Particle Universe
1.2
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#include <ParticleUniverseVertexEmitter.h>
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virtual void | _preProcessParticles (ParticleTechnique *technique, Real timeElapsed) |
void | _setDefaults (void) |
void | _loadMesh (void) |
void | _generatePoints (void) |
void | _generatePointsFromMesh (void) |
void | _generatePointsFromSubMesh (void) |
void | _fillVertexBuffer (void) |
void | _generatePointsFromVertexBuffer (void) |
void | _generatePoints (const Vector3 &startVector, const Vector3 &endVector, Real lengthIncrement=0.0f) |
Protected Member Functions inherited from ParticleUniverse::ParticleEmitter | |
void | _pushEmitterEvent (EventType eventType) |
The VertexEmitter gradually generates spawn points, based on the edges of a mesh. This means that in every ParticleTechnique-update, a few points are generated, until all vertices of the mesh have been processed.
Todo:
ParticleUniverse::VertexEmitter::VertexEmitter | ( | void | ) |
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Calculate the number of particles that the emitter wants to emit.
Reimplemented from ParticleUniverse::ParticleEmitter.
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Generate spawn points from a mesh. The points will not be generated all at once, but gradually. In each call, the points on an edge are generated, until all vertices have been processed. In that case, mAllVerticesProcessed is set to true and this function stops further processing.
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Todo
Reimplemented from ParticleUniverse::ParticleEmitter.
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Perform activities when a ParticleEmitter is started.
Reimplemented from ParticleUniverse::ParticleEmitter.
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The _preProcessParticles() function is used to generate some spawn points in every update.
Reimplemented from ParticleUniverse::ParticleEmitter.
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Copy attributes to another emitter.
Reimplemented from ParticleUniverse::ParticleEmitter.
unsigned short ParticleUniverse::VertexEmitter::getIterations | ( | void | ) | const |
const String& ParticleUniverse::VertexEmitter::getMeshName | ( | void | ) | const |
unsigned short ParticleUniverse::VertexEmitter::getSegments | ( | void | ) | const |
unsigned short ParticleUniverse::VertexEmitter::getStep | ( | void | ) | const |
void ParticleUniverse::VertexEmitter::setIterations | ( | unsigned short | iterations | ) |
void ParticleUniverse::VertexEmitter::setMeshName | ( | const String & | meshName | ) |
void ParticleUniverse::VertexEmitter::setSegments | ( | unsigned short | segments | ) |
void ParticleUniverse::VertexEmitter::setStep | ( | unsigned short | step | ) |
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Defines the speed of generating spawnpoints. In each Particle Technique update 'mIterations' vertices are traversed.
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Determines the name of the mesh of which the vertices are used.
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Determines in how many segments an edge is divided. This results in spawn points.
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Determines the size of the steps that are used to traverse through the vertices.
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