22 bool IsVisible()
const {
return m_bVisible; }
24 void SetEmitterEnabled(
bool bEnable) { m_bEmitterEnabled = bEnable; }
25 bool GetEmitterEnabled()
const {
return m_bEmitterEnabled; }
27 bool HasActiveParticles()
const;
36 void SetupOptionalStreams();
38 void SetTransform(
const plTransform& transform,
const plVec3& vParticleStartVelocity);
39 const plTransform& GetTransform()
const {
return m_Transform; }
40 const plVec3& GetParticleStartVelocity()
const {
return m_vParticleStartVelocity; }
42 plParticleSystemState::Enum Update(
const plTime& diff);
44 plWorld* GetWorld()
const {
return m_pWorld; }
46 plUInt64 GetMaxParticles()
const {
return m_StreamGroup.GetNumElements(); }
47 plUInt64 GetNumActiveParticles()
const {
return m_StreamGroup.GetNumActiveElements(); }
66 void AddParticleDeathEventHandler(ParticleDeathHandler handler);
67 void RemoveParticleDeathEventHandler(ParticleDeathHandler handler);
72 bool IsContinuous()
const;
74 float GetSpawnCountMultiplier()
const {
return m_fSpawnCountMultiplier; }
83 void CreateStreamZeroInitializers();
92 bool m_bEmitterEnabled;
96 plVec3 m_vParticleStartVelocity;
97 float m_fSpawnCountMultiplier = 1.0f;
104 bool m_bGetsInitialized =
false;
105 bool m_bInUse =
false;
Definition ParticleEffectInstance.h:25
Definition Declarations.h:56
Definition ParticleSystemDescriptor.h:15
A particle system stores all data for one 'layer' of a running particle effect.
Definition ParticleSystemInstance.h:15
This world module stores all particle effect data that is active in a given plWorld instance.
Definition ParticleWorldModule.h:24