Implement emitters

This commit is contained in:
Phillip Stephens 2016-02-16 02:03:08 -08:00
parent c6796f9848
commit 7cd035c88c
1 changed files with 55 additions and 0 deletions

View File

@ -1,20 +1,75 @@
#include "CEmitterElement.hpp" #include "CEmitterElement.hpp"
#include "CRandom16.hpp"
namespace pshag namespace pshag
{ {
bool CEESimpleEmitter::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const bool CEESimpleEmitter::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const
{ {
x4_loc->GetValue(frame, pPos);
if (x8_vec)
x8_vec->GetValue(frame, pVel);
else
pVel = Zeus::CVector3f();
return false; return false;
} }
bool CVESphere::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const bool CVESphere::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const
{ {
Zeus::CVector3f a;
x4_a->GetValue(frame, a);
float b;
x8_b->GetValue(frame, b);
CRandom16* rand = CRandom16::GetRandomNumber();
int rand1 = rand->Range(-100, 100);
int rand2 = rand->Range(-100, 100);
int rand3 = rand->Range(-100, 100);
Zeus::CVector3f normVec1 = Zeus::CVector3f(0.0099999998f * float(rand3),
0.0099999998f * float(rand2),
0.0099999998f * float(rand1));
if (normVec1.canBeNormalized())
normVec1.normalize();
pPos = b * normVec1 + a;
Zeus::CVector3f normVec2 = (pPos - a);
if (normVec2.canBeNormalized())
normVec2.normalize();
float c;
xc_c->GetValue(frame, c);
pVel = c * normVec2;
return false; return false;
} }
bool CVEAngleSphere::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const bool CVEAngleSphere::GetValue(int frame, Zeus::CVector3f& pPos, Zeus::CVector3f& pVel) const
{ {
Zeus::CVector3f a;
x4_a->GetValue(frame, a);
float b, d, e, f, g;
x8_b->GetValue(frame, b);
x10_d->GetValue(frame, d);
x14_e->GetValue(frame, e);
x18_f->GetValue(frame, f);
x1c_g->GetValue(frame, g);
CRandom16* rand = CRandom16::GetRandomNumber();
d = (d + ((0.5f * (f * rand->Float())) - f)) * M_PI / 180.f;
e = (e + ((0.5f * (f * rand->Float())) - f)) * M_PI / 180.f;
float cosD = Zeus::Math::fastCosR(d);
pPos.x = a.x + (b * (-Zeus::Math::fastSinR(e) * cosD));
pPos.y = a.y + (b * Zeus::Math::fastSinR(d));
pPos.z = a.z + (b * (cosD * cosD));
Zeus::CVector3f normVec = (pPos - a).normalized();
float c;
xc_c->GetValue(frame, c);
pVel = c * normVec;
return false; return false;
} }