OGRE 14.3
Object-Oriented Graphics Rendering Engine
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This affector makes it possible to have an animated texture for each individual particle. More...
#include <OgreTextureAnimatorAffector.h>
Public Member Functions | |
TextureAnimatorAffector (ParticleSystem *psys) | |
void | _affectParticles (ParticleSystem *pSystem, Real timeElapsed) override |
Method called to allow the affector to 'do it's stuff' on all active particles in the system. | |
void | _initParticle (Particle *pParticle) override |
Method called to allow the affector to initialize all newly created particles in the system. | |
float | getDuration (void) const |
uint8 | getTexcoordCount (void) const |
uint8 | getTexcoordStart (void) const |
float | isRandomStartOffset (void) const |
void | setDuration (float duration) |
The length of time it takes to display the whole animation sequence, in seconds. | |
void | setTexcoordCount (uint8 count) |
Sets the number of texcoords to use. | |
void | setTexcoordStart (uint8 start) |
Sets the texcoord index at which the animation should start. | |
void | useRandomStartOffset (float enable) |
Start animation at random frame in the texture sheet. | |
Public Member Functions inherited from Ogre::ParticleAffector | |
ParticleAffector (ParticleSystem *parent) | |
virtual | ~ParticleAffector () |
Virtual destructor essential. | |
const String & | getType (void) const |
Returns the name of the type of affector. | |
Public Member Functions inherited from Ogre::StringInterface | |
StringInterface () | |
virtual | ~StringInterface () |
Virtual destructor, see Effective C++. | |
void | copyParametersTo (StringInterface *dest) const |
Method for copying this object's parameters to another object. | |
ParamDictionary * | getParamDictionary (void) |
Retrieves the parameter dictionary for this class. | |
const ParamDictionary * | getParamDictionary (void) const |
String | getParameter (const String &name) const |
Generic parameter retrieval method. | |
const ParameterList & | getParameters (void) const |
Retrieves a list of parameters valid for this object. | |
bool | setParameter (const String &name, const String &value) |
Generic parameter setting method. | |
void | setParameterList (const NameValuePairList ¶mList) |
Generic multiple parameter setting method. | |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::StringInterface | |
static void | cleanupDictionary () |
Cleans up the static 'msDictionary' required to reset Ogre, otherwise the containers are left with invalid pointers, which will lead to a crash as soon as one of the ResourceManager implementers (e.g. | |
This affector makes it possible to have an animated texture for each individual particle.
Ogre::TextureAnimatorAffector::TextureAnimatorAffector | ( | ParticleSystem * | psys | ) |
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overridevirtual |
Method called to allow the affector to 'do it's stuff' on all active particles in the system.
This is where the affector gets the chance to apply it's effects to the particles of a system. The affector is expected to apply it's effect to some or all of the particles in the system passed to it, depending on the affector's approach.
pSystem | Pointer to a ParticleSystem to affect. |
timeElapsed | The number of seconds which have elapsed since the last call. |
Implements Ogre::ParticleAffector.
Method called to allow the affector to initialize all newly created particles in the system.
This is where the affector gets the chance to initialize it's effects to the particles of a system. The affector is expected to initialize some or all of the particles in the system passed to it, depending on the affector's approach.
pParticle | Pointer to a Particle to initialize. |
Reimplemented from Ogre::ParticleAffector.
Sets the texcoord index at which the animation should start.
default: 0
Sets the number of texcoords to use.
The length of time it takes to display the whole animation sequence, in seconds.
If set to 0 (default) the duration equals the particle time to live. Using a different value here, you can play back the animation faster (looping) or slower. When negative, the animation is disabled. This is useful to just pick a random sprite (see below) and keep it.
Start animation at random frame in the texture sheet.
Useful to randomly phase the animation between particles.