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// Copyright (C) 2002-2011 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CParticleGravityAffector.h"
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#include "IAttributes.h"
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CParticleGravityAffector::CParticleGravityAffector(
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const core::vector3df& gravity, u32 timeForceLost)
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: IParticleGravityAffector(), TimeForceLost(static_cast<f32>(timeForceLost)), Gravity(gravity)
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setDebugName("CParticleGravityAffector");
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//! Affects an array of particles.
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void CParticleGravityAffector::affect(u32 now, SParticle* particlearray, u32 count)
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for (u32 i=0; i<count; ++i)
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d = (now - particlearray[i].startTime) / TimeForceLost;
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particlearray[i].vector = particlearray[i].startVector.getInterpolated(Gravity, d);
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//! Writes attributes of the object.
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void CParticleGravityAffector::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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out->addVector3d("Gravity", Gravity);
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out->addFloat("TimeForceLost", TimeForceLost);
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//! Reads attributes of the object.
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void CParticleGravityAffector::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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Gravity = in->getAttributeAsVector3d("Gravity");
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TimeForceLost = in->getAttributeAsFloat("TimeForceLost");
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} // end namespace scene
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} // end namespace irr