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C++ ParticleEmitter::setSize方法代码示例

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

ParticleEmitter* ParticleEmitter::create(Properties* properties)
{
    if (!properties || strcmp(properties->getNamespace(), "particle") != 0)
    {
        GP_ERROR("Properties object must be non-null and have namespace equal to 'particle'.");
        return NULL;
    }

    Properties* sprite = properties->getNextNamespace();
    if (!sprite || strcmp(sprite->getNamespace(), "sprite") != 0)
    {
        GP_ERROR("Failed to load particle emitter: required namespace 'sprite' is missing.");
        return NULL;
    }

    // Load sprite properties.
    // Path to image file is required.
    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);
//.........这里部分代码省略.........
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:101,代码来源:ParticleEmitter.cpp

示例2: 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


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