A simple particle system effect. More...
Classes | |
class | EmitterParams |
This class regroups all the parameters needed to initialize a particle. More... | |
interface | IParticleShader |
ParticleSystem's shader interface. More... | |
class | Particle |
Particle object returned by CreateParticle. More... | |
class | ParticleShaderDefault |
Default shader, texture modulated by a color. More... | |
class | SimulationParams |
SimulationParams regroups all the parameters needed by the Update and Draw to advance and render the particles. More... | |
Public Member Functions | |
ParticleSystem (int max_particles) | |
ParticleSystem constructor. | |
void | Dispose () |
Dispose implementation. | |
Particle | CreateParticle (bool skip_auto_init=false) |
Particles get created automatically using Emit parameters, but if needed you can also create and init particles yourself. | |
void | Update (float dt) |
The update function. | |
void | Draw () |
The draw function. | |
Static Public Member Functions | |
static void | Terminate () |
Dispose of static resources. | |
Public Attributes | |
TextureInfo | TextureInfo |
The texture information for this particle system. | |
Vector4 | Color = Colors.White |
A global multiplier color for the particle system. | |
BlendMode | BlendMode = BlendMode.Normal |
The blend mode used by the particle system. | |
EmitterParams | Emit |
Parameters used for controlling the emission and initial parameters of particles. | |
SimulationParams | Simulation |
Parameters used for controlling the simulation. | |
Matrix3 | RenderTransform = Matrix3.Identity |
The modelview matrix used for rendering the particle system. | |
IParticleShader | Shader |
User can set an external shader. | |
Properties | |
int | MaxParticles [get] |
The maximum number of particles the system can deal with. | |
int | ParticlesCount [get] |
The current number of particles alive. | |
bool | IsFull [get] |
Return true if the number of active particles has reached maximum capacity. | |
static ParticleShaderDefault | DefaultShader [get] |
The particle system's default shader (texture * color). | |
bool | Disposed [get] |
Return true if this object been disposed. |
A simple particle system effect.
ParticleSystem | ( | int | max_particles | ) |
ParticleSystem constructor.
max_particles | The maximum number of particles for this particle system. |
Particle CreateParticle | ( | bool | skip_auto_init = false | ) |
Particles get created automatically using Emit parameters, but if needed you can also create and init particles yourself.
skip_auto_init | If false, the created particle gets initialized using the Emit parameters, just like the particles randomly created everyframe (this is in case you want to use a random variation as a starting point). |
Matrix3 RenderTransform = Matrix3.Identity |
The modelview matrix used for rendering the particle system.
RenderTransform overrides base class's Node.GetTransform() to render the local geometry.
User can set an external shader.
The Label class won't dispose of shaders set by user (other than ParticleSystem.DefaultShader).
The texture information for this particle system.
All particles use the same image.