/*---------------------------------------------------------------------------* Project: NintendoWare File: SmParticle.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 1 $ *---------------------------------------------------------------------------*/ #include "../include/SmParticle.h" namespace { //---------------------------------------- // コンストラクタ SmParticle::SmParticle( nw::gfx::SceneNode* parentNode ) { m_pParentNode = parentNode; m_ParticleModelInstArray.clear(); m_ParticleEmitterInstArray.clear(); for ( int i=0; iForeachParticleSet(nw::gfx::ParticleSetsClear()); m_ParticleModelInstArray[i]->ParticleAnimFrameController().SetFrame(0); } for ( int i=0; iReset(); } } //---------------------------------------- // アニメーションフレームを設定する void SmParticle::SetAnimationFrame( f32 setFrame ) { f32 endFrame = 0.0f; for ( int i=0; iParticleAnimFrameController().GetEndFrame()) { endFrame = m_ParticleModelInstArray[i]->ParticleAnimFrameController().GetEndFrame(); } } if (setFrame > endFrame) { setFrame = endFrame; } // フレームの更新がなければアニメーションは更新しません if (m_AnimationFrame != setFrame) return; // フレーム数をセット for (int i=0; iParticleAnimFrameController().SetFrame( setFrame ); } m_AnimationFrame = setFrame; } //---------------------------------------- // パーティクルを0~1で表示レベルを調整する void SmParticle::SetVisibleZone( f32 term ) { /* 現状、パーティクルモデル・エミッタが同数の場合のみ動作する。 */ if( m_ParticleModelInstArray.size() != m_ParticleEmitterInstArray.size() ) { return; } s32 visibleNum = m_ParticleModelInstArray.size() * term; for ( int i = 0; i < m_ParticleModelInstArray.size(); i++ ) { if ( i < visibleNum ) { attach( i ); m_ParticleInstAttachedArray[i] = true; } else { detach( i ); m_ParticleInstAttachedArray[i] = false; } } } #if 0 //---------------------------------------- // アニメーションフレームを進める bool SmParticle::AddAnimationFrame( f32 addFrame, bool loop = true ) { NW_UNUSED_VARIABLE(addFrame); NW_UNUSED_VARIABLE(loop); return false; } #endif } // namespace