mirror of https://github.com/axmolengine/axmol.git
70 lines
2.6 KiB
C++
70 lines
2.6 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axys1.github.io/
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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 "CCPULinearForceAffector.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_AX_BEGIN
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//-----------------------------------------------------------------------
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void PULinearForceAffector::preUpdateAffector(float deltaTime)
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{
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// Scale force
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_scaledVector = _forceVector * deltaTime;
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}
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//-----------------------------------------------------------------------
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void PULinearForceAffector::updatePUAffector(PUParticle3D* particle, float /*deltaTime*/)
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{
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// for (auto&& iter : _particleSystem->getParticles())
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{
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// PUParticle3D *particle = iter;
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// Affect the direction and take the specialisation into account
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if (_forceApplication == FA_ADD)
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{
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particle->direction += _scaledVector * calculateAffectSpecialisationFactor(particle);
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}
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else
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{
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particle->direction = (particle->direction + _forceVector) / 2;
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}
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}
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}
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PULinearForceAffector* PULinearForceAffector::create()
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{
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auto plfa = new PULinearForceAffector();
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plfa->autorelease();
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return plfa;
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}
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void PULinearForceAffector::copyAttributesTo(PUAffector* affector)
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{
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PUBaseForceAffector::copyAttributesTo(affector);
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}
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NS_AX_END
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