ParticleSystem::SetParticleSystemFlags
Defined in:
Sets the particle system flags.
C4Particles.h
Prototype
void SetParticleSystemFlags(uint32 flags);
Parameters
flags |
The new particle system flags. |
Description
The GetParticleSystemFlags
function sets the particle system flags to the value specified by the flags
parameter. The particle system flags can be a combination (through logical OR) of the following constants.
kParticleSystemSelfDestruct |
The particle system should delete itself once all the particles have died. |
kParticleSystemNonpersistent |
The particles are not saved when the particle system is serialized. |
kParticleSystemStaticBoundingBox |
The particle system has a static bounding box that is calculated by the specific subclass, and the bounding box should bot be recalculated automatically based on the actual particle positions. If this flag is set, then the subclass must override the Node::CalculateBoundingBox function.
|
kParticleSystemFreezeInvisible |
The particle system is not animated when it was not rendered on the previous frame. |
kParticleSystemUnfreezeDynamic |
The particle system is always animated if it has been invalidated since the previous frame. |
kParticleSystemObjectSpace |
The particle positions are given in object-space coordinates, and the Renderable::SetTransformable function has been used to set the transformable to the particle system itself.
|
kParticleSystemSoftDepth |
The particles fade out as they get close to scene geometry to avoid depth-testing artifacts. |
kParticleSystemDepthRamp |
The particles fade out within a range of camera-space depths to avoid blinking out when they pass through the near plane. |
See Also