本文整理汇总了C++中ParticleEmitter::setParticleVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleEmitter::setParticleVelocity方法的具体用法?C++ ParticleEmitter::setParticleVelocity怎么用?C++ ParticleEmitter::setParticleVelocity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ParticleEmitter
的用法示例。
在下文中一共展示了ParticleEmitter::setParticleVelocity方法的4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: updateVisuals
void Turboprop::updateVisuals(RoR::GfxActor* gfx_actor)
{
RoR::GfxActor::NodeData* node_buf = gfx_actor->GetSimNodeBuffer();
//smoke
if (smokeNode)
{
smokeNode->setPosition(node_buf[nodeback].AbsPosition);
ParticleEmitter* emit = smokePS->getEmitter(0);
Vector3 dir = node_buf[nodeback].AbsPosition - node_buf[noderef].AbsPosition;
emit->setDirection(dir);
emit->setParticleVelocity(propwash - propwash / 10, propwash + propwash / 10);
if (!failed)
{
if (ignition)
{
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.03 + throtle * 0.05));
emit->setTimeToLive((0.03 + throtle * 0.05) / 0.1);
}
else
{
emit->setEnabled(false);
}
}
else
{
emit->setDirection(Vector3(0, 1, 0));
emit->setParticleVelocity(5, 9);
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.1));
emit->setTimeToLive(0.1 / 0.1);
}
}
#ifdef USE_ANGELSCRIPT
if (failed != failedold)
{
TRIGGER_EVENT(SE_TRUCK_ENGINE_FIRE, trucknum);
failedold = failed;
}
#endif
}
示例2: Update
//.........这里部分代码省略.........
// update particle emitters
if (pSet->particles && pCar)
{
// boost
for (i=0; i < PAR_BOOST; ++i) if (parBoost[i])
{
/// <><> damage reduce
float dmg = pCar->dynamics.fDamage >= 80.f ? 0.f : std::max(0.f, 1.4f - pCar->dynamics.fDamage*0.01f);
float emitB = posInfo.fboost * 40.f * dmg; // par
ParticleEmitter* pe = parBoost[i]->getEmitter(0);
pe->setEmissionRate(emitB);
}
// spaceship thrusters
for (i=0; i < PAR_THRUST*2; ++i) if (parThrust[i])
{
float dmg = 1.f - 0.5f * pCar->dynamics.fDamage*0.01f;
float emitT = posInfo.hov_throttle * 60.f * dmg; // par
ParticleEmitter* pe = parThrust[i]->getEmitter(0);
pe->setEmissionRate(emitT);
}
}
// world hit
if (parHit)
{ ParticleEmitter* pe = parHit->getEmitter(0);
if (posInfo.fHitTime > 0.f && pSet->particles)
{
pe->setPosition(posInfo.vHitPos);
pe->setDirection(posInfo.vHitNorm);
pe->setEmissionRate(pSet->particles_len * std::min(160.f, posInfo.fParIntens) * posInfo.fHitTime);
pe->setParticleVelocity(posInfo.fParVel);
}else
pe->setEmissionRate(0.f);
}
// wheels ------------------------------------------------------------------------
const float trlH = sc->ter ? 0.90f : 0.76f; // vdr needs up (ter bumps), no ter ..get from wheel contact ?rpl
for (w=0; w < numWheels; ++w)
{
float wR = whRadius[w];
#ifdef CAM_TILT_DBG // cam debug test only
if (fCam)
ndWh[w]->setPosition(fCam->posHit[w]);
ndWh[w]->setScale(0.5f*Vector3::UNIT_SCALE);
#else
ndWh[w]->setPosition(posInfo.whPos[w]);
#endif
ndWh[w]->setOrientation(posInfo.whRot[w]);
/// Update particles and trails
if (isGhostTrk())
continue; // doesnt have any
int whMtr = posInfo.whTerMtr[w];
int whRd = posInfo.whRoadMtr[w];
bool pipe = whRd >= 30 && whRd < 60; //old: whRd == 2;
//todo: road,pipe 4mtr [whRd] layer params..
float whVel = posInfo.whVel[w] * 3.6f; //kmh
float slide = posInfo.whSlide[w], squeal = posInfo.whSqueal[w];
//LogO(" slide:"+fToStr(slide,3,5)+" squeal:"+fToStr(squeal,3,5));
float onGr = slide < 0.f ? 0.f : 1.f;
示例3: updateVisuals
void Turbojet::updateVisuals()
{
//nozzle
nzsnode->setPosition(nodes[nodeback].AbsPosition);
//build a local system
Vector3 laxis = nodes[nodefront].RelPosition - nodes[nodeback].RelPosition;
laxis.normalise();
Vector3 paxis = Plane(laxis, 0).projectVector(nodes[noderef].RelPosition - nodes[nodeback].RelPosition);
paxis.normalise();
Vector3 taxis = laxis.crossProduct(paxis);
Quaternion dir = Quaternion(laxis, paxis, taxis);
nzsnode->setOrientation(dir);
//afterburner
if (afterburner)
{
absnode->setVisible(true);
float flamelength = (afterburnthrust / 15.0) * (rpm / 100.0);
flamelength = flamelength * (1.0 + (((Real)rand() / (Real)RAND_MAX) - 0.5) / 10.0);
absnode->setScale(flamelength, radius * 2.0, radius * 2.0);
absnode->setPosition(nodes[nodeback].AbsPosition + dir * Vector3(-0.2, 0.0, 0.0));
absnode->setOrientation(dir);
}
else
absnode->setVisible(false);
//smoke
if (smokeNode)
{
smokeNode->setPosition(nodes[nodeback].AbsPosition);
ParticleEmitter* emit = smokePS->getEmitter(0);
ParticleEmitter* hemit = 0;
if (heathazePS)
hemit = heathazePS->getEmitter(0);
emit->setDirection(-axis);
emit->setParticleVelocity(exhaust_velocity);
if (hemit)
{
hemit->setDirection(-axis);
hemit->setParticleVelocity(exhaust_velocity);
}
if (!failed)
{
if (ignition)
{
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.02 + throtle * 0.03));
emit->setTimeToLive((0.02 + throtle * 0.03) / 0.1);
if (hemit)
{
hemit->setEnabled(true);
hemit->setTimeToLive((0.02 + throtle * 0.03) / 0.1);
}
}
else
{
emit->setEnabled(false);
if (hemit)
hemit->setEnabled(false);
}
}
else
{
emit->setDirection(Vector3(0, 1, 0));
emit->setParticleVelocity(7.0);
emit->setEnabled(true);
emit->setColour(ColourValue(0.0, 0.0, 0.0, 0.1));
emit->setTimeToLive(0.1 / 0.1);
if (hemit)
{
hemit->setDirection(Vector3(0, 1, 0));
hemit->setParticleVelocity(7.0);
hemit->setEnabled(true);
hemit->setTimeToLive(0.1 / 0.1);
}
}
}
}
示例4: update
void DustPool::update(float gspeed)
{
gspeed=fabs(gspeed);
for (int i=0; i<allocated; i++)
{
ParticleEmitter *emit = pss[i]->getEmitter(0);
Vector3 ndir = velocities[i];
Real vel = ndir.length();
ColourValue col = colours[i];
if (vel == 0)
vel += 0.0001;
ndir = ndir / vel;
emit->setEnabled(true);
if (types[i] != DUST_RIPPLE)
{
emit->setDirection(ndir);
emit->setParticleVelocity(vel);
sns[i]->setPosition(positions[i]);
}
if (types[i]==DUST_NORMAL)
{
ndir.y=0;
ndir=ndir/2.0;
col.a=(vel+(gspeed/10.0))*0.05;
emit->setTimeToLive((vel+(gspeed/10.0))*0.05/0.1);
}
else if (types[i]==DUST_CLUMP)
{
ndir=ndir/2.0;
if (ndir.y<0) ndir.y=-ndir.y;
col.a=1.0;
}
else if (types[i]==DUST_RUBBER)
{
ndir.y=0;
ndir=ndir/4.0;
col.a = vel*0.05;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.05/0.1);
}
else if (types[i]==DUST_SPARKS)
{
//ugh
}
else if (types[i]==DUST_VAPOUR)
{
emit->setParticleVelocity(vel/2.0);
col.a = rates[i] * 0.03;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(rates[i]*0.03/0.1);
}
else if (types[i]==DUST_DRIP)
{
emit->setEmissionRate(rates[i]);
}
else if (types[i]==DUST_SPLASH)
{
if (ndir.y<0)
ndir.y=-ndir.y/2.0;
emit->setDirection(ndir);
col.a = vel*0.05;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.05/0.1);
}
else if (types[i]==DUST_RIPPLE)
{
positions[i].y = gEnv->terrainManager->getWater()->getHeight() - 0.02;
sns[i]->setPosition(positions[i]);
col.a = vel*0.04;
col.b = 0.9;
col.g = 0.9;
col.r = 0.9;
emit->setTimeToLive(vel*0.04/0.1);
}
emit->setColour(col);
}
for (int i=allocated; i<size; i++)
//.........这里部分代码省略.........