本文整理汇总了C++中PUParticleSystem3D::getAffector方法的典型用法代码示例。如果您正苦于以下问题:C++ PUParticleSystem3D::getAffector方法的具体用法?C++ PUParticleSystem3D::getAffector怎么用?C++ PUParticleSystem3D::getAffector使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PUParticleSystem3D
的用法示例。
在下文中一共展示了PUParticleSystem3D::getAffector方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: handle
//-----------------------------------------------------------------------
void PUDoAffectorEventHandler::handle (PUParticleSystem3D* particleSystem, PUParticle3D* particle, float timeElapsed)
{
/** Search for the affector.
*/
PUParticleSystem3D* technique = 0;
PUAffector* affector = particleSystem->getAffector(_affectorName);
if (!affector)
{
// Search all techniques in this ParticleSystem for an affector with the correct name
PUParticleSystem3D* system = particleSystem->getParentParticleSystem();
auto children = system->getChildren();
for(auto iter : children)
{
technique = dynamic_cast<PUParticleSystem3D *>(iter);
if (technique){
affector = technique->getAffector(_affectorName);
if (affector)
{
break;
}
}
}
}
if (affector)
{
// Call the affector even if it has enabled set to 'false'.
if (_prePost)
{
affector->preUpdateAffector(timeElapsed);
affector->updatePUAffector(particle, timeElapsed);
affector->postUpdateAffector(timeElapsed);
}
else
{
affector->updatePUAffector(particle, timeElapsed);
}
}
}
示例2: handle
//-----------------------------------------------------------------------
void PUDoEnableComponentEventHandler::handle (PUParticleSystem3D* particleSystem, PUParticle3D* /*particle*/, float /*timeElapsed*/)
{
/** Search for the component.
*/
//ParticleTechnique* technique = 0;
switch (_componentType)
{
case CT_EMITTER:
{
PUEmitter* emitter = particleSystem->getEmitter(_componentName);
if (!emitter)
{
// Search all techniques in this ParticleSystem for an emitter with the correct name
PUParticleSystem3D* system = particleSystem->getParentParticleSystem();
if (system){
auto children = system->getChildren();
for(auto iter : children)
{
PUParticleSystem3D *child = dynamic_cast<PUParticleSystem3D *>(iter);
if (child){
emitter = child->getEmitter(_componentName);
if (emitter)
{
break;
}
}
}
}
}
if (emitter)
{
emitter->setEnabled(_componentEnabled);
}
}
break;
case CT_AFFECTOR:
{
PUAffector* affector = particleSystem->getAffector(_componentName);
if (!affector)
{
// Search all techniques in this ParticleSystem for an emitter with the correct name
PUParticleSystem3D* system = particleSystem->getParentParticleSystem();
if (system){
auto children = system->getChildren();
for(auto iter : children)
{
PUParticleSystem3D *child = dynamic_cast<PUParticleSystem3D *>(iter);
if (child){
affector = child->getAffector(_componentName);
if (affector)
{
break;
}
}
}
}
}
if (affector)
{
affector->setEnabled(_componentEnabled);
}
}
break;
case CT_OBSERVER:
{
PUObserver* observer = particleSystem->getObserver(_componentName);
if (!observer)
{
// Search all techniques in this ParticleSystem for an emitter with the correct name
PUParticleSystem3D* system = particleSystem->getParentParticleSystem();
if (system){
auto children = system->getChildren();
for(auto iter : children)
{
PUParticleSystem3D *child = dynamic_cast<PUParticleSystem3D *>(iter);
if (child){
observer = child->getObserver(_componentName);
if (observer)
{
break;
}
}
}
}
}
if (observer)
{
observer->setEnabled(_componentEnabled);
}
}
break;
case CT_TECHNIQUE:
{
// Search in this ParticleSystem for a technique with the correct name
PUParticleSystem3D* system = particleSystem->getParentParticleSystem();
if (system){
//.........这里部分代码省略.........