当前位置: 首页>>代码示例>>C++>>正文


C++ ParticleEmitter::setPosition方法代码示例

本文整理汇总了C++中ParticleEmitter::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleEmitter::setPosition方法的具体用法?C++ ParticleEmitter::setPosition怎么用?C++ ParticleEmitter::setPosition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ParticleEmitter的用法示例。


在下文中一共展示了ParticleEmitter::setPosition方法的9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: updateTerrain

/** If necessary defines a new particle type for the terrain emitter. Then 
 *  adjusts the location of the terrain emitter to be in synch with the 
 *  current wheel position, and defines the emission rate depending on speed,
 *  steering, and skidding.
 *  \param pk Particle type to use.
 */
void KartGFX::updateTerrain(const ParticleKind *pk)
{
   ParticleEmitter *pe = m_all_emitters[KGFX_TERRAIN];
    if(!pe) return;

    pe->setParticleType(pk);
 
    const btWheelInfo &wi = m_kart->getVehicle()
                                  ->getWheelInfo(2+m_wheel_toggle);
    Vec3 xyz = wi.m_raycastInfo.m_contactPointWS;
    // FIXME: the X and Z position is not always accurate.
    xyz.setX(xyz.getX()+ 0.06f * (m_wheel_toggle ? +1 : -1));
    xyz.setZ(xyz.getZ()+0.06f);
    pe->setPosition(xyz);

    // Now compute the particle creation rate:
    float rate           = 0;
    const float speed    = fabsf(m_kart->getSpeed());
    const float skidding = m_kart->getSkidding()->getSkidFactor();
    // Only create particles when the kart is actually on ground
    bool on_ground       = m_kart->isOnGround() &&
                           m_kart->getSkidding()->getGraphicalJumpOffset()==0;
    if (skidding > 1.0f && on_ground)
        rate = fabsf(m_kart->getControls().m_steer) > 0.8 ? skidding - 1 : 0;
    else if (speed >= 0.5f && on_ground)
        rate = speed/m_kart->getKartProperties()->getMaxSpeed();
    else
    {
        pe->setCreationRateAbsolute(0);
        return;
    }
    // m_skidding can be > 2, and speed > maxSpeed (if powerups are used).
    if(rate>1.0f) rate = 1.0f;
    pe->setCreationRateRelative(rate);
}   // updateTerrain
开发者ID:kiennguyen1994,项目名称:game-programming-cse-hcmut-2012,代码行数:41,代码来源:kart_gfx.cpp

示例2: setXYZ

/** Defines the new position of the specified emitter.
 *  \param type The emitter to set a new position for.
 *  \param xyz The new position of the emitter.
 */
void KartGFX::setXYZ(const KartGFXType type, const Vec3 &xyz)
{
#ifndef SERVER_ONLY
    ParticleEmitter *pe = m_all_emitters[KGFX_TERRAIN];
    if(!pe) return;
    pe->setPosition(xyz);
#endif
}   // setXYZ
开发者ID:nado,项目名称:stk-code,代码行数:12,代码来源:kart_gfx.cpp

示例3: UpdateWeather

void CScene::UpdateWeather(Camera* cam, float mul)
{
	const Vector3& pos = cam->getPosition(), dir = cam->getDirection();
	static Vector3 oldPos = Vector3::ZERO;

	Vector3 vel = (pos-oldPos) * app->mWindow->getLastFPS();  oldPos = pos;
	Vector3 par = pos + dir * 12.f + vel * 0.6f;

	if (pr && sc->rainEmit > 0)
	{
		ParticleEmitter* pe = pr->getEmitter(0);
		pe->setPosition(par);
		pe->setEmissionRate(mul * sc->rainEmit);
	}
	if (pr2 && sc->rain2Emit > 0)
	{
		ParticleEmitter* pe = pr2->getEmitter(0);
		pe->setPosition(par);
		pe->setEmissionRate(mul * sc->rain2Emit);
	}
}
开发者ID:Mixone-FinallyHere,项目名称:stuntrally,代码行数:21,代码来源:Sky.cpp

示例4: _applyMotion

void ParticleSystem::_applyMotion(Real timeElapsed)
{
    ActiveParticleList::iterator i, itEnd;
    Particle* pParticle;
    ParticleEmitter* pParticleEmitter;
    itEnd = mActiveParticles.end();
    for (i = mActiveParticles.begin(); i != itEnd; ++i)
    {
        pParticle = static_cast<Particle*>(*i);
        pParticle->position += (pParticle->direction * timeElapsed);

	    if (pParticle->particleType == Particle::Emitter)
	    {
	        // If it is an emitter, the emitter position must also be updated
	        // Note, that position of the emitter becomes a position in worldspace if mLocalSpace is set 
	        // to false (will this become a problem?)
	        pParticleEmitter = static_cast<ParticleEmitter*>(*i);
	        pParticleEmitter->setPosition(pParticle->position);
	    }
    }

    // Notify renderer
    mRenderer->_notifyParticleMoved(mActiveParticles);
}
开发者ID:26597925,项目名称:3DHome,代码行数:24,代码来源:SE_ParticleSystem.cpp

示例5: setXYZ

/** Defines the new position of the specified emitter.
 *  \param type The emitter to set a new position for.
 *  \param xyz The new position of the emitter.
 */
void KartGFX::setXYZ(const KartGFXType type, const Vec3 &xyz)
{
    ParticleEmitter *pe = m_all_emitters[KGFX_TERRAIN];
    if(!pe) return;
    pe->setPosition(xyz);
}   // setXYZ
开发者ID:kiennguyen1994,项目名称:game-programming-cse-hcmut-2012,代码行数:10,代码来源:kart_gfx.cpp

示例6: create


//.........这里部分代码省略.........
    const char* texturePath = sprite->getString("path");
    if (!texturePath || strlen(texturePath) == 0)
    {
        GP_ERROR("Failed to load particle emitter: required image file path ('path') is missing.");
        return NULL;
    }

    const char* blendingString = sprite->getString("blending");
    TextureBlending textureBlending = getTextureBlendingFromString(blendingString);
    int spriteWidth = sprite->getInt("width");
    int spriteHeight = sprite->getInt("height");
    bool spriteAnimated = sprite->getBool("animated");
    bool spriteLooped = sprite->getBool("looped");
    int spriteFrameCount = sprite->getInt("frameCount");
    int spriteFrameRandomOffset = sprite->getInt("frameRandomOffset");
    float spriteFrameDuration = sprite->getFloat("frameDuration");

    // Emitter properties.
    unsigned int particleCountMax = (unsigned int)properties->getInt("particleCountMax");
    if (particleCountMax == 0)
    {
        // Set sensible default.
        particleCountMax = PARTICLE_COUNT_MAX;
    }

    unsigned int emissionRate = (unsigned int)properties->getInt("emissionRate");
    if (emissionRate == 0)
    {
        emissionRate = PARTICLE_EMISSION_RATE;
    }

    bool ellipsoid = properties->getBool("ellipsoid");
    float sizeStartMin = properties->getFloat("sizeStartMin");
    float sizeStartMax = properties->getFloat("sizeStartMax");
    float sizeEndMin = properties->getFloat("sizeEndMin");
    float sizeEndMax = properties->getFloat("sizeEndMax");
    long energyMin = properties->getLong("energyMin");
    long energyMax = properties->getLong("energyMax");

    Vector4 colorStart;
    Vector4 colorStartVar;
    Vector4 colorEnd;
    Vector4 colorEndVar;
    properties->getVector4("colorStart", &colorStart);
    properties->getVector4("colorStartVar", &colorStartVar);
    properties->getVector4("colorEnd", &colorEnd);
    properties->getVector4("colorEndVar", &colorEndVar);

    Vector3 position;
    Vector3 positionVar;
    Vector3 velocity;
    Vector3 velocityVar;
    Vector3 acceleration;
    Vector3 accelerationVar;
    Vector3 rotationAxis;
    Vector3 rotationAxisVar;
    properties->getVector3("position", &position);
    properties->getVector3("positionVar", &positionVar);
    properties->getVector3("velocity", &velocity);
    properties->getVector3("velocityVar", &velocityVar);
    properties->getVector3("acceleration", &acceleration);
    properties->getVector3("accelerationVar", &accelerationVar);
    float rotationPerParticleSpeedMin = properties->getFloat("rotationPerParticleSpeedMin");
    float rotationPerParticleSpeedMax = properties->getFloat("rotationPerParticleSpeedMax");
    float rotationSpeedMin = properties->getFloat("rotationSpeedMin");
    float rotationSpeedMax = properties->getFloat("rotationSpeedMax");
    properties->getVector3("rotationAxis", &rotationAxis);
    properties->getVector3("rotationAxisVar", &rotationAxisVar);
    bool orbitPosition = properties->getBool("orbitPosition");
    bool orbitVelocity = properties->getBool("orbitVelocity");
    bool orbitAcceleration = properties->getBool("orbitAcceleration");

    // Apply all properties to a newly created ParticleEmitter.
    ParticleEmitter* emitter = ParticleEmitter::create(texturePath, textureBlending, particleCountMax);
    if (!emitter)
    {
        GP_ERROR("Failed to create particle emitter.");
        return NULL;
    }
    emitter->setEmissionRate(emissionRate);
    emitter->setEllipsoid(ellipsoid);
    emitter->setSize(sizeStartMin, sizeStartMax, sizeEndMin, sizeEndMax);
    emitter->setEnergy(energyMin, energyMax);
    emitter->setColor(colorStart, colorStartVar, colorEnd, colorEndVar);
    emitter->setPosition(position, positionVar);
    emitter->setVelocity(velocity, velocityVar);
    emitter->setAcceleration(acceleration, accelerationVar);
    emitter->setRotationPerParticle(rotationPerParticleSpeedMin, rotationPerParticleSpeedMax);
    emitter->setRotation(rotationSpeedMin, rotationSpeedMax, rotationAxis, rotationAxisVar);

    emitter->setSpriteAnimated(spriteAnimated);
    emitter->setSpriteLooped(spriteLooped);
    emitter->setSpriteFrameRandomOffset(spriteFrameRandomOffset);
    emitter->setSpriteFrameDuration(spriteFrameDuration);
    emitter->setSpriteFrameCoords(spriteFrameCount, spriteWidth, spriteHeight);

    emitter->setOrbit(orbitPosition, orbitVelocity, orbitAcceleration);

    return emitter;
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:101,代码来源:ParticleEmitter.cpp

示例7: _executeTriggerEmitters

void ParticleSystem::_executeTriggerEmitters(ParticleEmitter* emitter, unsigned requested, Real timeElapsed)
{
    ParticleAffectorList::iterator itAff, itAffEnd;
    Real timePoint = 0.0f;

    // avoid any divide by zero conditions
    if (!requested) 
    {
	return;
    }

    Real timeInc = timeElapsed / requested;

    for (unsigned int j = 0; j < requested; ++j)
    {
	// Create a new particle & init using emitter
	// The particle is a visual particle if the emit_emitter property of the emitter isn't set 
	Particle* p = 0;
	String	emitterName = emitter->getEmittedEmitter();
	if (emitterName == "")
        {
	    p = createParticle();
        }
	else
        {
	    p = createEmitterParticle(emitterName);
        }

	// Only continue if the particle was really created (not null)
	if (!p)
        {
	    return;
        }

	emitter->_initParticle(p);

	// apply partial frame motion to this particle
        p->position += (p->direction * timePoint);

	// apply particle initialization by the affectors
	itAffEnd = mAffectors.end();
	for (itAff = mAffectors.begin(); itAff != itAffEnd; ++itAff)
        {
	    (*itAff)->_initParticle(p);
        }

	// Increment time fragment
	timePoint += timeInc;

	if (p->particleType == Particle::Emitter)
	{
	    // If the particle is an emitter, the position on the emitter side must also be initialised
	    // Note, that position of the emitter becomes a position in worldspace if mLocalSpace is set 
	    // to false (will this become a problem?)
	    ParticleEmitter* pParticleEmitter = static_cast<ParticleEmitter*>(p);
	    pParticleEmitter->setPosition(p->position);
	}

        // Notify renderer
        mRenderer->_notifyParticleEmitted(p);
    }
}
开发者ID:26597925,项目名称:3DHome,代码行数:62,代码来源:SE_ParticleSystem.cpp

示例8: Update

//-------------------------------------------------------------------------------------------------------
//  Update
//-------------------------------------------------------------------------------------------------------
void CarModel::Update(PosInfo& posInfo, PosInfo& posInfoCam, float time)
{	
	pReflect->camPosition = pMainNode->getPosition();
	int w,i;
	
	//  upd chk mtr
	if (bChkUpd && entNextChk)
	{
		MaterialPtr mtr = MaterialManager::getSingleton().getByName(sChkMtr);
		if (!mtr.isNull())
			entNextChk->setMaterial(mtr);
	}

	//  stop/resume par sys
	float fa = pGame->pause ? 0.f : 1.f;
	for (w=0; w < numWheels; ++w)
	{
		for (i=0; i < PAR_ALL; ++i)
			if (par[i][w])  par[i][w]->setSpeedFactor(fa);
		if (w < PAR_BOOST && parBoost[w])  parBoost[w]->setSpeedFactor(fa);
		if (parHit)  parHit->setSpeedFactor(fa);
	}
	for (w=0; w < PAR_THRUST*2; ++w)
		if (parThrust[w])  parThrust[w]->setSpeedFactor(fa);


	if (!posInfo.bNew)  return;  // new only ?
	posInfo.bNew = false;
	/// dont get anything from pCar or car.dynamics here
	/// all must be read from posInfo (it is filled from vdrift car or from replay)
	
	if (!pMainNode)  return;

	//  set car pos and rot
	pMainNode->setPosition(posInfo.pos);
	if (vtype == V_Sphere)
		pMainNode->setOrientation(Quaternion(Quaternion(Degree(-posInfo.hov_roll),Vector3::UNIT_Y)));
	else
	if (vtype == V_Spaceship)  // roll  vis only
		pMainNode->setOrientation(posInfo.rot * Quaternion(Degree(posInfo.hov_roll),Vector3::UNIT_X));
	else
		pMainNode->setOrientation(posInfo.rot);
	
	///()  grass sphere pos
	Vector3 vx(1,0,0);  // car x dir
	vx = posInfo.rot * vx * 1.1;  //par
	posSph[0] = posInfo.pos + vx;  posSph[0].y += 0.5f;
	posSph[1] = posInfo.pos - vx;  posSph[1].y += 0.5f;
	if (ndSph)  // sph test
	{	ndSph->setPosition(posSph[0]);
		ndSph->setScale(Vector3::UNIT_SCALE * 1.7 *2/0.6f);  //par
	}

	//  set camera view
	if (fCam)
	{	fCam->Apply(posInfoCam);
		
		///~~  camera in fluid fog, detect and compute
		iCamFluid = -1;  fCamFl = 0.f;  // none
		const size_t sf = sc->fluids.size();
		if (sf > 0  && pSet->game.local_players == 1)
		{
			const Vector3& p = posInfo.camPos;
			const float r = 0.2f;  //par, near cam?
			
			//  check if any fluid box overlaps camera pos sphere
			bool srch = true;  size_t f = 0;
			while (srch && f < sf)
			{
				const FluidBox& fb = sc->fluids[f];
				const Vector3& fp = fb.pos;
				Vector3 fs = fb.size;  fs.x *= 0.5f;  fs.z *= 0.5f;
				
				bool inFl =  //  p +r   -fs fp +fs  -r p
					p.y +r > fp.y - fs.y && p.y -r < fp.y &&
					p.x +r > fp.x - fs.x && p.x -r < fp.x + fs.x &&
					p.z +r > fp.z - fs.z && p.z -r < fp.z + fs.z;
				
				if (inFl)  // 1st only
				{	iCamFluid = f;  fCamFl = std::min(1.f, std::max(0.f, fp.y - p.y)) * 3.f;
					srch = false;  }
				++f;
			}
	}	}

	//  upd rotY for minimap
	if (vtype == V_Sphere)
		angCarY = posInfo.hov_roll * 180.f / PI_d + 180.f;
	else
	{	Quaternion q = posInfo.rot * Quaternion(Degree(90),Vector3(0,1,0));
		angCarY = q.getYaw().valueDegrees() + 90.f;
	}
	
	//  brake state
	#ifndef CAR_PRV
	bool braking = posInfo.braking > 0;
	if (bBraking != braking)
//.........这里部分代码省略.........
开发者ID:Mixone-FinallyHere,项目名称:stuntrally,代码行数:101,代码来源:CarModel_Update.cpp

示例9: controlEvent

void ParticlesGame::controlEvent(Control* control, EventType evt)
{
    std::string id = control->getId();

    // Handle UI events.
    ParticleEmitter* emitter = _particleEmitterNode->getParticleEmitter();
    switch(evt)
    {
    case Listener::VALUE_CHANGED:
        if (control == _startRed)
        {
            Vector4 startColor = emitter->getColorStart();
            startColor.x = _startRed->getValue();
            emitter->setColor(startColor, emitter->getColorStartVariance(), emitter->getColorEnd(), emitter->getColorEndVariance());
        }
        else if (control == _startGreen)
        {
            Vector4 startColor = emitter->getColorStart();
            startColor.y = _startGreen->getValue();
            emitter->setColor(startColor, emitter->getColorStartVariance(), emitter->getColorEnd(), emitter->getColorEndVariance());
        }
        else if (control == _startBlue)
        {
            Vector4 startColor = emitter->getColorStart();
            startColor.z = _startBlue->getValue();
            emitter->setColor(startColor, emitter->getColorStartVariance(), emitter->getColorEnd(), emitter->getColorEndVariance());
        }
        else if (control == _startAlpha)
        {
            Vector4 startColor = emitter->getColorStart();
            startColor.w = _startAlpha->getValue();
            emitter->setColor(startColor, emitter->getColorStartVariance(), emitter->getColorEnd(), emitter->getColorEndVariance());
        }
        else if (control == _endRed)
        {
            Vector4 endColor = emitter->getColorEnd();
            endColor.x = _endRed->getValue();
            emitter->setColor(emitter->getColorStart(), emitter->getColorStartVariance(), endColor, emitter->getColorEndVariance());
        }
        else if (control == _endGreen)
        {
            Vector4 endColor = emitter->getColorEnd();
            endColor.y = _endGreen->getValue();
            emitter->setColor(emitter->getColorStart(), emitter->getColorStartVariance(), endColor, emitter->getColorEndVariance());
        }
        else if (control == _endBlue)
        {
            Vector4 endColor = emitter->getColorEnd();
            endColor.z = _endBlue->getValue();
            emitter->setColor(emitter->getColorStart(), emitter->getColorStartVariance(), endColor, emitter->getColorEndVariance());
        }
        else if (control == _endAlpha)
        {
            Vector4 endColor = emitter->getColorEnd();
            endColor.w = _endAlpha->getValue();
            emitter->setColor(emitter->getColorStart(), emitter->getColorStartVariance(), endColor, emitter->getColorEndVariance());
        }
        else if (control == _startMin)
        {
            emitter->setSize(_startMin->getValue(), emitter->getSizeStartMax(), emitter->getSizeEndMin(), emitter->getSizeEndMax());
        }
        else if (control == _startMax)
        {
            emitter->setSize(emitter->getSizeStartMin(), _startMax->getValue(), emitter->getSizeEndMin(), emitter->getSizeEndMax());
        }
        else if (control == _endMin)
        {
            emitter->setSize(emitter->getSizeStartMin(), emitter->getSizeStartMax(), _endMin->getValue(), emitter->getSizeEndMax());
        }
        else if (control == _endMax)
        {
            emitter->setSize(emitter->getSizeStartMin(), emitter->getSizeStartMax(), emitter->getSizeEndMin(), _endMax->getValue());
        }
        else if (control == _energyMin)
        {
            emitter->setEnergy(_energyMin->getValue(), emitter->getEnergyMax());
        }
        else if (control == _energyMax)
        {
            emitter->setEnergy(emitter->getEnergyMin(), _energyMax->getValue());
        }
        else if (control == _emissionRate)
        {
            emitter->setEmissionRate(_emissionRate->getValue());
        }
        else if (id == "posX")
        {
            Vector3 pos(emitter->getPosition());
            pos.x = ((Slider*)control)->getValue();
            emitter->setPosition(pos, emitter->getPositionVariance());
        }
        else if (id == "posY")
        {
            Vector3 pos(emitter->getPosition());
            pos.y = ((Slider*)control)->getValue();
            emitter->setPosition(pos, emitter->getPositionVariance());
        }
        else if (id == "posZ")
        {
            Vector3 pos(emitter->getPosition());
//.........这里部分代码省略.........
开发者ID:Divoo,项目名称:GamePlay,代码行数:101,代码来源:ParticlesGame.cpp


注:本文中的ParticleEmitter::setPosition方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。