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My Project
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this is another kind of particle system. More...
#include <particle.h>
Public Member Functions | |
| void | setup (SceneState *pSceneState, int anim, int time) |
| void | draw (SceneState *pSceneState) |
| DeviceTexturePtr_type | GetDeviceTexture () |
| get associated texture | |
| TextureEntity * | GetTexture () |
Public Attributes | |
| Animated< Vector3 > | color |
| AnimatedShort | opacity |
| Animated< float > | above |
| Animated< float > | below |
| Bone * | parent |
| float | f1 |
| float | f2 |
| Vector3 | pos |
| int | manim |
| int | mtime |
| float | length |
| float | seglen |
| int | numsegs |
| Vector3 | tpos |
| Vector4 | tcolor |
| float | tabove |
| float | tbelow |
| bool | m_bUseAbsCord:1 |
| whether to use absolute world coordinate system, so that when particles leave its source, it will be an independent object in the world coordinate system. More... | |
| int32 | m_texture_index |
| std::list< RibbonSegment > | segs |
| CParaXModel * | model |
this is another kind of particle system.
TODO: this class is not implemented yet.
| void RibbonEmitter::draw | ( | SceneState * | pSceneState | ) |
blending additive
| bool ParaEngine::RibbonEmitter::m_bUseAbsCord |
whether to use absolute world coordinate system, so that when particles leave its source, it will be an independent object in the world coordinate system.
1.8.12