#include "CParticleGravityAffector.h"
#include "os.h"
#include "IAttributes.h"
namespace irr
{
namespace scene
{
CParticleGravityAffector::CParticleGravityAffector(
const core::vector3df& gravity, u32 timeForceLost)
: IParticleGravityAffector(), TimeForceLost(static_cast<f32>(timeForceLost)), Gravity(gravity)
{
#ifdef _DEBUG
setDebugName("CParticleGravityAffector");
#endif
}
void CParticleGravityAffector::affect(u32 now, SParticle* particlearray, u32 count)
{
if (!Enabled)
return;
f32 d;
for (u32 i=0; i<count; ++i)
{
d = (now - particlearray[i].startTime) / TimeForceLost;
if (d > 1.0f)
d = 1.0f;
if (d < 0.0f)
d = 0.0f;
d = 1.0f - d;
particlearray[i].vector = particlearray[i].startVector.getInterpolated(Gravity, d);
}
}
void CParticleGravityAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addVector3d("Gravity", Gravity);
out->addFloat("TimeForceLost", TimeForceLost);
}
void CParticleGravityAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Gravity = in->getAttributeAsVector3d("Gravity");
TimeForceLost = in->getAttributeAsFloat("TimeForceLost");
}
}
}