1 | #include "dxstdafx.h"
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2 | #include ".\particlecube.h"
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3 |
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4 | ParticleCube::ParticleCube(void) : Node()
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5 | {
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6 | this->width = 0;
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7 | this->height = 0;
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8 | this->depth = 0;
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9 | this->calcLocalPosition = false;
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10 | this->calcLocalVelocity = false;
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11 | this->updatePlanes();
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12 | }
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13 |
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14 | ParticleCube::~ParticleCube(void)
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15 | {
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16 | }
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17 |
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18 | void ParticleCube::setDimensions(float _w, float _h, float _d)
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19 | {
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20 | this->width = _w;
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21 | this->height = _h;
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22 | this->depth = _d;
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23 | this->updatePlanes();
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24 | }
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25 |
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26 | void ParticleCube::update(float dt)
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27 | {
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28 | this->myParticleList.clear();
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29 | this->myParticlePositionList.clear();
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30 | this->myParticleVelocityList.clear();
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31 | this->updatePlanes();
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32 | std::list<SPTR<Node> >* allParticles = this->myScene->getParticleList();
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33 | std::list<SPTR<Node> >::iterator it;
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34 | Node *node;
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35 | bool inside;
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36 | Vector nPos;
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37 | for(it=allParticles->begin();it!=allParticles->end();it++) {
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38 | node = (*it).get();
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39 | inside = true;
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40 | for(unsigned int j=0;j<6;j++) {
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41 | nPos = node->getAbsolutePosition();
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42 | if(wall[j].inFront(nPos)) {
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43 | inside = false;
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44 | break;
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45 | }
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46 | }
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47 | if(inside) {
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48 | D3DXMATRIXA16 invWorldMat;
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49 | Vector tempPos;
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50 | Vector tempVel;
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51 | if(this->calcLocalPosition || this->calcLocalVelocity) {
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52 | D3DXMatrixInverse(&invWorldMat, NULL, &this->myWorldMatrix);
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53 | }
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54 | if(this->calcLocalPosition) {
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55 | D3DXVec4Transform(&tempPos, &nPos, &invWorldMat);
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56 | this->myParticlePositionList.push_back(tempPos);
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57 | }
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58 | if(this->calcLocalVelocity) {
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59 | tempVel = Vector(node->getActor()->getLinearVelocity());
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60 | D3DXVec4Transform(&tempVel, &tempVel, &invWorldMat);
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61 | tempVel = tempVel - nPos;
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62 | this->myParticleVelocityList.push_back(tempVel);
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63 | }
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64 | this->myParticleList.push_back(node);
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65 | }
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66 | }
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67 | }
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68 |
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69 | void ParticleCube::addForceToParticle(Node* particle, Vector force)
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70 | {
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71 | NxActor* actor = particle->getActor();
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72 | if(actor!=NULL) {
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73 | //force = this->getAbsoluteVector(force) - this->getAbsolutePosition();
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74 | this->getAbsoluteDirectionVector(force, force);
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75 | actor->addForceAtLocalPos(force.getNxVector(), NxVec3(0,0,0));
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76 | }
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77 | }
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78 |
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79 | void ParticleCube::addVelocityToParticle(Node* particle, Vector velocity)
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80 | {
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81 | NxActor* actor = particle->getActor();
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82 | if(actor!=NULL) {
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83 | //velocity = this->getAbsoluteVector(velocity) - this->getAbsolutePosition();
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84 | this->getAbsoluteDirectionVector(velocity, velocity);
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85 | Vector tempV(actor->getLinearVelocity());
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86 | velocity = velocity + tempV;
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87 | actor->setLinearVelocity(velocity.getNxVector());
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88 | }
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89 | }
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90 |
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91 | void ParticleCube::updatePlanes()
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92 | {
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93 | Vector p[6];
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94 | Vector np[6];
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95 |
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96 | p[FRONT].setXYZ(0, 0, this->depth/2);
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97 | p[BACK].setXYZ(0, 0, -this->depth/2);
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98 | p[TOP].setXYZ(0, this->height/2, 0);
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99 | p[BOTTOM].setXYZ(0, -this->height/2, 0);
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100 | p[LEFT].setXYZ(this->width/2, 0, 0);
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101 | p[RIGHT].setXYZ(-this->width/2, 0, 0);
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102 |
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103 | np[FRONT].setXYZ(0,0,1);
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104 | np[BACK].setXYZ(0,0,-1);
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105 | np[TOP].setXYZ(0,1,0);
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106 | np[BOTTOM].setXYZ(0,-1,0);
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107 | np[LEFT].setXYZ(1, 0, 0);
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108 | np[RIGHT].setXYZ(-1, 0, 0);
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109 |
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110 | for(int i=0;i<6;i++) {
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111 | this->getAbsoluteVector(p[i], p[i]);
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112 | this->getAbsoluteVector(np[i], np[i]);
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113 | np[i] = np[i] - p[i];
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114 | wall[i].setPoint(p[i]);
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115 | wall[i].setNormal(np[i]);
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116 | }
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117 | }
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