#include "CParticleAttractionAffector.h"
#include "IAttributes.h"
namespace irr
{
namespace scene
{
CParticleAttractionAffector::CParticleAttractionAffector(
const core::vector3df& point, f32 speed, bool attract,
bool affectX, bool affectY, bool affectZ )
: Point(point), Speed(speed), AffectX(affectX), AffectY(affectY),
AffectZ(affectZ), Attract(attract), LastTime(0)
{
#ifdef _DEBUG
setDebugName("CParticleAttractionAffector");
#endif
}
void CParticleAttractionAffector::affect(u32 now, SParticle* particlearray, u32 count)
{
if( LastTime == 0 )
{
LastTime = now;
return;
}
f32 timeDelta = ( now - LastTime ) / 1000.0f;
LastTime = now;
if( !Enabled )
return;
for(u32 i=0; i<count; ++i)
{
core::vector3df direction = (Point - particlearray[i].pos).normalize();
direction *= Speed * timeDelta;
if( !Attract )
direction *= -1.0f;
if( AffectX )
particlearray[i].pos.X += direction.X;
if( AffectY )
particlearray[i].pos.Y += direction.Y;
if( AffectZ )
particlearray[i].pos.Z += direction.Z;
}
}
void CParticleAttractionAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addVector3d("Point", Point);
out->addFloat("Speed", Speed);
out->addBool("AffectX", AffectX);
out->addBool("AffectY", AffectY);
out->addBool("AffectZ", AffectZ);
out->addBool("Attract", Attract);
}
void CParticleAttractionAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Point = in->getAttributeAsVector3d("Point");
Speed = in->getAttributeAsFloat("Speed");
AffectX = in->getAttributeAsBool("AffectX");
AffectY = in->getAttributeAsBool("AffectY");
AffectZ = in->getAttributeAsBool("AffectZ");
Attract = in->getAttributeAsBool("Attract");
}
}
}