billboardex.h

来自「国外网游源码....除工具源码缺少之外,其余程序都全...至于,什么游戏,因为国」· C头文件 代码 · 共 101 行

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101
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// BillboardEx.h: interface for the CBillboardEx class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_BILLBOARDEX_H__1D73397C_FD4A_48F1_8E87_C276C6D2A7AF__INCLUDED_)
#define AFX_BILLBOARDEX_H__1D73397C_FD4A_48F1_8E87_C276C6D2A7AF__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

class CAnimSequence;
class CSpriteEx;
class CMCGTimer;

class CEffectScrapEx : public CBaseEmitter
{
public:
	CEffectScrapEx();
	virtual ~CEffectScrapEx();

public:		// 滚玿 沏记..
	HRESULT				Create();
	HRESULT				Render();
	HRESULT				Update( float fElapsedTime );
	HRESULT				RestoreDeviceObjects();
	void				InvalidateDeviceObjects();

public:
	HRESULT				LoadTexture(const char *strTextureFilename);

public:
	// particle system attributes
	D3DXVECTOR3			m_vPos; // position of emitter
	D3DXVECTOR3			m_vDir; // position of emitter

	float				m_fEmitterSize; // position of emitter

	float				m_fLifeTime; // position of emitter
	float				m_fDelayTime; // position of emitter
	int					m_nCurTexIndex;
	float				m_fCurrentSize; // position of emitter

	// ししししし
	int					m_nAniCount;
	int					m_nTexCount;


private:

protected:
	LPDIRECT3DVERTEXBUFFER9					m_vbBillboard;
	LPDIRECT3DTEXTURE9	*					m_pTexBillboard;

//	CRecyclingArrayDynEx<EFFECTPARTICLE>	m_ListParticles;
};
/*
class CEffectFireNomal : public CBaseEmitter
{
public:
	CEffectFireNomal();
	virtual ~CEffectFireNomal();

public:		// 滚玿 沏记..
	HRESULT				Create();
	HRESULT				Render();
	HRESULT				Update( float fElapsedTime );
	HRESULT				RestoreDeviceObjects();
	void				InvalidateDeviceObjects();

public:
	HRESULT				LoadTexture(const char *strTextureFilename);

public:
	// particle system attributes
	D3DXVECTOR3			m_vPos; // position of emitter
	D3DXVECTOR3			m_vDir; // position of emitter

	float				m_fEmitterSize; // position of emitter

	float				m_fLifeTime; // position of emitter
	float				m_fDelayTime; // position of emitter
	int					m_nCurTexIndex;
	float				m_fCurrentSize; // position of emitter

	// ししししし
	CAnimSequence *		m_pAniMation;
	CSpriteEx *			m_sprMuzzleFlare;

	CMCGTimer	*		m_Timer;


private:

protected:
//	CRecyclingArrayDynEx<EFFECTPARTICLE>	m_ListParticles;
};
*/

#endif // !defined(AFX_BILLBOARDEX_H__1D73397C_FD4A_48F1_8E87_C276C6D2A7AF__INCLUDED_)

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