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.