📄 ogrecylinderemitter.cpp
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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright ) 2002 Tels <http://bloodgate.com> based on EllipsoidEmitter
Also see acknowledgements in Readme.html
This program 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 of the License, or (at your option) any later
version.
This program 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 program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#include "OgreCylinderEmitter.h"
#include "OgreParticle.h"
#include "OgreQuaternion.h"
#include "OgreException.h"
#include "OgreStringConverter.h"
/* Implements an Emitter whose emitting points all lie inside a cylinder.
*/
namespace Ogre {
//-----------------------------------------------------------------------
CylinderEmitter::CylinderEmitter()
{
initDefaults("Cylinder");
}
//-----------------------------------------------------------------------
void CylinderEmitter::_initParticle(Particle* pParticle)
{
Real x, y, z;
// Call superclass
AreaEmitter::_initParticle(pParticle);
// 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)
{
/* ClearSpace not yet implemeted
*/
// three random values for one random point in 3D space
x = Math::SymmetricRandom();
y = Math::SymmetricRandom();
z = Math::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 ( x*x + y*y <= 1)
{
break; // found one valid point inside
}
}
// scale the found point to the cylinder's size and move it
// relatively to the center of the emitter point
pParticle->mPosition = mPosition +
+ x * mXRange + y * mYRange + z * mZRange;
// Generate complex data by reference
genEmissionColour(pParticle->mColour);
genEmissionDirection(pParticle->mDirection);
genEmissionVelocity(pParticle->mDirection);
// Generate simpler data
pParticle->mTimeToLive = pParticle->mTotalTimeToLive = genEmissionTTL();
}
}
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