#include <spToolParticleAnimator.hpp>
List of all members.
Public Member Functions |
| ParticleAnimator () |
virtual | ~ParticleAnimator () |
virtual SParticle * | addParticle (scene::Billboard *Object, const EParticleAttribute Attribute, const u64 Endurance, const f32 BlendSpeed, const dim::vector3df &Impulse, const dim::vector3df &Gravity=0.0f, const dim::vector3df &Rotation=0.0f, const dim::vector3df &Transformation=0.0f) |
virtual SParticle * | addParticle (const SParticle &Object) |
virtual void | removeParticle (scene::Billboard *&Object, bool isDeleteBillboard=false) |
virtual void | removeParticle (SParticle *&Object, bool isDeleteBillboard=false) |
virtual void | setParent (scene::SceneNode *Parent, bool isGlobal=false) |
virtual void | setDestructionCallback (const PFNPARTICLECALLBACKPROC DestructionProc) |
virtual void | setEnduranceCallback (const PFNPARTICLECALLBACKPROC EnduranceProc) |
virtual void | update () |
| Updates each particle. Its animation and callback procedures.
|
void | setBoundingBox (const dim::aabbox3df &BoundBox) |
dim::aabbox3df | getBoundingBox () const |
void | setSpeed (const f32 Speed) |
f32 | getSpeed () const |
scene::SceneNode * | getParent () const |
Protected Member Functions |
virtual bool | updateParticle (std::list< SParticle * >::iterator &it) |
virtual void | setParticleAlpha (SParticle *Obj, const f32 Alpha) |
virtual void | setParticleAlpha (SParticle *Obj) |
Protected Attributes |
std::list< SParticle * > | ParticleList_ |
scene::SceneNode * | Parent_ |
bool | ParentGlobal_ |
dim::aabbox3df | BoundBox_ |
f32 | AnimSpeed_ |
PFNPARTICLECALLBACKPROC | pDestructionProc_ |
PFNPARTICLECALLBACKPROC | pEnduranceProc_ |
Detailed Description
ParticleAnimator is a further 'GameEngine like' tool to simplify particle animations. Normally for each particle effect (e.g. fire effect, smoke effect etc.) one ParticleAnimator has to be created and not only one for all effects because you would get problems with callback handling. The ParticleAnimator does not create any billboards (or sprites). You have to create the sprites yourself.
Constructor & Destructor Documentation
sp::tool::ParticleAnimator::ParticleAnimator |
( |
|
) |
|
virtual sp::tool::ParticleAnimator::~ParticleAnimator |
( |
|
) |
[virtual] |
Member Function Documentation
virtual SParticle* sp::tool::ParticleAnimator::addParticle |
( |
const SParticle & |
Object |
) |
[virtual] |
dim::aabbox3df sp::tool::ParticleAnimator::getBoundingBox |
( |
|
) |
const [inline] |
f32 sp::tool::ParticleAnimator::getSpeed |
( |
|
) |
const [inline] |
virtual void sp::tool::ParticleAnimator::removeParticle |
( |
SParticle *& |
Object, |
|
|
bool |
isDeleteBillboard = false | |
|
) |
| | [virtual] |
virtual void sp::tool::ParticleAnimator::removeParticle |
( |
scene::Billboard *& |
Object, |
|
|
bool |
isDeleteBillboard = false | |
|
) |
| | [virtual] |
void sp::tool::ParticleAnimator::setBoundingBox |
( |
const dim::aabbox3df & |
BoundBox |
) |
[inline] |
virtual void sp::tool::ParticleAnimator::setDestructionCallback |
( |
const PFNPARTICLECALLBACKPROC |
DestructionProc |
) |
[virtual] |
virtual void sp::tool::ParticleAnimator::setEnduranceCallback |
( |
const PFNPARTICLECALLBACKPROC |
EnduranceProc |
) |
[virtual] |
virtual void sp::tool::ParticleAnimator::setParent |
( |
scene::SceneNode * |
Parent, |
|
|
bool |
isGlobal = false | |
|
) |
| | [virtual] |
virtual void sp::tool::ParticleAnimator::setParticleAlpha |
( |
SParticle * |
Obj |
) |
[protected, virtual] |
virtual void sp::tool::ParticleAnimator::setParticleAlpha |
( |
SParticle * |
Obj, |
|
|
const f32 |
Alpha | |
|
) |
| | [protected, virtual] |
void sp::tool::ParticleAnimator::setSpeed |
( |
const f32 |
Speed |
) |
[inline] |
virtual void sp::tool::ParticleAnimator::update |
( |
|
) |
[virtual] |
Updates each particle. Its animation and callback procedures.
virtual bool sp::tool::ParticleAnimator::updateParticle |
( |
std::list< SParticle * >::iterator & |
it |
) |
[protected, virtual] |
Member Data Documentation
The documentation for this class was generated from the following file: