📄 wmlparticles.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLPARTICLES_H
#define WMLPARTICLES_H
#include "WmlTriMesh.h"
namespace Wml
{
class Camera;
class WML_ITEM Particles : public Geometry
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// Construction and destruction. Particles accepts responsibility for
// deleting the input arrays.
Particles (int iPQuantity, Vector3f* akPCenter, Vector3f* akPNormal,
ColorRGB* akPColor, float* afSize, bool bUseTexture0,
bool bUseTexture1 = false, bool bUseTexture2 = false,
bool bUseTexture3 = false, bool bUseTextureBump = false);
virtual ~Particles ();
// member access
void SetActiveQuantity (int iActiveQuantity);
int GetActiveQuantity () const;
float* Sizes ();
const float* Sizes () const;
// The particle sizes are considered to be relative measurements. The
// sizes must be adjusted to allow particles to appear large or small
// depending on the application's needs. The initial value is 1.0.
float& SizeAdjust ();
const float& SizeAdjust () const;
const TriMeshPtr GetMesh () const;
// To dynamically change vertex normals and/or colors, you will need to
// inform the object that these have changed. The Particles::Geometry
// base class stores the "particle" attributes. The Particles class
// generates quadrilaterals to represent the particles and the TriMesh
// member stores the "quad" attributes--these are derived from the
// "particle" attributes.
void ColorsHaveChanged ();
void NormalsHaveChanged ();
protected:
Particles ();
void CreateMesh ();
// drawing
void GenerateParticles (const Camera* pkCamera);
virtual void Draw (Renderer& rkRenderer);
// Allow application to specify fewer than the maximum number of vertices
// to draw.
int m_iActiveQuantity;
float* m_afSize;
float m_fSizeAdjust;
// triangle mesh that represents the particles (derived quantity)
TriMeshPtr m_spkMesh;
// flags indicating whether or not texture channels are used
bool m_bUseTexture0;
bool m_bUseTexture1;
bool m_bUseTexture2;
bool m_bUseTexture3;
bool m_bUseTextureBump;
};
WmlSmartPointer(Particles);
WmlRegisterStream(Particles);
#include "WmlParticles.inl"
}
#endif
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