particles can fade in / out now - linking parentParticleEngines properly
parent
de0cad37ab
commit
a09db70d07
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@ -6,7 +6,8 @@
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* @param elapsed
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* @param mesh
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* @param opacityType
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* @param opacityFactor
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* @param fadeInFactor
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* @param fadeOutFactor
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* @param positionOffsetType
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* @param positionOffset
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* @param positionOffsetFn
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@ -32,7 +33,8 @@ GameLib.D3.API.Particle = function(
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elapsed,
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mesh,
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opacityType,
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opacityFactor,
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fadeInFactor,
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fadeOutFactor,
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positionOffsetType,
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positionOffset,
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positionOffsetFn,
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@ -77,17 +79,22 @@ GameLib.D3.API.Particle = function(
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this.mesh = mesh;
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if (GameLib.Utils.UndefinedOrNull(opacityType)) {
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opacityType = GameLib.D3.Particle.OPACITY_TYPE_CONSTANT;
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opacityType = GameLib.D3.API.Particle.OPACITY_TYPE_CONSTANT;
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}
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this.opacityType = opacityType;
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if (GameLib.Utils.UndefinedOrNull(opacityFactor)) {
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opacityFactor = 0.01;
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if (GameLib.Utils.UndefinedOrNull(fadeInFactor)) {
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fadeInFactor = 0.01;
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}
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this.opacityFactor = opacityFactor;
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this.fadeInFactor = fadeInFactor;
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if (GameLib.Utils.UndefinedOrNull(fadeOutFactor)) {
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fadeOutFactor = 0.01;
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}
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this.fadeOutFactor = fadeOutFactor;
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if (GameLib.Utils.UndefinedOrNull(positionOffsetType)) {
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positionOffsetType = GameLib.D3.Particle.POSITION_OFFSET_TYPE_CONSTANT;
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positionOffsetType = GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_CONSTANT;
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}
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this.positionOffsetType = positionOffsetType;
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@ -102,7 +109,7 @@ GameLib.D3.API.Particle = function(
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this.positionOffsetFn = positionOffsetFn;
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if (GameLib.Utils.UndefinedOrNull(directionType)) {
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directionType = GameLib.D3.Particle.DIRECTION_TYPE_CONSTANT;
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directionType = GameLib.D3.API.Particle.DIRECTION_TYPE_CONSTANT;
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}
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this.directionType = directionType;
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@ -117,7 +124,7 @@ GameLib.D3.API.Particle = function(
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this.directionFn = directionFn;
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if (GameLib.Utils.UndefinedOrNull(speedType)) {
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speedType = GameLib.D3.Particle.SPEED_TYPE_CONSTANT;
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speedType = GameLib.D3.API.Particle.SPEED_TYPE_CONSTANT;
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}
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this.speedType = speedType;
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@ -127,7 +134,7 @@ GameLib.D3.API.Particle = function(
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this.speed = speed;
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if (GameLib.Utils.UndefinedOrNull(scaleType)) {
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scaleType = GameLib.D3.Particle.SCALE_TYPE_CONSTANT;
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scaleType = GameLib.D3.API.Particle.SCALE_TYPE_CONSTANT;
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}
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this.scaleType = scaleType;
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@ -142,7 +149,7 @@ GameLib.D3.API.Particle = function(
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this.scaleFn = scaleFn;
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if (GameLib.Utils.UndefinedOrNull(rotationType)) {
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rotationType = GameLib.D3.Particle.ROTATION_TYPE_CONSTANT;
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rotationType = GameLib.D3.API.Particle.ROTATION_TYPE_CONSTANT;
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}
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this.rotationType = rotationType;
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@ -171,6 +178,39 @@ GameLib.D3.API.Particle = function(
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GameLib.D3.API.Particle.prototype = Object.create(GameLib.API.Component.prototype);
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GameLib.D3.API.Particle.prototype.constructor = GameLib.D3.API.Particle;
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GameLib.D3.API.Particle.OPACITY_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.OPACITY_TYPE_FADE_OUT_LINEAR = 0x2;
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GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_LINEAR = 0x3;
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GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_OUT_LINEAR = 0x4;
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GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_RANDOM = 0x2;
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GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_FUNCTION = 0x3;
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GameLib.D3.API.Particle.DIRECTION_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM = 0x2;
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GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED = 0x3;
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GameLib.D3.API.Particle.DIRECTION_TYPE_FUNCTION = 0x4;
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GameLib.D3.API.Particle.SCALE_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.SCALE_TYPE_LINEAR = 0x2;
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GameLib.D3.API.Particle.SCALE_TYPE_EXPONENTIAL = 0x3;
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GameLib.D3.API.Particle.SCALE_TYPE_RANDOM = 0x4;
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GameLib.D3.API.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y = 0x6;
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GameLib.D3.API.Particle.SCALE_TYPE_FUNCTION = 0x7;
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GameLib.D3.API.Particle.SPEED_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.SPEED_TYPE_LINEAR = 0x2;
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GameLib.D3.API.Particle.SPEED_TYPE_EXPONENTIAL = 0x3;
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GameLib.D3.API.Particle.SPEED_TYPE_LOGARITHMIC = 0x4;
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GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_LOG = 0x5;
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GameLib.D3.API.Particle.SPEED_TYPE_EXP = 0x6;
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GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_EXP = 0x7;
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GameLib.D3.API.Particle.ROTATION_TYPE_CONSTANT = 0x1;
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GameLib.D3.API.Particle.ROTATION_TYPE_RANDOM = 0x2;
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GameLib.D3.API.Particle.ROTATION_TYPE_FUNCTION = 0x3;
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/**
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* Creates an API Particle from an Object Particle
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* @param objectParticle
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@ -194,7 +234,8 @@ GameLib.D3.API.Particle.FromObject = function(objectParticle) {
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objectParticle.elapsed,
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apiMesh,
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objectParticle.opacityType,
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objectParticle.opacityFactor,
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objectParticle.fadeInFactor,
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objectParticle.fadeOutFactor,
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objectParticle.positionOffsetType,
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GameLib.API.Vector3.FromObject(objectParticle.positionOffset),
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objectParticle.positionOffsetFn,
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@ -24,7 +24,8 @@ GameLib.D3.Particle = function(
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apiParticle.elapsed,
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apiParticle.mesh,
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apiParticle.opacityType,
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apiParticle.opacityFactor,
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apiParticle.fadeInFactor,
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apiParticle.fadeOutFactor,
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apiParticle.positionOffsetType,
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apiParticle.positionOffset,
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apiParticle.positionOffsetFn,
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@ -87,38 +88,6 @@ GameLib.D3.Particle = function(
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GameLib.D3.Particle.prototype = Object.create(GameLib.Component.prototype);
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GameLib.D3.Particle.prototype.constructor = GameLib.D3.Particle;
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GameLib.D3.Particle.OPACITY_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.OPACITY_TYPE_DECREASE_LINEAR = 0x2;
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GameLib.D3.Particle.OPACITY_TYPE_INCREASE_LINEAR = 0x3;
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GameLib.D3.Particle.POSITION_OFFSET_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.POSITION_OFFSET_TYPE_RANDOM = 0x2;
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GameLib.D3.Particle.POSITION_OFFSET_TYPE_FUNCTION = 0x3;
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GameLib.D3.Particle.DIRECTION_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.DIRECTION_TYPE_RANDOM = 0x2;
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GameLib.D3.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED = 0x3;
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GameLib.D3.Particle.DIRECTION_TYPE_FUNCTION = 0x4;
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GameLib.D3.Particle.SCALE_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.SCALE_TYPE_LINEAR = 0x2;
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GameLib.D3.Particle.SCALE_TYPE_EXPONENTIAL = 0x3;
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GameLib.D3.Particle.SCALE_TYPE_RANDOM = 0x4;
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GameLib.D3.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y = 0x6;
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GameLib.D3.Particle.SCALE_TYPE_FUNCTION = 0x7;
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GameLib.D3.Particle.SPEED_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.SPEED_TYPE_LINEAR = 0x2;
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GameLib.D3.Particle.SPEED_TYPE_EXPONENTIAL = 0x3;
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GameLib.D3.Particle.SPEED_TYPE_LOGARITHMIC = 0x4;
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GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_LOG = 0x5;
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GameLib.D3.Particle.SPEED_TYPE_EXP = 0x6;
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GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_EXP = 0x7;
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GameLib.D3.Particle.ROTATION_TYPE_CONSTANT = 0x1;
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GameLib.D3.Particle.ROTATION_TYPE_RANDOM = 0x2;
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GameLib.D3.Particle.ROTATION_TYPE_FUNCTION = 0x3;
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/**
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* Particle create instance
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*/
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@ -163,6 +132,12 @@ GameLib.D3.Particle.prototype.updateInstance = function(property) {
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this.rotation.instance.z = this.rotation.z;
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}
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if (property === 'mesh') {
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if (this.mesh) {
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this.createInstance();
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}
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}
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};
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@ -184,7 +159,7 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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clone.visible = true;
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if (this.positionOffsetType === GameLib.D3.Particle.POSITION_OFFSET_TYPE_CONSTANT) {
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if (this.positionOffsetType === GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_CONSTANT) {
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clone.position.add(this.positionOffset.instance);
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}
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@ -192,7 +167,7 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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var addY = 1;
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var addZ = 1;
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if (this.positionOffsetType === GameLib.D3.Particle.POSITION_OFFSET_TYPE_RANDOM) {
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if (this.positionOffsetType === GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_RANDOM) {
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addX = GameLib.Utils.GetRandomIntInclusive(1,2);
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addY = GameLib.Utils.GetRandomIntInclusive(1,2);
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@ -219,15 +194,15 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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clone.userData.direction = this.direction.clone();
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if (this.directionType === GameLib.D3.Particle.DIRECTION_TYPE_CONSTANT) {
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if (this.directionType === GameLib.D3.API.Particle.DIRECTION_TYPE_CONSTANT) {
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/**
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* Nothing to do
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*/
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} else if (
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this.directionType === GameLib.D3.Particle.DIRECTION_TYPE_RANDOM ||
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this.directionType === GameLib.D3.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED
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this.directionType === GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM ||
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this.directionType === GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED
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) {
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addX = GameLib.Utils.GetRandomIntInclusive(1,2);
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@ -256,7 +231,7 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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clone.userData.direction.z += Math.random() * this.direction.z;
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}
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if (this.directionType === GameLib.D3.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED) {
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if (this.directionType === GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED) {
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clone.userData.direction.normalize();
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}
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@ -265,13 +240,13 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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}
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if (this.scaleType === GameLib.D3.Particle.SCALE_TYPE_CONSTANT) {
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if (this.scaleType === GameLib.D3.API.Particle.SCALE_TYPE_CONSTANT) {
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clone.scale.x += this.scale.x;
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clone.scale.y += this.scale.y;
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clone.scale.z += this.scale.z;
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}
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if (this.scaleType === GameLib.D3.Particle.SCALE_TYPE_RANDOM) {
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if (this.scaleType === GameLib.D3.API.Particle.SCALE_TYPE_RANDOM) {
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add = GameLib.Utils.GetRandomIntInclusive(1,2);
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@ -286,7 +261,7 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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}
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}
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if (this.scaleType === GameLib.D3.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y) {
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if (this.scaleType === GameLib.D3.API.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y) {
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add = GameLib.Utils.GetRandomIntInclusive(1,2);
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@ -303,7 +278,21 @@ GameLib.D3.Particle.prototype.cloneInstance = function() {
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}
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}
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var fadeIn = true;
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if (
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this.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_LINEAR ||
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this.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_OUT_LINEAR
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) {
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clone.material.opacity = 0;
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fadeIn = true;
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}
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if (this.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_OUT_LINEAR) {
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clone.material.opacity = 1;
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fadeIn = false;
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}
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clone.userData.fadeIn = fadeIn;
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clone.userData.scale = this.scale.clone();
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clone.userData.lifeTime = this.lifeTime;
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clone.userData.speedType = this.speedType;
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@ -330,7 +319,8 @@ GameLib.D3.Particle.prototype.toApiObject = function() {
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this.elapsed,
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GameLib.Utils.IdOrNull(this.mesh),
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this.opacityType,
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this.opacityFactor,
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this.fadeInFactor,
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this.fadeOutFactor,
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this.positionOffsetType,
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this.positionOffset.toApiObject(),
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this.positionOffsetFn,
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@ -929,9 +929,10 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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object,
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property,
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{
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'constant': GameLib.D3.Particle.OPACITY_TYPE_CONSTANT,
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'decrease': GameLib.D3.Particle.OPACITY_TYPE_DECREASE_LINEAR,
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'increase': GameLib.D3.Particle.OPACITY_TYPE_INCREASE_LINEAR
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'constant': GameLib.D3.API.Particle.OPACITY_TYPE_CONSTANT,
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'fade out': GameLib.D3.API.Particle.OPACITY_TYPE_FADE_OUT_LINEAR,
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'fade in': GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_LINEAR,
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'fade in / out': GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_OUT_LINEAR
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}
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)
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);
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@ -941,9 +942,9 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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object,
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property,
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{
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'constant': GameLib.D3.Particle.POSITION_OFFSET_TYPE_CONSTANT,
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'random': GameLib.D3.Particle.POSITION_OFFSET_TYPE_RANDOM,
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'function': GameLib.D3.Particle.POSITION_OFFSET_TYPE_FUNCTION
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'constant': GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_CONSTANT,
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'random': GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_RANDOM,
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'function': GameLib.D3.API.Particle.POSITION_OFFSET_TYPE_FUNCTION
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}
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)
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);
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@ -953,10 +954,10 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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object,
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property,
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{
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'constant': GameLib.D3.Particle.DIRECTION_TYPE_CONSTANT,
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'random': GameLib.D3.Particle.DIRECTION_TYPE_RANDOM,
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'random normalized': GameLib.D3.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED,
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'function': GameLib.D3.Particle.DIRECTION_TYPE_FUNCTION
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'constant': GameLib.D3.API.Particle.DIRECTION_TYPE_CONSTANT,
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'random': GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM,
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'random normalized': GameLib.D3.API.Particle.DIRECTION_TYPE_RANDOM_NORMALIZED,
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'function': GameLib.D3.API.Particle.DIRECTION_TYPE_FUNCTION
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}
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)
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);
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@ -966,13 +967,13 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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object,
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property,
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{
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'constant': GameLib.D3.Particle.SPEED_TYPE_CONSTANT,
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'linear': GameLib.D3.Particle.SPEED_TYPE_LINEAR,
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'exponential': GameLib.D3.Particle.SPEED_TYPE_EXPONENTIAL,
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'logarithmic': GameLib.D3.Particle.SPEED_TYPE_LOGARITHMIC,
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'1 / log': GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_LOG,
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'exp' : GameLib.D3.Particle.SPEED_TYPE_EXP,
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'1 / exp' : GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_EXP
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'constant': GameLib.D3.API.Particle.SPEED_TYPE_CONSTANT,
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'linear': GameLib.D3.API.Particle.SPEED_TYPE_LINEAR,
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'exponential': GameLib.D3.API.Particle.SPEED_TYPE_EXPONENTIAL,
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'logarithmic': GameLib.D3.API.Particle.SPEED_TYPE_LOGARITHMIC,
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'1 / log': GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_LOG,
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'exp' : GameLib.D3.API.Particle.SPEED_TYPE_EXP,
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'1 / exp' : GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_EXP
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}
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)
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);
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@ -982,12 +983,12 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
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object,
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property,
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{
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'constant': GameLib.D3.Particle.SCALE_TYPE_CONSTANT,
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'linear': GameLib.D3.Particle.SCALE_TYPE_LINEAR,
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'exponential': GameLib.D3.Particle.SCALE_TYPE_EXPONENTIAL,
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'random': GameLib.D3.Particle.SCALE_TYPE_RANDOM,
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'random (x = y)': GameLib.D3.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y,
|
||||
'function': GameLib.D3.Particle.SCALE_TYPE_FUNCTION
|
||||
'constant': GameLib.D3.API.Particle.SCALE_TYPE_CONSTANT,
|
||||
'linear': GameLib.D3.API.Particle.SCALE_TYPE_LINEAR,
|
||||
'exponential': GameLib.D3.API.Particle.SCALE_TYPE_EXPONENTIAL,
|
||||
'random': GameLib.D3.API.Particle.SCALE_TYPE_RANDOM,
|
||||
'random (x = y)': GameLib.D3.API.Particle.SCALE_TYPE_RANDOM_X_EQUALS_Y,
|
||||
'function': GameLib.D3.API.Particle.SCALE_TYPE_FUNCTION
|
||||
}
|
||||
)
|
||||
);
|
||||
|
@ -997,9 +998,9 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
|
|||
object,
|
||||
property,
|
||||
{
|
||||
'constant': GameLib.D3.Particle.ROTATION_TYPE_CONSTANT,
|
||||
'random': GameLib.D3.Particle.ROTATION_TYPE_RANDOM,
|
||||
'function': GameLib.D3.Particle.ROTATION_TYPE_FUNCTION
|
||||
'constant': GameLib.D3.API.Particle.ROTATION_TYPE_CONSTANT,
|
||||
'random': GameLib.D3.API.Particle.ROTATION_TYPE_RANDOM,
|
||||
'function': GameLib.D3.API.Particle.ROTATION_TYPE_FUNCTION
|
||||
}
|
||||
)
|
||||
);
|
||||
|
@ -1374,7 +1375,8 @@ GameLib.System.GUI.prototype.buildControl = function(folder, componentTemplate,
|
|||
*/
|
||||
if (
|
||||
property === 'opacity' ||
|
||||
property === 'opacityFactor' ||
|
||||
property === 'fadeInFactor' ||
|
||||
property === 'fadeOutFactor' ||
|
||||
property === 'metalness' ||
|
||||
property === 'roughness' ||
|
||||
property === 'volume'
|
||||
|
|
|
@ -668,18 +668,6 @@ GameLib.System.Linking.prototype.instanceCreated = function(data) {
|
|||
);
|
||||
}
|
||||
|
||||
if (
|
||||
data.component.parentParticleEngine &&
|
||||
typeof data.component.parentParticleEngine === 'string'
|
||||
) {
|
||||
GameLib.EntityManager.Instance.queryComponents(GameLib.Component.PARTICLE_ENGINE).map(
|
||||
function (particleEngine) {
|
||||
if (data.component.parentParticleEngine === particleEngine.id) {
|
||||
data.component.parentParticleEngine = particleEngine;
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Link all meshes
|
||||
|
|
|
@ -61,8 +61,36 @@ GameLib.System.Particle.prototype.start = function() {
|
|||
* @param data
|
||||
*/
|
||||
GameLib.System.Particle.prototype.instanceCreated = function(data) {
|
||||
|
||||
/**
|
||||
* If we loaded a ParticleEngine - store a reference to it for later, also link all particles with this as parent
|
||||
*/
|
||||
if (data.component instanceof GameLib.D3.ParticleEngine) {
|
||||
this.particleEngines.push(data.component);
|
||||
|
||||
/**
|
||||
* Link parent particle engines of already loaded particles
|
||||
*/
|
||||
GameLib.EntityManager.Instance.queryComponents(GameLib.Component.PARTICLE).map(
|
||||
function(particle){
|
||||
if (particle.parentParticleEngine === data.component.id) {
|
||||
particle.parentParticleEngine = data.component;
|
||||
}
|
||||
}
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* If we load a Particle, check to see if its engine loaded and link it.
|
||||
*/
|
||||
if (data.component instanceof GameLib.D3.Particle) {
|
||||
GameLib.EntityManager.Instance.queryComponents(GameLib.Component.PARTICLE_ENGINE).map(
|
||||
function (particleEngine) {
|
||||
if (data.component.parentParticleEngine === particleEngine.id) {
|
||||
data.component.parentParticleEngine = particleEngine;
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -100,7 +128,6 @@ GameLib.System.Particle.prototype.beforeRender = function(data) {
|
|||
function(particleEngine) {
|
||||
|
||||
if (
|
||||
GameLib.Utils.UndefinedOrNull(particleEngine.camera) ||
|
||||
GameLib.Utils.UndefinedOrNull(particleEngine.templateParticle) ||
|
||||
GameLib.Utils.UndefinedOrNull(particleEngine.templateParticle.mesh) ||
|
||||
GameLib.Utils.UndefinedOrNull(particleEngine.templateParticle.mesh.parentScene) ||
|
||||
|
@ -116,36 +143,36 @@ GameLib.System.Particle.prototype.beforeRender = function(data) {
|
|||
|
||||
var speed = particle.userData.speed;
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_CONSTANT) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_CONSTANT) {
|
||||
speed = data.delta * particle.userData.speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_LINEAR) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_LINEAR) {
|
||||
speed = data.delta * particle.userData.speed;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_EXPONENTIAL) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_EXPONENTIAL) {
|
||||
speed = Math.pow(particle.userData.speed, 2) * data.delta;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_LOGARITHMIC) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_LOGARITHMIC) {
|
||||
speed = Math.log(particle.userData.speed) * data.delta;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_LOG) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_LOG) {
|
||||
speed = 1 / Math.log(particle.userData.speed) * data.delta;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_EXP) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_EXP) {
|
||||
speed = Math.exp(particle.userData.speed) * data.delta;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
||||
if (particle.userData.speedType === GameLib.D3.Particle.SPEED_TYPE_ONE_OVER_EXP) {
|
||||
if (particle.userData.speedType === GameLib.D3.API.Particle.SPEED_TYPE_ONE_OVER_EXP) {
|
||||
speed = 1 / Math.exp(particle.userData.speed) * data.delta;
|
||||
particle.userData.speed += speed;
|
||||
}
|
||||
|
@ -154,7 +181,7 @@ GameLib.System.Particle.prototype.beforeRender = function(data) {
|
|||
particle.position.y += particle.userData.direction.y * speed;
|
||||
particle.position.z += particle.userData.direction.z * speed;
|
||||
|
||||
if (particleEngine.templateParticle.scaleType === GameLib.D3.Particle.SCALE_TYPE_CONSTANT) {
|
||||
if (particleEngine.templateParticle.scaleType === GameLib.D3.API.Particle.SCALE_TYPE_CONSTANT) {
|
||||
/**
|
||||
* Do nothing - scale should already be set
|
||||
*/
|
||||
|
@ -164,20 +191,35 @@ GameLib.System.Particle.prototype.beforeRender = function(data) {
|
|||
*/
|
||||
}
|
||||
|
||||
if (particleEngine.templateParticle.scaleType === GameLib.D3.Particle.SCALE_TYPE_LINEAR) {
|
||||
if (particleEngine.templateParticle.scaleType === GameLib.D3.API.Particle.SCALE_TYPE_LINEAR) {
|
||||
particle.scale.x += particle.userData.scale.x * data.delta;
|
||||
particle.scale.y += particle.userData.scale.x * data.delta;
|
||||
particle.scale.z += particle.userData.scale.x * data.delta;
|
||||
}
|
||||
|
||||
particle.quaternion.copy(particleEngine.camera.instance.quaternion);
|
||||
|
||||
if (particleEngine.templateParticle.opacityType === GameLib.D3.Particle.OPACITY_TYPE_INCREASE_LINEAR) {
|
||||
particle.material.opacity += particleEngine.templateParticle.opacityFactor;
|
||||
if (particleEngine.camera && particleEngine.camera.instance) {
|
||||
particle.quaternion.copy(particleEngine.camera.instance.quaternion);
|
||||
}
|
||||
|
||||
if (particleEngine.templateParticle.opacityType === GameLib.D3.Particle.OPACITY_TYPE_DECREASE_LINEAR) {
|
||||
particle.material.opacity -= particleEngine.templateParticle.opacityFactor;
|
||||
if (particleEngine.templateParticle.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_LINEAR) {
|
||||
particle.material.opacity += particleEngine.templateParticle.fadeInFactor;
|
||||
}
|
||||
|
||||
if (particleEngine.templateParticle.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_OUT_LINEAR) {
|
||||
particle.material.opacity -= particleEngine.templateParticle.fadeOutFactor;
|
||||
}
|
||||
|
||||
if (particleEngine.templateParticle.opacityType === GameLib.D3.API.Particle.OPACITY_TYPE_FADE_IN_OUT_LINEAR) {
|
||||
|
||||
if (particle.userData.fadeIn) {
|
||||
particle.material.opacity += particleEngine.templateParticle.fadeInFactor;
|
||||
} else {
|
||||
particle.material.opacity -= particleEngine.templateParticle.fadeOutFactor;
|
||||
}
|
||||
|
||||
if (particle.material.opacity >= 1) {
|
||||
particle.userData.fadeIn = false;
|
||||
}
|
||||
}
|
||||
|
||||
particle.userData.elapsed += data.delta;
|
||||
|
|
Loading…
Reference in New Issue