mirror of https://github.com/axmolengine/axmol.git
77 lines
2.9 KiB
C++
77 lines
2.9 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPUParticle3DBaseForceAffector.h"
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#include "extensions/Particle3D/ParticleUniverse/CCPUParticleSystem3D.h"
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NS_CC_BEGIN
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// Constants
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const Vec3 PUParticle3DBaseForceAffector::DEFAULT_FORCE_VECTOR(0, 0, 0);
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const PUParticle3DBaseForceAffector::ForceApplication PUParticle3DBaseForceAffector::DEFAULT_FORCE_APPL = PUParticle3DBaseForceAffector::FA_ADD;
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//-----------------------------------------------------------------------
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PUParticle3DBaseForceAffector::PUParticle3DBaseForceAffector()
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: PUParticle3DAffector()
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, _forceVector(DEFAULT_FORCE_VECTOR)
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, _scaledVector(Vec3::ZERO)
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, _forceApplication(DEFAULT_FORCE_APPL)
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{
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}
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PUParticle3DBaseForceAffector::~PUParticle3DBaseForceAffector()
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{
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}
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const Vec3& PUParticle3DBaseForceAffector::getForceVector() const
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{
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return _forceVector;
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}
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void PUParticle3DBaseForceAffector::setForceVector( const Vec3& forceVector )
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{
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_forceVector = forceVector;
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}
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PUParticle3DBaseForceAffector::ForceApplication PUParticle3DBaseForceAffector::getForceApplication() const
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{
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return _forceApplication;
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}
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void PUParticle3DBaseForceAffector::setForceApplication( ForceApplication forceApplication )
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{
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_forceApplication = forceApplication;
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}
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void PUParticle3DBaseForceAffector::copyAttributesTo( PUParticle3DAffector* affector )
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{
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PUParticle3DAffector::copyAttributesTo(affector);
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PUParticle3DBaseForceAffector* baseForceAffector = static_cast<PUParticle3DBaseForceAffector*>(affector);
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baseForceAffector->_forceVector = _forceVector;
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baseForceAffector->_forceApplication = _forceApplication;
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}
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NS_CC_END |