Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/Modifiers/VelocityColorModifier.cs
T
Dylan WilsonandGitHub b3a631aff5 Gui dialogs (#410)
* started refactoring for gui windows

* a bit more work on gui windows

* fixed some bugs and broken build stuff

* fixed some bugs in gui controls

* a little code cleanup

* got gui dialogs positioning and experimenting with named styles by type

* apply control styles directly in the constructor of controls

* got everything compiling again

* all gui controls have skinnable constructors

* rework uniform grid desired size calculations

* turns out gui layouts are complicated

* include pdb files in nuget packages

* fixed a bug in find nearest glyph

* custom control styling

* added a range constructor overload that takes one value

* rethinking control desired size behaviour

* made particle emitters more editable at runtime

* moved the auto trigger code to the particle effect instead of the emitters

* tweaks

* changed the particle modifer interface to an abstract base with an optional name

* changed the particle modifer interface to an abstract base with an optional name

* an attempt at creating a gui combo box

* rolled back the nested control experiment

* pretty good (but not perfect) combo boxes

* tweaks

* name property bindings on lists

* removed and cleaned up the hacks from the gui combo box

* minor combo box styling tweaks

* minor bug fix in gui combo box

* experiments with data binding

* fixed a mistake on the texture region service interface

* working on the ability to serialize particles

* finished particle serialization

* more robust range deserialization

* added editor browable attributes

* fixed some broken demos

* made the particle modifiers editable at runtime

* fixed some issues with particle serialization

* fixed some issues with interpolators
2017-07-22 21:22:13 +10:00

36 lines
1.3 KiB
C#

using System;
namespace MonoGame.Extended.Particles.Modifiers
{
public class VelocityColorModifier : Modifier
{
public HslColor StationaryColor { get; set; }
public HslColor VelocityColor { get; set; }
public float VelocityThreshold { get; set; }
public override unsafe void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
{
var velocityThreshold2 = VelocityThreshold*VelocityThreshold;
while (iterator.HasNext)
{
var particle = iterator.Next();
var velocity2 = particle->Velocity.X*particle->Velocity.X +
particle->Velocity.Y*particle->Velocity.Y;
var deltaColor = VelocityColor - StationaryColor;
if (velocity2 >= velocityThreshold2)
VelocityColor.CopyTo(out particle->Color);
else
{
var t = (float) Math.Sqrt(velocity2)/VelocityThreshold;
particle->Color = new HslColor(
deltaColor.H*t + StationaryColor.H,
deltaColor.S*t + StationaryColor.S,
deltaColor.L*t + StationaryColor.L);
}
}
}
}
}