📄 baseeffect.h
字号:
// BaseEffect.h: interface for the CBaseEffect class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_BASEEFFECT_H__6EFCDD19_E14D_44DF_9822_D57374ABC8A1__INCLUDED_)
#define AFX_BASEEFFECT_H__6EFCDD19_E14D_44DF_9822_D57374ABC8A1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class CEffectModel;
class CAnimSequence;
class CSpriteMesh;
class CSpriteParticle;
class CSpriteBillBoard;
class CMCGTimer;
class CBaseEffect
{
public:
CBaseEffect();
virtual ~CBaseEffect();
public: // virtual
virtual void Create() = 0; // 概浆..
virtual void Render( CMCGTimer * pTimer, D3DXMATRIX &matWorld ) = 0;
virtual void Update( float fElapsedTime ) = 0;
virtual void SetEmitter( CEffect * pEffect, D3DXVECTOR3 vPos, D3DXVECTOR3 vNomal, int nMaterial ) = 0;
virtual HRESULT Invalidate() = 0;
virtual HRESULT Restore() = 0;
public:
// CMCGTimer * Timer() { return m_pTimer; }
void SetRotationYaw( float fRadians ) { m_fRotationYaw = fRadians; }
void SetRotationPitch( float fRadians ) { m_fRotationPitch = fRadians; }
void SetRotationRoll( float fRadians ) { m_fRotationRoll = fRadians; }
float GetRotationYaw(void) { return m_fRotationYaw; }
float GetRotationPitch(void) { return m_fRotationPitch; }
float GetRotationRoll(void) { return m_fRotationRoll; }
void SetSize(float size) { m_fSize = size; }
float GetSize(void) { return m_fSize; }
D3DXVECTOR3 GetPos() { return m_vPos; }
D3DXVECTOR3 SetPos( D3DXVECTOR3 vPos) { m_vPos = vPos; }
protected:
D3DXVECTOR3 m_vPos;
float m_fRotationYaw;
float m_fRotationPitch;
float m_fRotationRoll;
float m_fSize;
//CMCGTimer * m_pTimer;
//float m_fTime; // 辆丰 矫埃..
int m_nMaterial; // 犁龙..
};
#endif // !defined(AFX_BASEEFFECT_H__6EFCDD19_E14D_44DF_9822_D57374ABC8A1__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -