Files
Client/GameTools/Zallad3D SceneClass/ScatterParticle.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

80 lines
2.1 KiB
C++

// 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.num;cParticle++)
{
if(m_ParticleNodeList[cParticle].m_fNowTime>=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");
}