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ParaEngine::ParticleList Struct Reference

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...
 

Detailed Description

it represents the instance of the particle system.

Member Data Documentation

§ m_bUpdated

bool ParaEngine::ParticleList::m_bUpdated

whether this object is updated in the current frame.

§ m_bUseAbsCord

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.

§ m_pSceneState

void* ParaEngine::ParticleList::m_pSceneState

to which scene state this particle instance is associated.

§ m_vLastRenderOrigin

Vector3 ParaEngine::ParticleList::m_vLastRenderOrigin

the last render origin when the update() function is called.


The documentation for this struct was generated from the following file: