// ScatterParticle.cpp: implementation of the CScatterParticle class. // ////////////////////////////////////////////////////////////////////// #include "ScatterParticle.h" ///////////////////false////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CScatterParticle::CScatterParticle() { m_bGravity=false; } CScatterParticle::~CScatterParticle() { } //DEL void CScatterParticle::Create() //DEL { //DEL //DEL } bool CScatterParticle::Update(float fUpdateTime) { /* for(int cRepeat=0;cRepeat<3;cRepeat++) { for(int cParticle=0;cParticle=m_ParticleNodeList[cParticle].m_fFadeTime) continue; m_ParticleNodeList[cParticle].m_fNowTime+=64.0f; m_ParticleNodeList[cParticle].m_vecSource+=m_ParticleNodeList[cParticle].m_vecDir; m_ParticleNodeList[cParticle].m_clrNowDiffuse= color::Interpolation(m_ParticleNodeList[cParticle].m_clrStartDiffuse, m_ParticleNodeList[cParticle].m_clrEndDiffuse, m_ParticleNodeList[cParticle].m_fNowTime/m_ParticleNodeList[cParticle].m_fFadeTime); if(m_bGravity) { m_ParticleNodeList[cParticle].m_vecDir+=vector3(0.0f,-0.3f,0.0f); } } } */ return false; } void CScatterParticle::Create(vector3 vecPos) { /* vector3 vecDirRand,vecPosRand; for(int cParticle=0;cParticle<500;cParticle++) { vecDirRand=vector3(Random()*100.0f,Random()*100.0f,Random()*100.0f); vecDirRand.Normalize(); vecDirRand*=Random()*5.0f; //vecDirRand+=vector3(0.0f,4.0f,0.0f); vecPosRand=vector3(Random()*100.0f,Random()*100.0f,Random()*100.0f); vecPosRand.Normalize(); vecPosRand*=Random()*60.0f; ParticleNode AddNode; AddNode.m_vecSource=vecPos+vecPosRand; AddNode.m_vecDir=vecDirRand; AddNode.m_fSize=5.0f; AddNode.m_fFadeTime=2000.0f; AddNode.m_fNowTime=0.0f; AddNode.m_clrStartDiffuse.c=0xffffffff; AddNode.m_clrEndDiffuse.c=0xff000000; m_ParticleNodeList.Add(AddNode); } */ CTexture::SetPath(FXTEXTUREPATH); m_ParticleTexture.Load("Circle.dds"); }