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OgreLinearForceAffector.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\opt\OgreLinearForceAffector.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __LinearForceAffector_H__ #define __LinearForceAffector_H__ #include "OgreParticleFXPrerequisites.h" #include "OgreParticleAffector.h" #include "OgreVector3.h" namespace Ogre { /** This class defines a ParticleAffector which applies a linear force to particles in a system. @remarks This affector (see ParticleAffector) applies a linear force, such as gravity, to a particle system. This force can be applied in 2 ways: by taking the average of the particle's current momentum and the force vector, or by adding the force vector to the current particle's momentum. @par The former approach is self-stabilising i.e. once a particle's momentum is equal to the force vector, no further change is made to it's momentum. It also results in a non-linear acceleration of particles. The latter approach is simpler and applies a constant acceleration to particles. However, it is not self-stabilising and can lead to perpetually increasing particle velocities. You choose the approach by calling the setForceApplication method. */ class _OgreParticleFXExport LinearForceAffector : public ParticleAffector { public: /** Command object for force vector (see ParamCommand).*/ class CmdForceVector : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for force application (see ParamCommand).*/ class CmdForceApp : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /// Choice of how to apply the force vector to particles enum ForceApplication { /// Take the average of the force vector and the particle momentum FA_AVERAGE, /// Add the force vector to the particle momentum FA_ADD }; /// Default constructor LinearForceAffector(ParticleSystem* psys); /** See ParticleAffector. */ void _affectParticles(ParticleSystem* pSystem, Real timeElapsed); /** Sets the force vector to apply to the particles in a system. */ void setForceVector(const Vector3& force); /** Gets the force vector to apply to the particles in a system. */ Vector3 getForceVector(void) const; /** Sets how the force vector is applied to a particle. @remarks The default is FA_ADD. @param fa A member of the ForceApplication enum. */ void setForceApplication(ForceApplication fa); /** Retrieves how the force vector is applied to a particle. @param fa A member of the ForceApplication enum. */ ForceApplication getForceApplication(void) const; /// Command objects static CmdForceVector msForceVectorCmd; static CmdForceApp msForceAppCmd; protected: /// Force vector Vector3 mForceVector; /// How to apply force ForceApplication mForceApplication; }; } #endif
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