x
Yes
No
Do you want to visit DriveHQ English website?
首页
产品服务
价格
免费试用
下载客户端
关于我们
云文件服务
|
云备份服务
|
FTP服务
|
企业邮箱服务
|
网站托管
|
客户端软件
云文件服务
云备份服务
FTP服务
企业级邮箱服务
网站托管
客户端软件
OgreParticle.h - Hosted on DriveHQ Cloud IT Platform
返回上层目录
上传
下载
共享
发布
新建文件夹
新建文件
复制
剪切
删除
粘贴
评论
升级服务
路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreParticle.h
旋转
特效
属性
历史版本
/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __Particle_H__ #define __Particle_H__ #include "OgrePrerequisites.h" #include "OgreBillboard.h" namespace Ogre { /** Abstract class containing any additional data required to be associated with a particle to perform the required rendering. @remarks Because you can specialise the way that particles are renderered by supplying custom ParticleSystemRenderer classes, you might well need some additional data for your custom rendering routine which is not held on the default particle class. If that's the case, then you should define a subclass of this class, and construct it when asked in your custom ParticleSystemRenderer class. */ class _OgreExport ParticleVisualData { public: ParticleVisualData() {} virtual ~ParticleVisualData() {} }; /** Class representing a single particle instance. */ class _OgreExport Particle { protected: /// Parent ParticleSystem ParticleSystem* mParentSystem; /// Additional visual data you might want to associate with the Particle ParticleVisualData* mVisual; public: /// Type of particle enum ParticleType { Visual, Emitter }; /// Does this particle have it's own dimensions? bool mOwnDimensions; /// Personal width if mOwnDimensions == true Real mWidth; /// Personal height if mOwnDimensions == true Real mHeight; /// Current rotation value Radian rotation; // Note the intentional public access to internal variables // Accessing via get/set would be too costly for 000's of particles /// World position Vector3 position; /// Direction (and speed) Vector3 direction; /// Current colour ColourValue colour; /// Time to live, number of seconds left of particles natural life Real timeToLive; /// Total Time to live, number of seconds of particles natural life Real totalTimeToLive; /// Speed of rotation in radians/sec Radian rotationSpeed; /// Determines the type of particle. ParticleType particleType; Particle() : mParentSystem(0), mVisual(0), mOwnDimensions(false), rotation(0), position(Vector3::ZERO), direction(Vector3::ZERO), colour(ColourValue::White), timeToLive(10), totalTimeToLive(10), rotationSpeed(0), particleType(Visual) { } /** Sets the width and height for this particle. @remarks Note that it is most efficient for every particle in a ParticleSystem to have the same dimensions. If you choose to alter the dimensions of an individual particle the set will be less efficient. Do not call this method unless you really need to have different particle dimensions within the same set. Otherwise just call the ParticleSystem::setDefaultDimensions method instead. */ void setDimensions(Real width, Real height); /** Returns true if this particle deviates from the ParticleSystem's default dimensions (i.e. if the particle::setDimensions method has been called for this instance). @see particle::setDimensions */ bool hasOwnDimensions(void) const { return mOwnDimensions; } /** Retrieves the particle's personal width, if hasOwnDimensions is true. */ Real getOwnWidth(void) const { return mWidth; } /** Retrieves the particle's personal width, if hasOwnDimensions is true. */ Real getOwnHeight(void) const { return mHeight; } /** Sets the current rotation */ void setRotation(const Radian& rad); const Radian& getRotation(void) const { return rotation; } /** Internal method for notifying the particle of it's owner. */ void _notifyOwner(ParticleSystem* owner); /** Internal method for notifying the particle of it's optional visual data. */ void _notifyVisualData(ParticleVisualData* vis) { mVisual = vis; } /// Get the optional visual data associated with the class ParticleVisualData* getVisualData(void) const { return mVisual; } /// Utility method to reset this particle void resetDimensions(void); }; } #endif
OgreParticle.h
网页地址
文件地址
上一页
113/217
下一页
下载
( 5 KB )
Comments
Total ratings:
0
Average rating:
无评论
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.