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--Bent Arc Particle
local finalMagnitude = parameters [ "BentArcFinalMagnitude" ]
local velocity = parameters [ "BentArcVelocity" ]
local azimuthStartRadians = parameters [ "BentArcAzimuthStartRadians" ]
local elevationStartRadians = parameters [ "BentArcElevationStartRadians" ]
local azimuthChangeRadians = parameters [ "BentArcAzimuthChangeRadians" ]
local elevationChangeRadians = parameters [ "BentArcElevationChangeRadians" ]
local magnitude
if finalMagnitude then
local magnitudeProgress = progress
end
elseif velocity then
end
local bendProgress = progress
end
local azimuthRadians = zo_lerp ( azimuthStartRadians , azimuthStartRadians + azimuthChangeRadians , bendProgress )
local elevationRadians = zo_lerp ( elevationStartRadians , elevationStartRadians + elevationChangeRadians , bendProgress )
--Spherical coordinates to Cartesian
--X is right, Y is up, Z is toward the screen
return x , y , z
end
end
end
--Control particles expect that Y is down
y = - y
if parameters [ "BentArcOrientWithMotion" ] then
--Numerical solution to orient along the spiral. We use the slope between the last two positions to compute the tangent to the spiral. The angle
--to orient the texture's right-middle point to the spiral is the 2*PI - the tangent's angle, or alternately minus the tangent's angle.
local offsetRadians = parameters [ "BentArcOrientWithMotionTextureRotationRadians" ] or 0
end
end
end
end
-- Physics Particle
end
local MAX_ACCELERATIONS = 5
local ACCELERATION_ELEVATION_RADIANS_PARAMETER_NAMES = { }
local ACCELERATION_MAGNITUDE_PARAMETER_NAMES = { }
for accelerationIndex = 1 , MAX_ACCELERATIONS do
table . insert ( ACCELERATION_ELEVATION_RADIANS_PARAMETER_NAMES , "PhysicsAccelerationElevationRadians" .. accelerationIndex )
table . insert ( ACCELERATION_MAGNITUDE_PARAMETER_NAMES , "PhysicsAccelerationMagnitude" .. accelerationIndex )
end
local initialVelocityElevationRadians = parameters [ "PhysicsInitialVelocityElevationRadians" ]
if initialVelocityElevationRadians then
local initialVelocityMagnitude = parameters [ "PhysicsInitialVelocityMagnitude" ]
if initialVelocityMagnitude then
end
end
local combinedAccelerationX = 0
local combinedAccelerationY = 0
for accelerationIndex = 1 , MAX_ACCELERATIONS do
local accelerationElevationRadians = parameters [ ACCELERATION_ELEVATION_RADIANS_PARAMETER_NAMES [ accelerationIndex ] ]
if not accelerationElevationRadians then
break
end
local accelerationMagnitude = parameters [ ACCELERATION_MAGNITUDE_PARAMETER_NAMES [ accelerationIndex ] ]
if not accelerationMagnitude then
break
end
combinedAccelerationX = combinedAccelerationX + accelerationX
combinedAccelerationY = combinedAccelerationY + accelerationY
end
end
--Numerical can do complex calculations like drag, but it does so by doing calculations in intervals, since it's not a simple equation of time
end
do
local DEFAULT_MIN_STEPS_PER_SECOND = 30
local MAX_STEPS_FOR_UPDATE = 10
local minStepsPerSecond = parameters [ "PhysicsMinStepsPerSecond" ] or DEFAULT_MIN_STEPS_PER_SECOND
end
local timeSinceLastUpdateS = timeS - lastUpdateTimeS
if timeSinceLastUpdateS < stepsIntervalS then
stepsIntervalS = timeSinceLastUpdateS
-- If we've hit a long spike since the last update, split the delta into equal intervals looping up to MAX_STEPS_FOR_UPDATE times to catch up
stepsIntervalS = timeSinceLastUpdateS / MAX_STEPS_FOR_UPDATE
end
repeat
local dragVelocityChangeX = velocityX * dragMultiplier * stepsIntervalS
local dragVelocityChangeY = velocityY * dragMultiplier * stepsIntervalS
velocityX = velocityX + velocityChangePerStepX - dragVelocityChangeX
velocityY = velocityY + velocityChangePerStepY - dragVelocityChangeY
----------------------------------------------------------------------
displacementX = displacementX + ( velocityX * stepsIntervalS )
displacementY = displacementY + ( velocityY * stepsIntervalS )
lastUpdateTimeS = lastUpdateTimeS + stepsIntervalS
until ( lastUpdateTimeS + stepsIntervalS ) > timeS
--Control particles expect that Y is down
end
end
--Analytical calculates physics as a direct equation of elapsed time. Does not support complex functionality like drag
end
--Control particles expect that Y is down
end
--Stationary Paricle
end
-- Offset is handled in the base update, and SetPosition takes that into consideration
end
--Leaf Particle
--A leaf like motion to the right and down from the origin, based on following sections of a tangent curve. Specify the top and bottom (y-values) and the leaf will move through that
--section of the tangent curve. Descent is a factor on the tangent curve (0, infinity). Higher descents make a steeper curve, while lower descents mean a gentler curve. Fall height is the
--UI space height that the curve will be mapped to. The code that orients the leaf to the direction of travel assumes that the leaf point is a 0 degrees on the unit circle. If that is not true
--it can be corrected by rotating the leaf using LeafTextureRotationRadians.
end
--Inverse of y = -descent * tan(x)
end
end
end
local sectionTopY = parameters [ "LeafSectionTop" ]
local sectionBottomY = parameters [ "LeafSectionBottom" ]
local descent = parameters [ "LeafDescent" ]
local sectionHeight = sectionTopY - sectionBottomY
local fallHeight = parameters [ "LeafFallHeight" ]
local leafTextureRotationRadians = parameters [ "LeafTextureRotationRadians" ]
--We move linearly from 0 to fallHeight along the Y (This means that the more the curve travels in the X the faster it goes through that section. It is not constant velocity).
local offsetY = fallHeight * progress
--Figure out where we are vertically on the section of the tangent curve
--Find the X the corresponds to that Y
--Convert that to an offset from the starting X value
--Finally, scale this offset to UI coordinates using the correspondence between the section height and the fall height to determine the scaling factor
local offsetX = ( sectionOffsetX / sectionHeight ) * fallHeight
--The derivative of -descent * tan(x) is -descent/cos^2(x). Orient the texture 0 radian point to the direction of travel.
local slope = - descent / ( cosSectionX * cosSectionX )
local tumbleRadians = parameters [ "LeafTumbleRadians" ]
self . textureControl : SetTextureRotation ( math . atan ( slope ) + leafTextureRotationRadians + tumbleRadians * progress )
end
--Flow Particle
--Sends the particle through a series of "posts" that describe a set of vertical ranges. For example:
--
--
-- * * * * * *
-- * * * * * * * * * *
-- * * * * * * * **
-- * * * * *
--
--Particles will be assigned a normalized vertical offset and travel from post to post across where that normalized offset would lie.
--For example, if a particle was assigned 50% it would travel through the middle of each post, interpolating from middle to middle inbetween the posts.
end
end
local areaTop = parameters [ "FlowAreaTop" ]
local areaBottom = parameters [ "FlowAreaBottom" ]
local areaLeft = parameters [ "FlowAreaLeft" ]
local areaRight = parameters [ "FlowAreaRight" ]
local normalizedPosts = parameters [ "FlowNormalizedPosts" ]
local numPosts = # normalizedPosts
local temp = progress * ( numPosts - 1 )
local progressBetweenPosts = temp % 1
local previousPost = normalizedPosts [ previousPostIndex ]
--the or handles the case where progress is exactly 1
local nextPost = normalizedPosts [ previousPostIndex + 1 ] or normalizedPosts [ numPosts ]
--index 1 holds the top of the post and index 2 holds the bottom of the post
end |