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iParticle Struct Reference

A iParticle can be used in particle Systems. More...

#include <particle.h>

Inheritance diagram for iParticle:

iBase List of all members.

Public Methods

virtual void SetPosition (const csVector3 &pos)=0
 Set the position of this particle in coordinates relative to the parent particle system.

virtual void MovePosition (const csVector3 &move)=0
 Move the particle relative to position.

virtual void SetColor (const csColor &col)=0
 Set the color of this particle.

virtual void AddColor (const csColor &col)=0
 Add color to the color of the sprite.

virtual void ScaleBy (float factor)=0
 Scale particle by this factor.

virtual void SetMixMode (uint mode)=0
 Set the MixMode for the particle.

virtual void Rotate (float angle)=0
 Rotate the particle is some particle dependent manner, in radians.

virtual void Draw (iRenderView *rview, const csReversibleTransform &transform, csZBufMode zbufMode)=0
 Draw this particle.

virtual void UpdateLighting (const csArray< iLight * > &lights, const csReversibleTransform &transform)=0
 Light this particle.

virtual csRenderMesh ** GetRenderMeshes (int &n, iRenderView *rview, iMovable *movable, uint32 frustum_mask)=0
 Get the rendermesh(es) of this particle.


Detailed Description

A iParticle can be used in particle Systems.

Each particle may perform these operations in it's own manner, Or even do nothing at some of the functions. If some are not implemented, functionality depending on that feature may not work.

Definition at line 40 of file particle.h.


Member Function Documentation

virtual void iParticle::AddColor (  const csColor &    col )  [pure virtual]
 

Add color to the color of the sprite.

virtual void iParticle::Draw (  iRenderView *    rview,
const csReversibleTransform &    transform,
csZBufMode    zbufMode
)  [pure virtual]
 

Draw this particle.

The given transform is the transform of the parent particle system. The position of this particle should be relative to that transform.

virtual csRenderMesh** iParticle::GetRenderMeshes (  int &    n,
iRenderView *    rview,
iMovable *    movable,
uint32    frustum_mask
)  [pure virtual]
 

Get the rendermesh(es) of this particle.

virtual void iParticle::MovePosition (  const csVector3 &    move )  [pure virtual]
 

Move the particle relative to position.

virtual void iParticle::Rotate (  float    angle )  [pure virtual]
 

Rotate the particle is some particle dependent manner, in radians.

virtual void iParticle::ScaleBy (  float    factor )  [pure virtual]
 

Scale particle by this factor.

virtual void iParticle::SetColor (  const csColor &    col )  [pure virtual]
 

Set the color of this particle.

virtual void iParticle::SetMixMode (  uint    mode )  [pure virtual]
 

Set the MixMode for the particle.

virtual void iParticle::SetPosition (  const csVector3 &    pos )  [pure virtual]
 

Set the position of this particle in coordinates relative to the parent particle system.

virtual void iParticle::UpdateLighting (  const csArray< iLight * > &    lights,
const csReversibleTransform &    transform
)  [pure virtual]
 

Light this particle.

The given transform is the transform of the parent particle system. The position of this particle should be relative to that transform.


The documentation for this struct was generated from the following file:
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