// Has index data
if (Info.MeshData.HasIndex )
{
sceneMesh.SetIndexData(Info.MeshData.Index.ToArray());
}
// Use VB and IB
if (sceneMesh.userPrimitive == false)
{
sceneMesh.BindVertexBuffer();
sceneMesh.BindIndexBuffer();
}
sceneRoot.AddChild(sceneMesh);
}
enableRotate = true; // can rotate
}
break;
}
SetSceneEnable(false);
// Particle Object
particleObjectList.Clear();
for (int i = 0; i < Info.MaxObjectCount; i++)
{
ParticleObject obj = new ParticleObject();
particleObjectList.Add(obj);
}
// Emit Right & Up Vector
{
Matrix mtx = Helper3D.MakeMatrixWithAt(Info.EmitDirection,
Info.UpVector);
emitRight = mtx.Right;
emitUp = mtx.Up;
}
// Up Right & At Vector
{
Matrix mtx = Helper3D.MakeMatrixWithUp(Info.UpVector,
Matrix.Identity.Forward);
upRight = mtx.Right;
upAt = mtx.Forward;
}
posArgCount = 0;
for (int i = ParticleInfo.FuncCount - 1; i >= 0; i--)
{
if (Info.PositionFunc[i] != ParticleInfo.FuncType.None)
{
posArgCount = i + 1;
break;
}
}
scaleArgCount = 0;
for (int i = ParticleInfo.FuncCount - 1; i >= 0; i--)
{
if (Info.ScaleFunc[i] != ParticleInfo.FuncType.None)
{
scaleArgCount = i + 1;
break;
}
}
if( Info.IsPositionStyle( ParticleInfo.ParamStyles.Interpolate))
positionInterpolate = KeyFrameTable.Interpolation.Lerp;
else
positionInterpolate = KeyFrameTable.Interpolation.None;
if (Info.IsScaleStyle(ParticleInfo.ParamStyles.Interpolate))
scaleInterpolate = KeyFrameTable.Interpolation.Lerp;
else
scaleInterpolate = KeyFrameTable.Interpolation.None;
if (Info.IsColorStyle(ParticleInfo.ParamStyles.Interpolate))
colorInterpolate = KeyFrameTable.Interpolation.Lerp;
else
colorInterpolate = KeyFrameTable.Interpolation.None;
rObjectLifeTime = 1.0f / Info.ObjectLifeTime;
isStarting = false;
isStopping = false;
}
///
/// starts and enables the particle objects.
///
public void Start()
{
SetSceneEnable(true);
for (int i = 0; i < Info.MaxObjectCount; i++)
particleObjectList[i].state = 0;
for (int i = 0; i < Info.InitialObjectCount; i++)
{
ParticleObject obj = particleObjectList[i];
EmitParticle(ref obj);
}
emitInterval = Info.EmitInterval;
if (Info.PositionUpdateInterval > 0.0f)
posRinterval = 1.0f / Info.PositionUpdateInterval;
else
posRinterval = 0.0f;
if (Info.ScaleUpdateInterval > 0.0f)
scaleRinterval = 1.0f / Info.ScaleUpdateInterval;
else
scaleRinterval = 0.0f;
isStarting = true;
isStopping = false;
localTime = 0.0f;
}
///
/// disables the particle objects.
///
public void Stop()
{
isStopping = true;
localTime = 0.0f;
}
///
/// emits the specified particle object according to the emit type.
///
/// a particle object
protected void EmitParticle(ref ParticleObject obj)
{
float massRange = 0.0f;
Matrix mtx1 = Matrix.Identity;
float rnd1 = 0.0f, rnd2 = 0.0f;
obj.state = (uint)(ParticleObject.States.Enable |
ParticleObject.States.Fired |
ParticleObject.States.FirstTime);
obj.time = 0.0f;
obj.posInterval = Info.PositionUpdateInterval;
obj.scaleInterval = Info.ScaleUpdateInterval;
obj.textureSequenceInterval = 0.0f;
massRange = Info.MassMax - Info.MassMin;
obj.mass = Info.MassMin + (HelperMath.RandomNormal() * massRange);
obj.gravity = Vector3.Zero;
obj.posRandomInterval = Info.PositionRandomInterval;
switch (Info.EmitType)
{
// CONE type : changes tje direction randomly
// from the default EmitDirection.
case ParticleInfo.EmitObjectType.Cone:
{
rnd1 = HelperMath.RandomNormal2() * Info.EmitAngle;
rnd2 = HelperMath.RandomNormal2() * Info.EmitAngle;
mtx1 = Matrix.CreateFromAxisAngle(emitRight,
MathHelper.ToRadians(rnd1));
mtx1 = mtx1 * Matrix.CreateFromAxisAngle(emitUp,
MathHelper.ToRadians(rnd2));
obj.emitDir = Vector3.TransformNormal(Info.EmitDirection, mtx1);
obj.startPos = Info.EmitPosition;
}
break;
// SPHERE type : make the emit direction to the total random direction.
case ParticleInfo.EmitObjectType.Sphere:
{
obj.emitDir = HelperMath.RandomVector2();
obj.emitDir.Normalize();
obj.startPos = Info.EmitPosition;
}
break;
// Disk type: basically same as the cone,
// (however, except the rotation around the EmitUpVector as the axis)
// it makes the direction which is randomly turned
// as the UpVector as the axis.
case ParticleInfo.EmitObjectType.Disk:
{
rnd1 = HelperMath.RandomNormal2() * Info.EmitAngle;
mtx1 = Matrix.CreateFromAxisAngle(emitRight,
MathHelper.ToRadians(rnd1));
mtx1 = mtx1 * Matrix.CreateFromAxisAngle(Info.UpVector,
HelperMath.RandomNormal() *
2.0f *
MathHelper.Pi);
obj.emitDir = Vector3.TransformNormal(Info.EmitDirection, mtx1);
obj.startPos = Info.EmitPosition;
}
break;
// RECT_PLANE type : The EmitAngle will follow the size
// of a square area, not an angle.
// The EmitDirection is always constant.
case ParticleInfo.EmitObjectType.RectPlane:
{
obj.emitDir = Info.EmitDirection;
rnd1 = (HelperMath.RandomNormal2() * 0.5f) * Info.EmitAngle;
rnd2 = (HelperMath.RandomNormal2() * 0.5f) * Info.EmitAngle;
obj.pos[0] = upRight * rnd1;
obj.pos[0] += upAt * rnd2;
obj.startPos = obj.pos[0] + Info.EmitPosition;
}
break;
// CIRCLE_PLANE type : The circular area whose radius is the EmitAngle.
case ParticleInfo.EmitObjectType.CirclePlane:
{
obj.emitDir = Info.EmitDirection;
rnd1 = HelperMath.RandomNormal() * Info.EmitAngle;
rnd2 = HelperMath.RandomNormal() * MathHelper.Pi * 2.0f;
obj.pos[0] = upRight * rnd1; // Scaling
mtx1 = Matrix.CreateFromAxisAngle(Info.UpVector, rnd2);
obj.pos[0] = Helper3D.TransformCoord(obj.pos[0], mtx1);
obj.startPos = obj.pos[0] + Info.EmitPosition;
}
break;
}
if (refEnable)
{
obj.startPos = Helper3D.TransformCoord(obj.startPos, (Matrix)refMatrix);
obj.emitDir = Vector3.TransformNormal(obj.emitDir, (Matrix)refMatrix);
}
obj.pos[0] = obj.startPos;
obj.scale = Vector3.Zero;
obj.posRandom = 1.0f + ((HelperMath.RandomNormal2() * 0.5f) *
Info.PositionInitialRandomFactor);
obj.scaleRandom = 1.0f + ((HelperMath.RandomNormal2() * 0.5f) *
Info.ScaleInitialRandomFactor);
obj.rotateRandom = HelperMath.RandomNormal2();
switch (Info.ParticleType)
{
case ParticleInfo.ParticleObjectType.AnchorBillboard:
{
obj.pos[1] = obj.pos[0];
}
break;
case ParticleInfo.ParticleObjectType.Scene:
{
obj.rotateDir = HelperMath.RandomVector2();
}
break;
}
{
for (int i = 0; i < posArgCount; i++)
obj.posArg[i] = Info.PositionInit[i];
for (int i = 0; i < scaleArgCount; i++)
obj.scaleArg[i] = Info.ScaleInit[i];
obj.rotateAccm = Info.RotateInit + (HelperMath.RandomNormal2() *
Info.RotateRandomFactor);
}
}
///
/// It calculates the local time and controls the particle’s
/// start and stop functions.
///
/// game time
protected override void OnUpdate(GameTime gameTime)
{
if (localTime == 0.0f && isStarting == false)
{
// Starting particle
Start();
}
// If life time is 0, it's infinity time
if (Info.LifeTime > 0.0f)
{
// time goes
localTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
changeTime = true;
if (localTime > Info.LifeTime)
{
// Stopping particle.
// It will be not finish this particle until stop \
// all active particle object
Stop();
}
}
else
{
// forever active that particle's LifeTime is zero
changeTime = true;
}
// Update particle transform
{
if (scenePointSprite != null)
{
scenePointSprite.RootAxis = this.RootAxis;
scenePointSprite.WorldTransform = this.WorldTransform;
}
if (sceneSprite3D != null)
{
sceneSprite3D.RootAxis = this.RootAxis;
sceneSprite3D.WorldTransform = this.WorldTransform;
}
if (sceneBillboard != null)
{
sceneBillboard.RootAxis = this.RootAxis;
sceneBillboard.WorldTransform = this.WorldTransform;
}
if (sceneMesh != null)
{
sceneMesh.RootAxis = this.RootAxis;
sceneMesh.WorldTransform = this.WorldTransform;
}
}
}
///
/// It calls Drive() function by using the data of the ParticleInfo to update
/// the information of each ParticleObject’s position, rotation, and scale.
///
/// render information in the RenderContext
protected override void OnDraw(RenderTracer renderTracer)
{
// Update particle info
Drive(renderTracer);
}
///
/// When the information of each ParticleObject gets updated,
/// the vertex values of the GameMesh, GamePointSprite, GameSprite3D, and
/// GameBillboard classes are updated.
///
/// render information in the RenderContext
protected void Drive(RenderTracer renderTracer)
{
int emitCount = 0, aliveCount = 0;
float time = 0, s = 0.0f;
float lifeTime = 0.0f;
Vector3 dir = Vector3.Zero;;
bool isEnable = false;
bool isEmit = false;
bool isInterpolate = false;
Matrix mtx = Matrix.Identity;
Vector3 vGravDir = Vector3.Zero;
bool isUv = false;
Vector2 uv1 = Vector2.Zero;
Vector2 uv2 = Vector2.Zero;
// If the changeTime is false, no update
if (changeTime == false) return;
else if (changeTime ) changeTime = false;
time = (float)renderTracer.GameTime.ElapsedGameTime.TotalSeconds;
emitInterval -= time;
if (isStopping == false && emitInterval <= 0.0f)
{
// New particle object emit
isEmit = true;
emitInterval = Info.EmitInterval;
}
mtx = this.TransformedMatrix * renderTracer.View;
mtx = Helper3D.Transpose(mtx);
// Calculate gravity direction
vGravDir = Vector3.TransformNormal(globalGravityDirection, mtx );
for (int i = 0; i < Info.MaxObjectCount; i++)
{
ParticleObject obj = particleObjectList[i];
isEnable = true;
isUv = false;
lifeTime = 0.0f;
// If the object state is deactivate
if (!obj.IsState(ParticleObject.States.Enable))
{
if ((isEmit ) && (emitCount < Info.EmitCount))
{
if (!((Info.Volatile ) &&
obj.IsState(ParticleObject.States.Fired)))
{
emitCount++;
// Emit a new particle object
EmitParticle(ref obj);
}
else
{
isEnable = false;
}
}
else
{
isEnable = false;
}
}
else
{
// If the object state is activate
obj.time += time;
lifeTime = obj.time * rObjectLifeTime;
if (lifeTime >= 1.0f)
{
// The object is finished
if ((isEmit ) && (Info.Volatile == false))
{
// Finished particle object is restarting!
emitCount++;
// Emit a new particle object
EmitParticle(ref obj);
lifeTime = 0.0f;
}
// Has to deactivate
else
{
obj.state &= ~((uint)ParticleObject.States.Enable);
isEnable = false;
}
}
}
if (isEnable == false)
{
switch (Info.ParticleType)
{
case ParticleInfo.ParticleObjectType.PointSprite:
{
scenePointSprite.SetObjectEnable(i, false);
}
break;
case ParticleInfo.ParticleObjectType.Sprite:
{
sceneSprite3D.SetObjectEnable(i, false);
}
break;
case ParticleInfo.ParticleObjectType.AnchorBillboard:
case ParticleInfo.ParticleObjectType.Billboard:
{
sceneBillboard.SetUpdateType(i, false);
}
break;
case ParticleInfo.ParticleObjectType.Scene:
{
sceneMesh.Enabled = false;
sceneMesh.Visible = false;
}
break;
}
}
else
{
float tempInterval = 0.0f;
isInterpolate = true;
aliveCount++;
//////////////////////////////////////////////////////////
// Position
obj.posInterval += time;
tempInterval = obj.posInterval;
if (tempInterval >= Info.PositionUpdateInterval)
{
int last = posArgCount - 1;
if (Info.PositionUpdateInterval < time)
{
tempInterval = obj.posInterval = time;
isInterpolate = false;
}
switch (Info.PositionFunc[last])
{
case ParticleInfo.FuncType.Constant:
{
obj.posArg[last] = Info.PositionInit[last];
}
break;
case ParticleInfo.FuncType.Sin:
{
obj.posArg[last] =
(float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
Info.PositionFactor[last];
}
break;
case ParticleInfo.FuncType.Cos:
{
obj.posArg[last] =
(float)Math.Cos(MathHelper.PiOver2 * lifeTime) *
Info.PositionFactor[last];
}
break;
case ParticleInfo.FuncType.Rnd:
{
obj.posArg[last] = HelperMath.RandomNormal2();
}
break;
case ParticleInfo.FuncType.Table:
{
KeyFrameTable table = Info.PositionTable[last];
obj.posArg[last] = table.GetKeyFrame(lifeTime,
positionInterpolate);
}
break;
}
obj.posArg[last] *= obj.posRandom;
if (last == 1)
{
// Accelation...v = v0 + at
obj.posArg[0] += obj.posArg[1] * tempInterval;
}
if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Clamp))
{
obj.posArg[0] = MathHelper.Clamp(obj.posArg[0],
Info.PositionMin,
Info.PositionMax);
}
// Move distance...s = vt
s = obj.posArg[0] * tempInterval;
// Calculate move amount
dir = obj.emitDir * s;
// Applies acceleration of gravity
if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Gravity))
{
float _fact = globalGravityFactor * (obj.mass *
(tempInterval * tempInterval));
obj.gravity += vGravDir * _fact;
dir += obj.gravity;
}
obj.targetPos = obj.pos[0] + dir;
obj.startPos = obj.pos[0];
obj.posInterval -= Info.PositionUpdateInterval;
}
// If random type
if (Info.IsPositionStyle(ParticleInfo.ParamStyles.Random))
{
obj.posRandomInterval -= time;
if (obj.posRandomInterval <= 0.0f)
{
Vector3 rndVec = HelperMath.RandomVector2();
rndVec *= Info.PositionRandomFactor;
obj.targetPos += rndVec;
obj.posRandomInterval = Info.PositionRandomInterval;
}
}
// Trace to position
if (Info.ParticleType == ParticleInfo.ParticleObjectType.Billboard)
{
obj.pos[1] = obj.pos[0];
}
// Position interpolate
if (isInterpolate)
{
obj.pos[0] = Vector3.Lerp(obj.startPos, obj.targetPos,
(obj.posInterval * posRinterval));
}
else
{
obj.pos[0] = obj.targetPos;
}
//////////////////////////////////////////////////////////
// Scale
isInterpolate = true;
obj.scaleInterval += time;
tempInterval = obj.scaleInterval;
if (tempInterval >= Info.ScaleUpdateInterval)
{
int last = scaleArgCount - 1;
if (Info.ScaleUpdateInterval < time)
{
tempInterval = obj.scaleInterval = time;
isInterpolate = false;
}
switch (Info.ScaleFunc[last])
{
case ParticleInfo.FuncType.Constant:
{
obj.scaleArg[last] = Info.ScaleInit[last];
}
break;
case ParticleInfo.FuncType.Sin:
{
obj.scaleArg[last] =
(float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
Info.ScaleFactor[last];
}
break;
case ParticleInfo.FuncType.Cos:
{
obj.scaleArg[last] =
(float)Math.Cos(MathHelper.PiOver2 * lifeTime) *
Info.ScaleFactor[last];
}
break;
case ParticleInfo.FuncType.Rnd:
{
obj.scaleArg[last] = HelperMath.RandomNormal2();
}
break;
case ParticleInfo.FuncType.Table:
{
KeyFrameTable table = Info.ScaleTable[last];
obj.scaleArg[last] = table.GetKeyFrame(lifeTime,
scaleInterpolate);
}
break;
}
// Applies random value
obj.scaleArg[last] *= obj.scaleRandom;
if( last == 1)
obj.scaleArg[0] += obj.scaleArg[1] * tempInterval;
if (Info.IsScaleStyle(ParticleInfo.ParamStyles.Clamp))
{
obj.scaleArg[0] = MathHelper.Clamp(obj.scaleArg[0],
Info.ScaleMin, Info.ScaleMax);
}
obj.targetScale = Info.ScaleMask * obj.scaleArg[0];
// back up the previous scale value
obj.startScale = obj.scale;
obj.scaleInterval -= Info.ScaleUpdateInterval;
}
if (isInterpolate)
{
obj.scale = Vector3.Lerp(obj.startScale, obj.targetScale,
(obj.scaleInterval * scaleRinterval));
}
else
{
obj.scale = obj.targetScale;
}
//////////////////////////////////////////////////////////
// Rotation
if( enableRotate)
{
switch(Info.RotateFunc)
{
case ParticleInfo.FuncType.None:
{
obj.rotateArg = 0.0f;
}
break;
case ParticleInfo.FuncType.Constant:
{
obj.rotateArg = Info.RotateInit * time;
}
break;
case ParticleInfo.FuncType.Sin:
{
obj.rotateArg =
(float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
Info.RotateFactor;
}
break;
case ParticleInfo.FuncType.Cos:
{
obj.rotateArg =
(float)Math.Sin(MathHelper.PiOver2 * lifeTime) *
Info.RotateFactor;
}
break;
case ParticleInfo.FuncType.Rnd:
{
obj.rotateArg = HelperMath.RandomNormal2();
}
break;
case ParticleInfo.FuncType.Table:
{
KeyFrameTable table = Info.RotateTable;
obj.rotateArg = table.GetKeyFrame(lifeTime,
KeyFrameTable.Interpolation.Lerp);
}
break;
}
obj.rotateAccm += obj.rotateArg * obj.rotateRandom;
}
//////////////////////////////////////////////////////////
// Color
{
byte r = obj.color.R;
byte g = obj.color.G;
byte b = obj.color.B;
byte a = obj.color.A;
if (!Info.IsColorStyle(ParticleInfo.ParamStyles.Random) ||
obj.IsState(ParticleObject.States.FirstTime))
{
switch (Info.RgbFunc)
{
case ParticleInfo.FuncType.Constant:
{
r = Info.RgbInitValue.R;
g = Info.RgbInitValue.G;
b = Info.RgbInitValue.B;
}
break;
case ParticleInfo.FuncType.Table:
{
float rt = 0.0f;
if (Info.IsColorStyle(
ParticleInfo.ParamStyles.Random))
{
rt = HelperMath.RandomNormal();
}
else
{
rt = lifeTime;
}
r = (byte)Info.Rtable.GetKeyFrame(rt,
colorInterpolate);
g = (byte)Info.Gtable.GetKeyFrame(rt,
colorInterpolate);
b = (byte)Info.Btable.GetKeyFrame(rt,
colorInterpolate);
}
break;
default:
{
r = 255;
g = 255;
b = 255;
}
break;
}
}
float alpha = 255f;
switch (Info.AlphaFunc)
{
case ParticleInfo.FuncType.Constant:
alpha = (float)Info.AlphaInit;
break;
case ParticleInfo.FuncType.Sin:
alpha = 255f * (float)Math.Sin(
MathHelper.PiOver2 * lifeTime);
break;
case ParticleInfo.FuncType.Cos:
alpha = 255f * (float)Math.Cos(
MathHelper.PiOver2 * lifeTime);
break;
case ParticleInfo.FuncType.Table:
alpha = Info.Atable.GetKeyFrame(lifeTime,
colorInterpolate);
break;
default:
alpha = 255f;
break;
}
a = (byte)alpha;
obj.color = new Color(r, g, b, a);
}
//////////////////////////////////////////////////////////
// TextureSequence
if (textureSequence != null)
{
obj.textureSequenceInterval -= time;
// Calculate texture sequence
if( (obj.textureSequenceInterval <= 0.0f) &&
((textureSequence.IsFixedFrameMode == false) ||
(obj.IsState( ParticleObject.States.FirstTime))))
{
obj.textureSequenceInterval = textureSequence.StaticInterval;
textureSequence.GetUV(obj.time, out uv1, out uv2);
isUv = true;
}
}
switch (Info.ParticleType)
{
case ParticleInfo.ParticleObjectType.PointSprite:
{
scenePointSprite.SetObjectEnable(i, true);
scenePointSprite.SetCenter(i, obj.pos[0]);
scenePointSprite.SetSize(i, obj.scale.X, obj.scale.Y);
scenePointSprite.SetColor(i, obj.color);
if (isUv)
scenePointSprite.SetTextureCoord(i, uv1, uv2);
}
break;
case ParticleInfo.ParticleObjectType.Sprite:
{
sceneSprite3D.SetObjectEnable(i, true);
sceneSprite3D.SetCenter(i, obj.pos[0]);
sceneSprite3D.SetSize(i, obj.scale.X, obj.scale.Y);
sceneSprite3D.SetColor(i, obj.color);
sceneSprite3D.SetRotation(i, obj.rotateAccm);
if (isUv)
sceneSprite3D.SetTextureCoord(i, uv1, uv2);
}
break;
case ParticleInfo.ParticleObjectType.Billboard:
{
Vector3 diff = Vector3.Zero;
diff = obj.pos[0] - obj.pos[1];
diff *= Info.ScaleBillboardFactor;
diff += obj.pos[0];
sceneBillboard.SetUpdateType(i, true);
sceneBillboard.SetStart(i, obj.pos[0]);
sceneBillboard.SetEnd(i, diff);
sceneBillboard.SetSize(i, obj.scale.Y);
sceneBillboard.SetColor(i, obj.color);
if(isUv)
sceneBillboard.SetTextureCoord(i, uv1, uv2);
}
break;
case ParticleInfo.ParticleObjectType.AnchorBillboard:
{
sceneBillboard.SetUpdateType(i, true);
sceneBillboard.SetStart(i, obj.pos[1]);
sceneBillboard.SetEnd(i, obj.pos[0]);
sceneBillboard.SetSize(i, obj.scale.Y);
sceneBillboard.SetColor(i, obj.color);
if (isUv)
sceneBillboard.SetTextureCoord(i, uv1, uv2);
}
break;
case ParticleInfo.ParticleObjectType.Scene:
{
sceneMesh.Enabled = true;
sceneMesh.Visible = true;
// Rotation
Matrix localTransform = Matrix.CreateFromAxisAngle(
obj.rotateDir, obj.rotateAccm);
// Scale
localTransform = Helper3D.PostScale(localTransform,
obj.scale);
// Position
localTransform.Translation = obj.pos[0];
// Set transform
sceneMesh.WorldTransform = localTransform *
sceneMesh.WorldTransform;
}
break;
}
}
obj.state &= ~((uint)ParticleObject.States.FirstTime);
}
if (isStopping && aliveCount == 0)
{
// Particle disabled
SetSceneEnable(false);
}
}
}
#endregion
}