Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/Modifiers/VortexModifier.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

30 lines
963 B
C#

using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Particles.Modifiers
{
public unsafe class VortexModifier : Modifier
{
// Note: not the real-life one
private const float _gravConst = 100000f;
public Vector2 Position { get; set; }
public float Mass { get; set; }
public float MaxSpeed { get; set; }
public override void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
{
while (iterator.HasNext)
{
var particle = iterator.Next();
var diff = Position + particle->TriggerPos - particle->Position;
var distance2 = diff.LengthSquared();
var speedGain = _gravConst*Mass/distance2*elapsedSeconds;
// normalize distances and multiply by speedGain
diff.Normalize();
particle->Velocity += diff*speedGain;
}
}
}
}