My Project
|
it represents the instance of the particle system. More...
#include <particle.h>
Public Attributes | |
ParticleListType | particles |
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... | |
Vector3 | m_vLastRenderOrigin |
the last render origin when the update() function is called. More... | |
bool | m_bUpdated:1 |
whether this object is updated in the current frame. More... | |
bool | m_bRender:1 |
whether this object should be rendered (in camera frustum) | |
int | m_anim |
current animation | |
int | m_time |
current frame | |
float | m_rem |
remaining time to spawn new particles | |
void * | m_pSceneState |
to which scene state this particle instance is associated. More... | |
it represents the instance of the particle system.
bool ParaEngine::ParticleList::m_bUpdated |
whether this object is updated in the current frame.
bool ParaEngine::ParticleList::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.
void* ParaEngine::ParticleList::m_pSceneState |
to which scene state this particle instance is associated.
Vector3 ParaEngine::ParticleList::m_vLastRenderOrigin |
the last render origin when the update() function is called.