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Plasma Engine
2.0
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A particle system stores all data for one 'layer' of a running particle effect. More...
#include <ParticleSystemInstance.h>
Public Types | |
| using | ParticleDeathHandler = plEvent<const plStreamGroupElementRemovedEvent&>::Handler |
Public Member Functions | |
| void | Construct (plUInt32 uiMaxParticles, plWorld *pWorld, plParticleEffectInstance *pOwnerEffect, float fSpawnCountMultiplier) |
| void | Destruct () |
| bool | IsVisible () const |
| void | SetEmitterEnabled (bool bEnable) |
| bool | GetEmitterEnabled () const |
| bool | HasActiveParticles () const |
| void | ConfigureFromTemplate (const plParticleSystemDescriptor *pTemplate) |
| void | Finalize () |
| void | ReinitializeStreamProcessors (const plParticleSystemDescriptor *pTemplate) |
| void | CreateStreamProcessors (const plParticleSystemDescriptor *pTemplate) |
| void | SetupOptionalStreams () |
| void | SetTransform (const plTransform &transform, const plVec3 &vParticleStartVelocity) |
| const plTransform & | GetTransform () const |
| const plVec3 & | GetParticleStartVelocity () const |
| plParticleSystemState::Enum | Update (const plTime &diff) |
| plWorld * | GetWorld () const |
| plUInt64 | GetMaxParticles () const |
| plUInt64 | GetNumActiveParticles () const |
| plProcessingStream * | QueryStream (const char *szName, plProcessingStream::DataType type) const |
| Returns the desired stream, if it already exists, nullptr otherwise. | |
| void | CreateStream (const char *szName, plProcessingStream::DataType type, plProcessingStream **pStream, plParticleStreamBinding &ref_binding, bool bExpectInitializedValue) |
| Returns the desired stream, if it already exists, creates it otherwise. | |
| void | ProcessEventQueue (plParticleEventQueue queue) |
| plParticleEffectInstance * | GetOwnerEffect () const |
| plParticleWorldModule * | GetOwnerWorldModule () const |
| void | ExtractSystemRenderData (plMsgExtractRenderData &ref_msg, const plTransform &instanceTransform) const |
| void | AddParticleDeathEventHandler (ParticleDeathHandler handler) |
| void | RemoveParticleDeathEventHandler (ParticleDeathHandler handler) |
| void | SetBoundingVolume (const plBoundingBoxSphere &volume, float fMaxParticleSize) |
| const plBoundingBoxSphere & | GetBoundingVolume () const |
| bool | IsContinuous () const |
| float | GetSpawnCountMultiplier () const |
A particle system stores all data for one 'layer' of a running particle effect.