Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/Modifiers/Containers/CircleContainerModifier.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

52 lines
1.7 KiB
C#

using System;
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Particles.Modifiers.Containers
{
public class CircleContainerModifier : Modifier
{
public float Radius { get; set; }
public bool Inside { get; set; } = true;
public float RestitutionCoefficient { get; set; } = 1;
public override unsafe void Update(float elapsedSeconds, ParticleBuffer.ParticleIterator iterator)
{
var radiusSq = Radius*Radius;
while (iterator.HasNext)
{
var particle = iterator.Next();
var localPos = particle->Position - particle->TriggerPos;
var distSq = localPos.LengthSquared();
var normal = localPos;
normal.Normalize();
if (Inside)
{
if (distSq < radiusSq) continue;
SetReflected(distSq, particle, normal);
}
else
{
if (distSq > radiusSq) continue;
SetReflected(distSq, particle, -normal);
}
}
}
private unsafe void SetReflected(float distSq, Particle* particle, Vector2 normal)
{
var dist = (float) Math.Sqrt(distSq);
var d = dist - Radius; // how far outside the circle is the particle
var twoRestDot = 2*RestitutionCoefficient*
Vector2.Dot(particle->Velocity, normal);
particle->Velocity -= twoRestDot*normal;
// exact computation requires sqrt or goniometrics
particle->Position -= normal*d;
}
}
}