irrlicht/source/Irrlicht/CParticleFadeOutAffector.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CParticleFadeOutAffector.h"
#ifdef _IRR_COMPILE_WITH_PARTICLES_
#include "IAttributes.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CParticleFadeOutAffector::CParticleFadeOutAffector(
const video::SColor& targetColor, u32 fadeOutTime)
: IParticleFadeOutAffector(), TargetColor(targetColor)
{
#ifdef _DEBUG
setDebugName("CParticleFadeOutAffector");
#endif
FadeOutTime = fadeOutTime ? static_cast<f32>(fadeOutTime) : 1.0f;
}
//! Affects an array of particles.
void CParticleFadeOutAffector::affect(u32 now, SParticle* particlearray, u32 count)
{
if (!Enabled)
return;
f32 d;
for (u32 i=0; i<count; ++i)
{
if (particlearray[i].endTime - now < FadeOutTime)
{
d = (particlearray[i].endTime - now) / FadeOutTime; // FadeOutTime probably f32 to save casts here (just guessing)
particlearray[i].color = particlearray[i].startColor.getInterpolated(
TargetColor, d);
}
}
}
//! Writes attributes of the object.
//! Implement this to expose the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml serialization purposes.
void CParticleFadeOutAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addColor("TargetColor", TargetColor);
out->addFloat("FadeOutTime", FadeOutTime);
}
//! Reads attributes of the object.
//! Implement this to set the attributes of your scene node animator for
//! scripting languages, editors, debuggers or xml deserialization purposes.
//! \param startIndex: start index where to start reading attributes.
//! \return: returns last index of an attribute read by this affector
void CParticleFadeOutAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
TargetColor = in->getAttributeAsColor("TargetColor");
FadeOutTime = in->getAttributeAsFloat("FadeOutTime");
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_PARTICLES_