21 FogParticleSystem::FogParticleSystem(
const string&
id,
ParticleEmitter* emitter, int32_t maxPoints,
float pointSize,
Texture* texture, int32_t textureHorizontalSprites, int32_t textureVerticalSprites,
float fps):
22 FogParticleSystemInternal(id, emitter, maxPoints, pointSize, texture, textureHorizontalSprites, textureVerticalSprites, fps)
28 FogParticleSystemInternal::initialize();
33 FogParticleSystemInternal::setTransform(transform);
39 FogParticleSystemInternal::update();
46 if (this->enabled ==
enabled)
return;
60 FogParticleSystemInternal::setEnabled(
enabled);
65 FogParticleSystemInternal::updateParticles();
77 if (this->frustumCulling ==
true) {
93 FogParticleSystemInternal::setAutoEmit(autoEmit);
100 FogParticleSystemInternal::dispose();
108 FogParticleSystemInternal::setEngine(
engine);
113 FogParticleSystemInternal::setRenderer(
renderer);
unique_ptr< Partition > partition
void updateEntityRegistration(Entity *entity)
Updates registration of engine by performing deregisterEntity() and registerEntity()
void deregisterEntity(Entity *entity)
Removes a entity from internal lists, those entities can also be sub entities from entity hierarchy o...
void registerEntity(Entity *entity)
Adds a entity to internal lists, those entities can also be sub entities from entity hierarchy or par...
Fog particle system entity to be used with engine class.
void updateParticles() override
Updates the particle entity.
void dispose() override
Dispose this entity.
void initialize() override
Initiates this entity.
void update() override
Update transform.
void setTransform(const Transform &transform) override
Set transform.
bool isAutoEmit() override
void setFrustumCulling(bool frustumCulling) override
Set frustum culling.
void setAutoEmit(bool autoEmit) override
Set auto emit.
void setEngine(Engine *engine) override
Set up engine.
void setEnabled(bool enabled) override
Enable/disable rendering.
bool isFrustumCulling() override
void setRenderer(Renderer *renderer) override
Set up renderer.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Particle emitter interface.