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61 lines
2.1 KiB
Text
61 lines
2.1 KiB
Text
/// @func BBMOD_MixQuaternionFromHealthModule([_property[, _from[, _to]]])
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///
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/// @extends BBMOD_ParticleModule
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///
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/// @desc A universal particle module that mixes particles' quaternion
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/// property between two values based on their remaining health.
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///
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/// @param {Real} [_property] The first of the four consecutive properties that
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/// together form a quaternion. Use values from {@link BBMOD_EParticle}.
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/// Defaults to `undefined`.
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/// @param {Struct.BBMOD_Quaternion} [_from] The quaternion when the particle has
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/// a full health. Defaults to an identity quaternion.
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/// @param {Struct.BBMOD_Quaternion} [_to] The quaternion when the particle has
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/// no health left. Defaults to `_from`.
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///
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/// @see BBMOD_EParticle
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function BBMOD_MixQuaternionFromHealthModule(
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_property=undefined,
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_from=new BBMOD_Quaternion(),
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_to=_from.Clone()
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) : BBMOD_ParticleModule() constructor
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{
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BBMOD_CLASS_GENERATED_BODY;
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/// @var {Real} The first of the four consecutive properties that together
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/// form a quaternion. Use values from {@link BBMOD_EParticle}. Default
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/// value is `undefined`.
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Property = _property;
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/// @var {Struct.BBMOD_Quaternion} The quaternion when the particle has full
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/// health. Default value is an identity quaternion.
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From = _from;
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/// @var {Struct.BBMOD_Quaternion} The quaternion when the particle has no
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/// health left. Default value is the same as
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/// {@link BBMOD_MixQuaternionFromHealthModule.From}.
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To = _to;
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static on_update = function (_emitter, _deltaTime) {
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var _property = Property;
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if (_property != undefined)
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{
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var _to = To;
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var _from = From;
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var _particles = _emitter.Particles;
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var _particleIndex = 0;
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repeat (_emitter.ParticlesAlive)
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{
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var _factor = clamp(_particles[# BBMOD_EParticle.HealthLeft, _particleIndex]
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/ _particles[# BBMOD_EParticle.Health, _particleIndex], 0.0, 1.0);
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var _quat = _to.Slerp(_from, _factor);
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_particles[# _property, _particleIndex] = _quat.X;
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_particles[# _property + 1, _particleIndex] = _quat.Y;
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_particles[# _property + 2, _particleIndex] = _quat.Z;
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_particles[# _property + 3, _particleIndex] = _quat.W;
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++_particleIndex;
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}
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}
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};
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}
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