void ExplosionScene::setup(TextureLoader* texloader) { explosionOn = false; showPrompt = false; animationCt = 0; flagWaveCt = 0; isFinished = false; loadTextureRefs(texloader); initEmitter(texloader); }
HRESULT SoundManager::initPositionalSound() { HRESULT hr = S_OK; X3DAUDIO_EMITTER emitter; X3DAUDIO_CONE cone; initEmitter(&emitter, &cone); X3DAUDIO_DSP_SETTINGS dsp_settings; dsp_settings.SrcChannelCount = 1; dsp_settings.DstChannelCount = m_destChannels; dsp_settings.pMatrixCoefficients = m_matrixCoefficients; m_music = new SFX(emitter, dsp_settings, cone , m_soundDevice, "../Sound/Techno_1.wav",true); return hr; }
static bool importParticleBoxEmitter(ImportContext & ctxt, const std::string & type, const DescriptionMap & d, Node * parentNode) { if(type != Consts::BEHAVIOUR_TYPE_PARTICLE_BOX_EMITTER) return false; ParticleSystemNode * psn = convertToTNode<ParticleSystemNode>(parentNode); if(psn==nullptr) return false; auto box = new ParticleBoxEmitter(psn); if(box) { std::vector<float> v = Util::StringUtils::toFloats(d.getString(Consts::ATTR_PARTICLE_EMIT_BOUNDS, "")); if(v.size() >= 6) { box->setEmitBounds(Geometry::Box(v[0], v[1], v[2], v[3], v[4], v[5])); } } initEmitter(d, box); ctxt.addFinalizingAction(ImportContext::FinalizeAction(AssignSpawnNodeAction(box, d.getString(Consts::ATTR_PARTICLE_SPAWN_NODE,"")))); ctxt.sceneManager.getBehaviourManager()->registerBehaviour(box); return true; }
static bool importParticlePointEmitter(ImportContext & ctxt, const std::string & type, const DescriptionMap & d, Node * parentNode) { if(type != Consts::BEHAVIOUR_TYPE_PARTICLE_POINT_EMITTER) return false; ParticleSystemNode * psn = convertToTNode<ParticleSystemNode>(parentNode); if(psn==nullptr) return false; auto point = new ParticlePointEmitter(psn); if(point) { std::vector<float> v = Util::StringUtils::toFloats(d.getString(Consts::ATTR_PARTICLE_OFFSET, "")); if(v.size() >= 2) { point->setMinOffset(v[0]); point->setMaxOffset(v[1]); } } initEmitter(d, point); ctxt.addFinalizingAction(ImportContext::FinalizeAction(AssignSpawnNodeAction(point, d.getString(Consts::ATTR_PARTICLE_SPAWN_NODE,"")))); ctxt.sceneManager.getBehaviourManager()->registerBehaviour(point); return true; }