class ParticleSystem
Defined in:
The C4Particles.h
ParticleSystem
class represents a particle system node in a world.
Definition
class ParticleSystem : public Effect, public Registrable<ParticleSystem, ParticleSystemRegistration>
Member Functions
ParticleSystem::GetParticleSystemType |
Returns the particle system type. |
ParticleSystem::GetParticleSystemFlags |
Returns the particle system flags. |
ParticleSystem::SetParticleSystemFlags |
Sets the particle system flags. |
ParticleSystem::GetFirstParticle |
Returns the first particle in a particle system. |
ParticleSystem::GetLastParticle |
Returns the last particle in a particle system. |
ParticleSystem::AddParticle |
Adds a new particle to a particle system. |
ParticleSystem::AddFarthestParticle |
Adds a new particle to a particle system and makes it first to render. |
ParticleSystem::FreeParticle |
Removes a particle from a particle system. |
ParticleSystem::AnimateParticles |
Called once per frame to update the positions of the particles. |
Constructor
ParticleSystem(ParticleSystemType type, ParticlePoolBase *pool, ParticleStyle style = kParticlePoint,
const char *textureName = nullptr);
Parameters
type |
The type of particle system. |
pool |
The particle pool from which this effect creates particles. |
textureName |
The name of the texture map to use. If this is nullptr , then the default particle texture is used.
|
Description
The ParticleSystem
class is the base class for all types of particle-based effects. A custom particle system is defined by creating a subclass of one of the more specific subclasses of the ParticleSystem
class.
Base Classes
Effect |
A ParticleSystem node is a specific type of effect.
|
Registrable<ParticleSystem, ParticleSystemRegistration> |
Custom particle system types can be registered with the engine. |
Configurable |
Particle systems can define configurable parameters that are exposed as user interface widgets in the World Editor. |
See Also