graphics
Class CParticleEngine
in ParticleEngine.h
in ParticleEngine.cpp
- class CParticleEngine
idTexture
private CTexture idTexture[ MAX_TEXTURES ];
m_pHead
private CParticleEngine::tEmitterNode* m_pHead;
m_pInstance
private static CParticleEngine* m_pInstance;
- =========================================================================
File : ParticleEngine.cpp
Project : 0 A.D.
Description : Particle engine implementation
=========================================================================
totalParticles
private int totalParticles;
CParticleEngine
private CParticleEngine( void );
~CParticleEngine
public virtual ~CParticleEngine( void );
- Returns:
- instance of the singleton class
AddEmitter
public bool AddEmitter( CEmitter* emitter, int type = DEFAULTTEXT, int ID = DEFAULTEMIT );
- Returns:
- emitter with the given ID or 0 if not found.
AddToTotalParticles
public void AddToTotalParticles( int addAmount );
Cleanup
public void Cleanup();
DeleteInstance
public static void DeleteInstance();
- Returns:
- true on success, false on failure
DestroyAllEmitters
public void DestroyAllEmitters( bool fade = true );
- do cleanup that's not done in the destructor.
EnterParticleContext
public void EnterParticleContext( void );
FindEmitter
public CEmitter* FindEmitter( int ID );
GetInstance
public static CParticleEngine* GetInstance();
- delete the instance of the singleton class
GetInstance
CParticleEngine* GetInstance( void );
GetTotalParticles
public int GetTotalParticles();
InitParticleSystem
public bool InitParticleSystem( void );
InitParticleSystem
bool InitParticleSystem();
LeaveParticleContext
public void LeaveParticleContext( void );
RenderParticles
public void RenderParticles();
SetTotalParticles
public void SetTotalParticles( int particles );
SubToTotalParticles
public void SubToTotalParticles( int subAmount );
UpdateEmitters
public void UpdateEmitters();
- render each emitter and their particles